Development update #134
[h3] Attention inmates! Time for another peek behind the curtain to see what the team has been brewing in the background. As always, bug fixing is the name of the game — but don’t worry, there are juicy updates sprinkled in for good measure. Let’s dive in -> [/h3]


You guessed it — bug fixing galore! From backend cleanup to tackling persistent issues with fall damage and throwing, the team has been relentless. Some will be hard not to notice, like work that's being done on base building patterns. Others, like backend database stability and new symptom integrations, might sneak up on you mid-match. Either way, smoother days ahead!
Also, a few handy visual upgrades to quests and event overlays are now in testing, making sure your mission data and event info are clearer and more stylish than ever.

A lot of elbow grease is going into polishing the map — squashing bugs, optimizing areas, and making sure every rock, ruin, and radiation zone is in its rightful place. Meanwhile, work continues on some long-anticipated additions, with some exciting visual customization elements in development.

The hard surface folks are keeping things tight and clean with work on new military models and a little something to get your vehicles in motion quicker.
On the soft surface side, it's all about fresh gear: new wardrobe pieces are being stitched up and you’ll want to see what they’ve cooked up.
Animations are being touched up across the board, ensuring smoother transitions, cleaner interactions and your run of the mill bugfixing. The animation team is also lending a hand to other departments, proving to be truly reliable little helpers.

The sound team is delving into ASMR territory with new barefoot footstep recordings, new sounds for the mountain-bike and fine-tuning sounds when it comes to directional winds

When it comes to testing features, sniffing out bugs, battling cheaters, giving support and engaging with you guys, there's nothing these bad boys cant handle. We know, it's more of the same, but no less valued.

Our design team has been busy with the new diseases coming to the game, while also coming up with designs for upcoming patches. Aside from that, they have also been heavily immersed in their research tied to armour classes, definitely things to look forward to.
___
On to the next segment, let’s hear some of your impressions from last week:

These candles, as most items with a few exceptions, were designed to not persist in the game due to server load issues. It is simply not possible to make specific exceptions for items like candles at this point. However, new lighting options are heavily requested in this community, we hear you on that part and we'll look further into possible avenues in the future.

We always insist on features offering our players a real challenge, which is why they might seem like Arnie came out of retirement, but even so, players have still been able to find ways to make quick work out of them.
And yes, we will improve the NPC's in all ways we can, as we consider these to be only the first iteration of savage scouts roaming the island.

The reason for the map not being zoomable is because the map rework that has been planned for it. For now, you can use the interactive map if more detail is what your heart desires.

This should not be possible and this is a bug. Guns at full, or almost full health should not jam at all. we are working to have this fixed as soon as possible and if anyone of you wants to help us with this, reach out to us via our support, discord or in the steam bug report forum.
That’s all folks, see you next week and make sure to keep an eye on the following platforms:
Discord Facebook Twitter/X Instagram TikTok
-Perito


You guessed it — bug fixing galore! From backend cleanup to tackling persistent issues with fall damage and throwing, the team has been relentless. Some will be hard not to notice, like work that's being done on base building patterns. Others, like backend database stability and new symptom integrations, might sneak up on you mid-match. Either way, smoother days ahead!
Also, a few handy visual upgrades to quests and event overlays are now in testing, making sure your mission data and event info are clearer and more stylish than ever.

A lot of elbow grease is going into polishing the map — squashing bugs, optimizing areas, and making sure every rock, ruin, and radiation zone is in its rightful place. Meanwhile, work continues on some long-anticipated additions, with some exciting visual customization elements in development.

The hard surface folks are keeping things tight and clean with work on new military models and a little something to get your vehicles in motion quicker.
On the soft surface side, it's all about fresh gear: new wardrobe pieces are being stitched up and you’ll want to see what they’ve cooked up.
Animations are being touched up across the board, ensuring smoother transitions, cleaner interactions and your run of the mill bugfixing. The animation team is also lending a hand to other departments, proving to be truly reliable little helpers.

The sound team is delving into ASMR territory with new barefoot footstep recordings, new sounds for the mountain-bike and fine-tuning sounds when it comes to directional winds

When it comes to testing features, sniffing out bugs, battling cheaters, giving support and engaging with you guys, there's nothing these bad boys cant handle. We know, it's more of the same, but no less valued.

Our design team has been busy with the new diseases coming to the game, while also coming up with designs for upcoming patches. Aside from that, they have also been heavily immersed in their research tied to armour classes, definitely things to look forward to.
___
On to the next segment, let’s hear some of your impressions from last week:

These candles, as most items with a few exceptions, were designed to not persist in the game due to server load issues. It is simply not possible to make specific exceptions for items like candles at this point. However, new lighting options are heavily requested in this community, we hear you on that part and we'll look further into possible avenues in the future.

We always insist on features offering our players a real challenge, which is why they might seem like Arnie came out of retirement, but even so, players have still been able to find ways to make quick work out of them.
And yes, we will improve the NPC's in all ways we can, as we consider these to be only the first iteration of savage scouts roaming the island.

The reason for the map not being zoomable is because the map rework that has been planned for it. For now, you can use the interactive map if more detail is what your heart desires.

This should not be possible and this is a bug. Guns at full, or almost full health should not jam at all. we are working to have this fixed as soon as possible and if anyone of you wants to help us with this, reach out to us via our support, discord or in the steam bug report forum.
That’s all folks, see you next week and make sure to keep an eye on the following platforms:
Discord Facebook Twitter/X Instagram TikTok
-Perito