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The Last Plague: Blight News

Update v0.10.1

Adding a few fixes and requested quality of life changes in this small update. As always, greatly appreciate your feedback and bug reports! Glad you are enjoying the recent big update! Really excited to see the rest of the roadmap fulfilled this year.

Fixes:
  • Fixed ranged attack targeting in top-down mode - the target circle was behaving oddly when aiming higher than the character (ex. up a hill)
  • Fixed ranged attack targeting in third-person mode - specifically for throwing stones, the angle calculation was done from the wrong point causing the stone to be thrown to the right
  • Fixed in-inventory dead rabbits losing their inventory state when loading a save, causing their harvestable items to be empty when trying to harvest after being dropped
  • Fixed internal error happening during nighttime due to missing fish spawn data


Additions:
  • Added a migration of demo saves to the full game. This will only happen for players launching the full game the first time before any settings files are created to make sure the demo saves don't overwrite any full game saves
  • Added stockpile support for charcoal, pebbles, and a new extra large stockpile added for thin trunks
  • Added new game preferences storage system, currently saving whichever game customization options you set when starting a new game so that it will be re-shown the next time you try to start another custom difficulty game
  • Added "kill" item action for live rabbits in your inventory


Other changes:
  • Updated credits for character modelling
  • Removed "experimental" from third-person control mode, it's fairly stable now!

Major Update v0.10.0

The first major update of the year has finally arrived, just in time for the end of Q1! A ton of new and exciting features and improvements have been added to the game, a few still preliminary versions that will be improved over time. Even though this is a major update with a 0.x version increase, all old saved games should still be compatible. Please reach out if you see any issue with your saved games! And thank you for your patience, I know many of you were very excited about the update and were wondering if it was going to be delayed or not. Hope you enjoy!

[h2]New Features[/h2]

[h3]Character customization[/h3]

Added a preliminary character customization system at the start of new games, and also when pre-0.10.0 saves are loaded (this will happen only once). There aren't any more detailed customizations yet sadly but these will come in future updates! There also may be some animation issues after a big migration from the old character model, these will be fixed with time as well.

[h3]Game customization[/h3]

Added a much-requested game customization options for new games! You can customize a ton of settings like turning off the Blight (mostly), food decay speed, etc. For now, these settings can only be set at the start of a new game, but modifying them during the course of a game will potentially come later on.

[h3]Fishing with fish traps[/h3]

Fishing with simple fish traps is now possible in The Last Plague. You can catch multiple fish in the trap at a time, collect them and cook them. More active fishing with fishing rods will come in a future update.

[h3]Bows and arrows[/h3]

Finally added bow and arrow support for some more interesting ranged combat in the game. Currently bows and proper arrows can only found in cabins, with support for crafting them coming in later updates when the resources required are added to the game.

[h3]Melee/ranged toggle for spears[/h3]

Finally you will be able to use the spears as a longer range melee attack, as well as craft a flint-spearhead for a slightly more effective spear in the early game. Toggling between melee and ranged modes is possible with a new key bind (V and DPad-Right by default).

[h3]Ability to pick up creatures[/h3]

You can now choose to pick up trapped rabbits to be able to carry them back to a safer spot before harvesting them. Being able to drag larger creatures like coyotes will come later on.

[h2]Other Additions/Changes[/h2]
  • Added selection outline brightness option
  • Reworked player melee attack collision detection to be a lot more forgiving, factoring in highlight of enemies into the attack rather than always checking directly in front of the player character
  • Added quiver container that only stores arrows, must be equipped on the belt to be able to provide the bow attack interaction with arrows
  • Added long plank wall
  • Increase support beam connection distance slightly to allow one more snap-to-grid position
  • Added character outline to main inventory window with (currently unused) new chest, legs and feet slots


[h2]Fixes[/h2]
  • Added detection of controller inputs at the start of the game that you can now turn off, in cases where controllers were added unwanted input like navigating up throughout the menus
  • Fixed crafting recipes with multiple output items not preserving input condition percent properly


2025 Roadmap!

Hey everyone, thanks so much for all your support and feedback since the game's EA release a few months back. Seeing the enthusiasm for the game and its future has been amazing to see. I know a lot of you have been eagerly awaiting updates and a more detailed roadmap showing exactly what's to come, and I've finally been able to put together something that has a bit more structure to it. These are all estimates of course and things may be accomplished earlier or later in some cases. Check it out:

[h3]Q1 (Jan - March)[/h3]
  • Character customization - male/female characters with some basic customization options (more advanced will come later)
  • Game customization - customize game settings for new games like world Blight levels, enemy counts/behavior, etc.
  • Fishing - starting with fishing traps first followed by actual fishing with rods
  • More items, buildings, weapons - bows & arrows, hoe, flint/bronze tool heads & blades, melee mode for spear, traps, etc.


[h3]Q2 (April - June)[/h3]
  • Injury/wound system - bleeding/bandaging, localized damage, infections, etc.
  • More advanced building system - large wooden posts/beams, multiple levels, fireplaces, stairs, etc.
  • Weather/seasons - temperature & clothing, snow, expanded food preservation for winter


[h3]Q3 (July - Sept)[/h3]
  • Skills/proficiency system - get better at certain tasks over time through repetition
  • Other survivors/NPCs - find isolated survivors and their campsites, trade or fight
  • Glass blowing - create glass objects, windows, etc. using things like slag from metalworking


[h3]Q4 (Oct - Dec)[/h3]
  • Story continuation - with all the above features in place, continue the story and seek the cure by collaborating with other survivors for various resources, clear out the infection in villages with their help, and start resettling villages
  • Animal husbandry - taming and breeding animals


There will be a lot of other miscellaneous content and features added throughout the year as time allows, and some features will be expanded upon later in the year after their initial implementation. Some of these smaller features include: item rotation in inventories, better combat system, reworked cooking system with better ingredient management, new biome areas and terrain features, mod support, and expanded map area.

The completion of this roadmap will bring the game a lot closer to a full 1.0 version state, so expect news of that closer to the start of 2026!

Thanks again for checking out The Last Plague: Blight and I hope this roadmap helps build excitement for what's to come.

Update v0.9.14

Happy new year everyone! Finally adding some more promised translations in this small update!

Took some time to recharge over the recent holiday period but work continues intensely going forward. A more detailed roadmap will be out in the next week, stay tuned! Appreciate your patience!

Additions:
  • Added Brazilian Portuguese, German and Spanish


Fixes:
  • Fixed inventory being unusable when you are targeted by a nearby hostile creature
  • When transferring liquids between containers, the default selected value will be the max amount to make this process smoother

Update v0.9.13

A smaller update addressing a few quality of life issues raised over the past while as we enter the holiday season. There has been a lot of feature work going on behind the scenes that isn't quite ready for release yet, and I can share more details about all of this soon. One of these is the character customization system with a much more finalized looking male character along with a new female character. German, Spanish and Brazilian Portuguese translations are in the works and will be ready in the next week or so.

I plan to send out a more detailed 2025 roadmap very soon with more concrete timelines of various features and content, so stay tuned! I know that the speed of feature/content addition has been very slow given the tiny size of the team and I apologize for that, but if you currently enjoy the game and the direction it's heading in, know that there is so much planned and that I will stop at nothing to get the game to the greatest it can be over the next few years.

Happy Holidays!

Additions:
  • Added an often-requested transfer amount popup when moving item stacks or filling containers. You can hold shift when dragging then releasing an item stack to another slot (or press Y on an XBox controller) to open a transfer amount popup that lets you fine tune how much to transfer. This is also shown when filling a container with another, allowing you to select the exact amount of liquid to transfer
  • Added a proper terrain levelling function to the shovel (default Ctrl + left click). An indicator will appear showing the height and range of the levelling process, and this indicator will snap to certain height steps to allow for more obvious terrain planning for your camp. Note that this feature won't work if the terrain difference is too steep, so add/remove dirt with the shovel first to be able to level things properly.
  • Added a way to snap shelter building pieces to a grid by holding Left Alt (or DPad left on controllers) to better layout your posts and walls. Let me know how this grid feels and if you'd like any changes!


Fixes:
  • Fixed queued crafting recipes with liquid outputs (ex. berry juice) continuing even if the destination container is full
  • Fixed language change not setting the new language in all places within the game, requiring a game restart
  • Fixed French translation issues and missing translations for French/Russian
  • Fixed errors when dragging a floor
  • Fixed PS5 select button glyph


Other changes:
  • Reworked floor placement process to be much less strict about how flat the terrain needs to be to avoid unneeded flattening with shovel after placement. Coupled with the new levelling feature done in advance, you should almost never need to flatten the ground to complete the floor
  • Terrain smoothing was moved from Ctrl+left click to Ctrl+right click to allow the new levelling feature to take priority. Smoothing has also been reworked to be much quicker and line up with the digging animation