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Tunguska: The Visitation - Final Cut News

Update 1.96-7 Patch Notes

[p]This build has fixed the issues seen from 1.96-6, and added one more convenience feature: you can also insert ammo into a gun while it's in the backpack. [/p][p]
Thank you everyone for your patience and help![/p]

Reloading Mechanism Update

[p]Edit 3: 1.96-7 has been published to the main branch![/p][p][/p][p]Edit 2: I fixed some issues and made a build for 1.96-7, and uploaded it to the beta branch. If anyone is interested, you can switch to the beta build from Steam, right click on the game and select Properties, then under Game Versions & Betas enter the private version key "1967betatest" and then click "Check Code", and then click "Opt into: beta" to load the new build. Thank you![/p][p][/p][p]Edit: Due to some game breaking bugs, I had to revert the build back to 1.96-5 and fix the issues. I apologize for the inconvenience. Thank you for your patience![/p][p][/p][p]======[/p][p][/p][p]Over the years, there has been many requests from players to allow manual insertion of ammo into the gun in the inventory. Basically, if you equip a gun, open inventory, and drop ammo unto it, it only assigns the ammo type and won't actually put any ammo in it. The reason it's designed this way is that the game pauses when inventory is open, so if you are allowed to insert ammo into the gun while the game is paused, you essentially get to insta-reload whenever the gun runs out of ammo. [/p][p][/p][p]But it just doesn't feel intuitive when you can't drop ammo item onto the gun, so I must find a solution. The best answer I can come up with is that whenever you insert ammo into the equipped gun, and then close the inventory:[/p]
  • [p]If the gun is on your back, you get a insta-reload. [/p]
  • [p]If you gun is in your hand, you just automatically play the reload animation.[/p]
[p]Either way, the game remains fair and square, you won't get continuous firepower and yet still have the option to insert ammo manually. And there's a net upside - you can refill your secondary weapon without having to hit Reload button when you pull it out, which had been pretty tedious during combat. [/p][p][/p][p]The tricky part is that I had to make a ton of changes to the logic to make this happen. And you know what happens when there are a lot of code changes - bugs! I tested reloading for two days and I'm confident that I didn't introduce any new issues, but please let me know if you notice any problems! [/p][p][/p][p]Other improvements added in 1.96-6:[/p]
  • [p]Fixed a bug with the 150 ohm and 200 ohm resistors, which disappear immediately when you drop them on the ground.[/p]
  • [p]Fixed a bug with batteries extracted from devices overlapping with other items in the backpack[/p]
  • [p]Haruko will start providing guide service after you complete any quests for her. Previously, you have to first talk to Alexei about her before she offers guides.[/p]
  • [p]Fixed a font issue with French where certain accented letters don't show up[/p]

Tunguska 2: Whitefall Dev Progress Update!

[p][/p][p]Hello Ghoul Hunters,[/p][p][/p][p]It's time for another dev update for the sequel! I have added one more Monolithic Manifestation called "Pulsar". It's a flying, glowing orb, rotating randomly in midair, and it emits two light beams which can detect humans. Once detected, it will switch to attack mode, with its beams turning into burning rays of death! Moreover, upon detecting a target, it'll also emit a sound that alerts other nearby Monoliths to rally upon the target. [/p][p][/p][p]I will provide countering mechanisms once all the Monoliths are done. For example, to counter the Pulsar, you might shoot at it to cause it to spin uncontrollably for a few seconds, making it harder for it to fix the beam on you. [/p][p][/p][p]But for now, I recorded a gameplay video and uploaded to the Steam store page for the sequel, where I was hunted by the Pulsar and two Meatballs. Check it out![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]I have one more Monolith to make, and then I'll start working on the new UI. We are well on our path towards a playable demo for the mid-year Next Fest, possibly in June 2026 :)[/p][p][/p][p]Also, update 1.96-5 has a quick update to fix a game-breaking bug that was reported to me yesterday - after you start the defense quest in Lake Cheko and waiting for the enemies to come, if you travel by boat to the lake cottage and stay there until the enemies' arrival and then travel back, the enemies will never arrive and you can't complete the quest. The fix will delay the enemies until you get back to the swamp.[/p][p][/p][p]I know I have been updating the game frequently in the last couple of weeks, and it might have caused inconvenience with some folks. I apologize for that. The game was on a big discount and there was a large influx of players, and along with it more eyes on the product. Therefore I tried to update the game as soon as I'm aware of any significant issues, so that others won't be impacted. I promise that the updates will wind down from now on :) Thank you for your patience and understanding![/p]

Update 1.96-4 Patch Notes

  • [p]Fixed a bug where if the UI size is set to too high (such as 14), the submit button in the character creation page will be outside the screen, preventing user from starting the game.[/p]
  • [p]There is now a command to disable the winter event and remove the Christmas decors:
    set coal_active 0
    Then save and load.[/p]
  • [p]Corrected some French translation[/p]
  • [p]There used to be some discrepancy between the scope crosshair and the actual direction the gun is aiming at. They will be synced better in this build.[/p]
  • [p]Increased the range and handling for SKS Sniper and SKS Carbine.[/p]

Update 1.96-3 Patch Notes

  • [p]There are reports of game stuck in demo mode. I'm not sure why it behaves like that, so in this update I just removed all the code for demo mode.[/p]
  • [p]After killing a NPC through strangling, the player will automatically go crouch.[/p]
  • [p]Improved knockback animation[/p]