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CAMPS News

0.8.3.0

[h2]Hello everyone![/h2][p]It’s been a while since the last update, and there are a few reasons for that.
First of all, part of August was spent preparing for participation at Gamescom 2025.

[/p][p]In short, it was an amazing trip. I had the chance to meet many interesting people, attend a lot of events, learn new things, and just have a great time away from development. After the trip, it took me about a week and a half to get back into the workflow, so it took some time before I could dive into development again.[/p][p][/p][p][/p][h3]The important part:[/h3][p]There are 3 major reasons why the next patch took longer to release. All of them were planned and are essential components of the project. Here’s why:[/p][p][/p][p][/p][p][/p][h3]1. Runtime Performance Optimization[/h3][p]This was a massive task that required a lot of time and effort.
Many of you already know how important optimization is for me. One of my main goals is to ensure that the game is accessible and runs well on a wide range of hardware.[/p][p]Since the project isn’t finished yet, I always try to leave a performance margin for future content as there will be plenty of that. For years I’ve wanted to build a toolset for automatic optimization, so that any new content (official or modded) won’t have a severe impact on performance.[/p][p][/p][h3]2. Procedural Dismemberment[/h3][p]Long-time followers know the game has had dismemberment for a while. But the old implementation was clunky and required manual character preparation before it could work.[/p][p]Now, unlike before, the new system is fully procedural. It no longer requires special rules or effort when creating clothing or other equipment. This makes adding new outfits and gear much easier.[/p][p][/p][h3]3. New Inventory System + Extended Character Customization[/h3][p]Another huge task that took a lot of rework.[/p][p]The new system massively expands customization possibilities. Characters now support over 25 customization slots, including different armor types.[/p][p]Along with the new system, the number of available items grew from 45 to 250 (just clothing items alone!).[/p][p][/p][h3]Why all this matters?[/h3][p]In the long term, this opens the door for UGC (user-generated content). Players will be able to create their own outfits, gear, weapons, and more. Thanks to these technical improvements, integrating new content, both official and community-made, will require far less manual work.[/p][p][/p][h2]Fixes[/h2][p]GAMEPLAY[/p]
  • [p]Fixed incorrect sounds on boats.[/p]
  • [p]Fixed weapon attachment synchronization bug.[/p]
  • [p]Fixed doors not opening correctly.[/p]
  • [p]Fixed ambient sounds during day/night transitions.[/p]
  • [p]Outland mode time now syncs with server time.[/p]
  • [p]Fixed several visual bugs.[/p]
  • [p]Fixed melee combat animations.[/p]
  • [p]Fixed incorrect footstep sound positioning.[/p]
  • [p]Fixed grenade throwing inconsistencies.[/p]
  • [p]Fixed gear display on dead characters.[/p]
  • [p]Many other small fixes and improvements.[/p]
[p][/p][h2]Improvements[/h2][p]OPTIMIZATION[/p]
  • [p]Significant performance improvements across all systems.[/p]
  • [p]Reduced load on both CPU and RAM.[/p]
[p]AI / BOTS[/p]
  • [p]Bot accuracy tweaked for more realism.[/p]
  • [p]Bots now react to gunfire and experience suppression from return fire.[/p]
  • [p]Fixed cases where bots spawned on rooftops.[/p]
[p]OTHER[/p]
  • [p]Improved melee system.[/p]
  • [p]Brought back the quick kick (middle mouse button), which can also break doors.[/p]
  • [p]Increased clothing/equipment items from 45 to 250.[/p]
[p][/p][p][/p][h3]Outland Mode[/h3][p]Recently I made a short video explaining the Outland mode. This is one of the core gameplay loops, where players need to capture territories to accumulate resources and complete contracts to earn money.[/p][h2][dynamiclink][/dynamiclink][/h2][h2]Conclusion[/h2][p]The project is still in open alpha, essentially a technical demo for now, but steadily moving towards beta. The beta version will feature the complete set of core systems and finished gameplay loops.[/p][p][/p][p][/p][p]A huge thank you to everyone who continues to support the project, your support means a lot.[/p][p]-Dev[/p][p][/p]

Patch 0.8.2.5

[h2]Hello everyone![/h2][p]After a short vacation, work on the project has resumed with renewed energy. The current demo still has many rough edges, but stability is constantly improving.[/p][p][/p][p][/p][h3]NEW:[/h3]
  • [p]Added a new cargo vehicle (pickup).[/p]
  • [p]Added the ability to raid other camps.[/p]
  • [p]Added new built-in locations (Airfield, Settlement).[/p]
  • [p]Footstep sounds now always match the terrain.[/p]
  • [p]Added a new section in the options: you can now enable or disable built-in and third-party modifications at will.[/p]
[p][/p][p][/p][p][/p][h3]BOTS:[/h3]
  • [p]Improved bot behavior.[/p]
  • [p]Slightly reduced accuracy for all bot ranks.[/p]
  • [p]Bots now use weapon attachments and flashlights at night.[/p]
  • [p]Credits are now awarded for each mercenary killed.[/p]
  • [p]Wounded bots now receive a speed penalty.[/p]
  • [p]Bot control commands have been restored:[/p]
    • [p]C + LMB (Check area)[/p]
    • [p]C + RMB (Take position)[/p]
    • [p]C + MMB (Follow me)[/p]
[p][/p][p][/p][p][/p][h3]TASKS:[/h3]
  • [p]Tasks (contracts) are now automatically assigned if the player has no current task.[/p]
  • [p]The "Bounty Hunter" contract is prioritized for real players, then for bots.[/p]
  • [p]The list of current tasks is now available in the main player interface.[/p]
[p] [/p][h3]FIXES:[/h3]
  • [p]Fixed an issue where the character did not experience effects during bleeding.[/p]
  • [p]Fixed crosshair centering after weapon collision with obstacles.[/p]
  • [p]Fixed a bug allowing players to jump over any wall if standing with their back to it.[/p]
  • [p]Fixed errors when using vehicle weapons (shooting/reloading).[/p]
  • [p]Fixed an issue that made it impossible to build or place mines on roads.[/p]
  • [p]Fixed some errors in the location editor.[/p]
  • [p]Fixed a bug where terrain would ignore the current biome settings, resulting in incorrect terrain generation.[/p]
  • [p]Fixed incorrect armband color depending on the team.[/p]
  • [p]Placement of mines is now visually clearer.[/p]
  • [p]Captured enemies no longer participate in capturing locations.[/p]
  • [p]Injury debuff effects have been adjusted.[/p]
  • [p]Improved map and location generation algorithms, and fixed some bugs.[/p]
  • [p]Improved optimization.[/p]
[p][/p][p][/p][p]Huge thanks to everyone who continues to support the project, your help is greatly appreciated![/p][p]Dev[/p]

📰The Road to Beta Has Begun

[p][/p][h3]Hi fellows,[/h3][p][/p][p]Along with the latest patch notes, I have a couple of important updates to share with you.[/p][p][/p][h3]Project Milestone[/h3][p]Now that most of the technical issues have been resolved and key milestones reached, the project is ready for its next major iteration, the one that will bring the intended and refined gameplay experience to life.[/p][p]The project is making a significant step toward its main target concept. I’m fully committed to delivering the complete core game experience.[/p][p]In other words, the project is transitioning from Alpha to Beta, and is steadily heading toward the Early Access stage.[/p][p]
Starting today, the login procedure may occasionally fail due to intensive work on expanding the backend.[/p][p][/p][h3]Impact on the Current Game
[/h3][p]DEMO Access[/p][p]Unfortunately, access to the demo for new users is now restricted. This is an intentional and planned step.
[/p][p]During the summer, I’ll be heavily focused on finalizing the main game loop and overall project concept, which involves deep integration and major updates on the backend. Since I’m currently working with a single master server, I’ve had to temporarily disable demo access for new users due to the instability caused by continuous backend development.[/p][p][/p][p]Existing demo users will not lose access.[/p][p]If you already have the demo installed, you’ll continue to receive new patches and can participate in internal testing. However, please note that the game may be unstable at times, and connectivity issues are to be expected while development is ongoing.[/p][p][/p][p][/p][p][/p][h3]Latest Patch Notes[/h3][p]EDITOR[/p]
  • [p] - Simplified the process of saving locations in the editor.[/p]
  • [p] - Fixed issues with certain assets not being removable or replaceable in the location editor.[/p]
  • [p] - Resolved multiple assets issues.[/p]
[p][/p][p]OPTIONS[/p]
  • [p] - Added Anisotropic Textures toggle to reduce visual artifacts, such as gray or blurry zones near the camera.[/p]
[p][/p][p]GENERAL FIXES & IMPROVEMENTS[/p]
  • [p] - Improved road types and road-building procedures.[/p]
  • [p] - Fixed incorrect passenger seat positions in MH6 helicopters.[/p]
  • [p] - Improved bot behavior and resolved several related issues.[/p]
  • [p] - Addressed multiple backend issues.[/p]
  • [p] - Fixed incorrect player count display in the server list.[/p]
  • [p] - Fixed incorrect vehicle spawns in Outland mode camps.[/p]
[p][/p][p]CAMP MANAGEMENT[/p]
  • [p] - Improved camp management system.[/p]
  • [p] - You can now invite friends to your camp or join other camps to help defend them.[/p]
[p][/p][p]OTHER CHANGES[/p]
  • [p] - Improved drone flight controller.[/p]
  • [p] - Killing bots now grants credits based on their rank.

    [/p]
[h3]What's Next[/h3][p]The next patches will continue to be distributed primarily to the Demo game branch as usual. If you notice frequent updates, they’re most likely related to backend upgrade procedures.[/p][p]Internal tests typically involve a small group of 2-4 players, which is usually sufficient for validating key systems and mechanics.[/p][p]
I do have plans for a broader playtest involving all available players. When that event is on the schedule, I’ll make sure to announce it in advance so you won’t miss the opportunity to join in.[/p][p]The next public patch notes are planned for release at the end of this month.[/p][p][/p][p]Thanks to everyone who continues to support the project,
I truly appreciate that!

-Dev[/p]

🚧 Beckend Maintenance Notice 26.05 - 27.05

Hi,

Working on backend infrastructure upgrade, which may cause connection issues.
Appreciate your patience and will have everything back to normal as soon as possible.

Thanks for your understanding.
Dev

0.8.2.3

Hi everyone,

IMPORTANT: Playable locations are now UGC!

Over the past two weeks, I’ve been working hard on implementing Workshop support and integrating UGC (User-Generated Content) into the game. It’s been a tough challenge, but the feature is now complete and you can finally extend your game experience with custom-built locations!

There are plans to expand modding capabilities further, that's why this marks an important first step in that direction.



[h3]Fixes[/h3]
  • Fixed an issue where player session statistics didn’t sync properly.
  • Fixed the spawn position of boats/watercraft now spawn slightly farther from the harbor.
  • Fixed a rare bug where leaving a game session could prevent you from connecting to another session.
  • Fixed incorrect surface based sound effects while driving vehicles.
  • Fixed a bug where the generated map was smaller than expected.
  • Corrected incorrect rotation of main camps when map size was too small.
  • Fixed an issue where road generation could corrupt map buffer data, resulting in sync errors during destruction events.
  • Resolved Z-fighting issues at road intersections.
  • Improved road rendering quality.




[h3]Contracts[/h3]
  • Fixed missing penalty fee when failing a task.
  • Fixed an issue where the intel case didn’t spawn at the crashed helicopter after restarting the map.


[h3]Mechanics[/h3]
  • FPV drone now has improved flight controls.
  • The helicopter HUD is back.
  • Helicopter flight dynamics were adjusted slightly.
  • Fixed an issue with actor shock effects.
  • And more minor fixes under the hood...


[h3]Workshop[/h3]
  • The map system now loads custom made locations instead of prebuilt ones.
  • Fixed an issue with rotation angles leading to incorrect placement.
  • Fixed overlapping builder UI when switching between Sandbox and Soldier modes.
  • Editor tools have been improved.




Locations created in the Workshop Editor are now fully functional and can be shared through the Steam Workshop.
Create your location using workshop editor, save it somewhere inside the CAMPS_Mods folder, and run the Outland server and your custom location will be added to the pool!
You can load and modify existing locations from the CAMPS_Mods/Locations/ folder.

  • Added the ability to build roads inside locations. (Hold Left Alt to activate road-building mode.)


Connection types:
"Main" and "Side" roads try to connect to the main traffic network and are prioritized accordingly.

Exit types:
- "Internal" roads are used only inside locations.
- "External" roads act as connection points to the rest of the map.



[h3]Workshop Access Clarification[/h3]
🛑Demo version users cannot upload or subscribe to Workshop items.
This is a Steam imposed limitation.

However:
✅ If you're using the Demo version and join a server that uses custom content it will still synchronize to your client. So you can still play on Workshop-based content.

If you'd like full access to Workshop tools and want to support development, consider becoming a Patron on Patreon. Every patron receives a Steam key that currently grants Workshop support.

[h3]Known Issue[/h3]
I'm aware of the incorrect weight calculations when the player swaps weapons in the inventory. This issue is already being tracked and will be addressed in an upcoming patch.


Thank you all for your continued support see you in the next patch.
(It’s going to be another big one.)

Dev