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The Last Plague: Blight News

Hotfix v0.8.1

Small update to fix a few issues around the crafting menu. Thanks for checking out the game!

Fixes:
  • Fixed the crafting menu becoming unresponsive or corrupted when it is opened with certain items in your inventory like berries

Update v0.8.0 and new demo for Tiny Teams 2024

Releasing a major update for the demo for the Tiny Teams Festival! A ton of new features and enhancements have been added to the game since the last demo. Check out the list of new things below:

New Features:
  • New grid inventory system that gives every item a width and height in your bag to allow for a greater variety of carrying capacity. Along with this, all items can be hand-held now for even more carrying capacity
  • Basic farming - you can uproot most plants you encounter in the game in order to re-plant them at your camp. Plants take a while to grow and close monitoring for moisture, fertilization and sunlight is key
  • Caves - generate all across the land and contain ores and other resources that will be useful in your survival
  • Rafts - you can now construct rafts to be able to quickly navigate on rivers and across bodies of water
  • Food preservation - food and liquids can be stored in sealed containers to help preserve them for longer periods of time
  • Fermentation - ability to make vinegar from spoiled foods as a new ingredient and resource
  • Decontamination - limited ability to decontaminate various foods from the Blight using vinegar and other resources. More advanced ingredients that tie into the story are coming for the early access release
  • Fire starting - finally a more real-to-life system for starting fires with tinder and kindling instead of just clicking a button
  • New creatures - deer and boars now appear in the wilderness for you to hunt
  • New creature pathfinding system helps them avoid obstacles much better than before
  • Graphical overhaul - a lot of effort was put into making the game shine a lot more. Adaptive exposure has been added to lighten or darken things depending on how bright or dark the overall scene is, for example entering and exiting dark caves
  • World generation overhaul - new terrain generation features give the world more variety and makes things feel more real


Hope you enjoy!

The Last Plague: Blight releases October 3rd!

The release date has been set! The game will finally be released into Early Access on October 3rd, 2024.

There will be a solid amount of content in the game for the Early Access period along with substantial plans for the 1.0 release set of features including NPCs, trading, and village restoration. A more concrete outline will come soon.

Thanks for your patience as the game developed and evolved over the last few years. I hope that it will be worth the wait!

Development Update

Hey everyone,

It's been a while since the Co-op playtest update back in September last year and some of you have been wondering about the status of the game, so I wanted to provide a little update post to show what's been under development. Rest assured that the game is constantly being worked on and tons of new things are being added as it prepares for Early Access release!

[h2]Caves[/h2]
Caves will be an important piece of the game's story with resources, creatures and other things to find. They are completely randomly generated using a voxel-type system, and so the resulting cave networks can truly be breathtaking. Just make sure you have enough fuel for your torch.








[h2]Swimming[/h2]
With the water in caves and a general need for this feature for a long time, swimming has finally been added, allowing you to access more areas both aboveground and below.




[h2]Grid-based inventory[/h2]
Something that has been on the list for a while, a grid-based inventory allows for more detailed inventory management with a greater ability to carry many small items with less large ones, rather than a one slot per item approach before.




[h2]More varied and interesting terrain features[/h2]
Reworked the terrain generation to fully embrace large elevation changes to add more dramatic and realistic looking terrains.












[h2]Fire starting[/h2]
Finally adding a proper fire starting system that needs the right amount kindling, tinder and fuel to make things more immersive.




[h2]Various animation improvements[/h2]
More immersive item placement animations, small tree chopping animation, etc. make the game feel more alive.







These are just some of the new things added to the game. A lot of cool new features and content are planned for the Early Access release to make sure the game is as solid as can be for launch. Stay tuned for further updates and a final potential playtest round right before release!

Get notified when the playtest is live again, sign up for the email list at the bottom of this page: https://thelastplague.com/

Update v0.7.5

A few more fixes from recent feedback! The game is becoming very solid, really appreciate all the testing and feedback from everyone!

Fixes:
  • Fixed race condition that caused a save error when saving as chunks are being loaded and unloaded (due to another player moving around)
  • Fixed placement of generated environment items like sticks not factoring in the slope of the ground causing them to collide with the ground after placement and jitter about
  • Fixed slime oil crafting not functioning even though your container has just the exact amount of slime oil for the recipe (due to inconsistent rounding of displayed value vs. internally stored value)
  • Fixed pressing escape while waiting for other players to sleep not properly ending your character's sleep wait state causing all sorts of UI/interaction issues when the other player does end up falling asleep
  • Fixed the fog particle effect not appearing in swamps since the v0.7.0 update
  • Fixed multiple nested inventories not properly updating their contents over time, for example food not decaying in a small leather bag within a backpack placed on the ground
  • Cooking is prevented if the resulting container can't fit all of the output substance (ex. too much tallow to fit in a bowl)


Performance:
  • Greatly reduced physics complexity for generated environment items like sticks so that there is less CPU load when newly generated chunks are activated


Visuals:
  • Updated mud brick kiln look


Other changes:
  • More prevention of blight clouds initially appearing in rivers when the world is generated
  • Added a pause to the item/building placement highlight after clicking to provide a better experience for high latency clients
  • New key request form for players to invite their friends to test with them