1. Overland
  2. News

Overland News

Build 632

Hey folks! Sorry for the delay - we wanted to get a little extra QA in and also got sidetracked doing some weird code signing stuff that may or may not have actually worked. ANYWAYS:

  • Fixed accidental roadblocks
  • Dogs can push stuff now
  • Rebalanced out-of-gas scenarios
  • Minor rebalance on pickups
  • Updated wood shield and stick assets


Y'all won't be able to tell hopefully but we also rebuilt our deployment automation, which will help us keep the PC stores sync'd up more easily, and comply with some weird new security stuff too. Basically, future patches are even easier to upload.

Build 628

Hey folks - fresh patch here for your weekend adventures!
    Stunning: impact effects like explosions will stun creatures, freezing them for one turn.
    Auto Bail-out: survivors will try to jump out of any car that is about to explode.
    Rebalanced all blockades
    Night-time Undo support for Level Restart mode
  • Testing improvements for mouse axes and variable refresh monitors
  • More Twitch fixes (still working on the name shuffling thing tho)
  • Updated some 3D models
  • Fix for dogs carrying pills (dogs... you can't have those... those are for people)
  • Misc balancing + difficulty adjustments

Played through a few biomes tonight taking all this stuff for a spin and I really like where things are headed. We're prototyping a couple more big UX improvements targeting a Halloween release, but we'll have more updates about those soon. Thanks again for traveling through the unknown with us!

Build 624

Hey folks - today's patch is a small one, but fixes some important stuff:

  • Woodlands and grasslands pharmacies have been rebalanced.
  • Fixed a bug with negative-HP shields in certain rare scenarios.
  • Fixed an issue with telefragging yourself without actually teleporting.
  • Fixed an issue with backpacks at camps.
  • Fixed an issue with fidgety traders.


We're also continuing to look at other learning curve issues and will have more updates about those things soon. Thanks!

Difficulty Tweaks, UI Upgrades, and Streaming Fixes

Hey folks! I wanted to just take a minute to give an overview of the updates that we put together this week. We've been listening, watching, and working to address some of the most glaring issues that made it past us toward the end of development, and I'm really excited for folks to spend time with the version of the game that's up here now. We were at build number 600 for launch day, and are already at build number 622.

Some of the improvements include:

  • Major fixes to the Twitch integration, including better support for map voting, viewer role-play, and more.
  • A new confirmation popup if you're thinking about leaving a level without the rest of your group.
  • Big upgrades to the Inspect window's functionality.
  • Ground items get contextual outlines as you play.
  • Complete overhaul for d-pad / arrow-key inputs.
  • Variety of pacing and difficulty adjustments.
  • Improvements to the AI scavengers.
  • New camera axis settings.
  • Reworked intro levels.


We've got a lot more stuff planned, but it seems like these changes are making a big difference already. Good luck out there!

Build 622

Hey folks! Thanks for your patience. Super happy with today's patch:

  • Fixed the issue with attachment detachment. Detach away, detachers!
  • Driving or walking out with abandons will trigger a confirmation popup now.
  • INSPECT includes ground items now, and show's more item status.
  • Updated full bottle's 3D model to differentiate from empty bottle more.
  • Built-in screenshot function should take the post-processing into account now.
  • Turning off the car engine is faster now.
  • Various other bug fixes.
  • Audio adjustments.
  • Streaming fixes.


We have some more PC-specific quality-of-life stuff coming but hopefully we can go into a slightly less frantic maintenance cadence for the next little bit here!