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Surviving the Aftermath News

Post-apocalyptic city builder Surviving the Aftermath's new patch changes everything

City-building game Surviving the Aftermath has wrapped up its 2021 roadmap with an update that - quite literally - changes everything. The platinum patch - which is themed on the subject of prosperity - completely overhauls the game's resource systems, the tech tree, the happiness mechanic, world map scouting, and it even adds new outposts as well.


All of the game's buildings, along with their resource requirements, have been changed. The early game now focuses on wood and plastic, while previous key materials such as concrete and metal will be more important in the mid-game. Construction costs and output from buildings that generate resources have also been reworked.


This has also led to a complete overhaul of the tech tree. The tree is still split into five categories, but the names of those categories have been changed, techs have been moved around, and some techs have been removed entirely. Research time and costs have also been adjusted. Colonist happiness has also seen some changes. Now there are more happiness-boosting buildings, and these buildings have a colony-wide effect, rather than requiring individual colonists to go visit them.


Read the rest of the story...


RELATED LINKS:

Surviving the Aftermath arrives on Steam with a big new update

Surviving the Aftermath Steam release date set for October

Paradox won't pick sides between Valve and Epic, and considers both to be great partners

Platinum Patch - Changelog

[h3]Game version[/h3]
PC: 1.17.0.3533
Xbox: 1.17.0.175

[h3]General[/h3]

Due to the massive changes to the game in this update, your saves from previous updates will not work after updating the game!

We have gone through all the resources and buildings in the game and done a complete overhaul of how resources are used and gained in the game as well as moved some resources to be more a mid-game resource.
  • In the beginning of a new game, you will now need only Wood and Plastic. The Stockpile can now be used for gathering only Wood from deposits.
  • Wood is the same resource as Planks was before, renamed for consistency.
  • Concrete can now be gathered with a dedicated building called Concrete Scavenger, which you will first have to unlock from the Tech Tree.
  • The regular Scrapper used for gathering Metal will also now need to be unlocked from the Tech Tree.
  • The Metal and Concrete deposits should now be a bit further away from the starting point and the smaller Concrete deposits have been completely removed.
  • Buildings will now use resources more based on the stage of the game you are able to unlock them.
  • Early game buildings will require only Wood and Plastic but as you progress through the game, you will need Metal, Concrete, and other resources as before to build the more advanced structures. Some resources will no longer be used as construction materials at all.
  • The amount of resources needed to construct different buildings have been increased however so have the production rates of all buildings as well as the amounts of resources found in different deposits.
  • We have also gone through the resources found in different locations on the World Map and balanced them to match these changes.
  • You will not be able to find locations with basic resources such as Wood or Plastic anymore on the World Map.
  • Societies will however now have some of the basic resources on offer from time to time, making them a more infinite source of the basic resources.
  • The Logging Camp building now uses Wood to create Firewood instead of gathering Firewood from the trees around the colony.



Resource Outposts have also been added to the game.
  • These Outposts work similarly to the Research Outposts, collecting resources from the locations in their sector and sending them automatically back to your colony.
  • You can spot the resource locations on the World Map from the noticeably different floater on top of the locations. Regular locations will still have the circle shape, Outpost locations will have the cog-shaped floater.
  • The Resource Outposts can now be used to produce resources on the World Map without needing to assign colonists to this production. You will be able to produce Fuel, Fun boxes, and other resources for your colonists.
  • With the addition of the Resource Outposts, some resources can no longer be produced in the colony.
  • You will need to create Outposts to the World Map to be able to produce the following resources for your colonists:
    - Superior Tools,
    - Superior Clothing,
    - Automatic Rifles,
    - Rare Metals.
  • The tier 3 items have been removed from the recipe selection of relevant buildings and the Magnetic Separator building and its deposits have been removed from the game completely.
  • These resources can still be offered for trade by the various societies in the World Map.


With these massive changes to how resources are being used and produced in the game, we have also reworked the Tech Tree entirely.
  • While still having five categories, most of these categories are completely new and the location of different techs has changed.
  • The Food category contains techs that help you keep your colonists fed and well-nourished.
  • The Resources category will have all the techs you need to gather and produce various resources for your colonists to utilize.
  • All techs you need for improving how your colony functions as a whole can be found in the Infrastructure category of the Tech Tree. This category also contains the techs required for unlocking energy production for example.
  • The Community category is where you will find the techs that help you keep your colonists happy and your colony running smoother.
  • The Safety category contains the techs you need for ensuring the safety and health of your colonists.
  • The costs of each tech have also been rebalanced as have the times it takes to research each tech.
  • Some buildings that were previously immediately available have also been added to the tech tree instead.
  • For example, the Tailor and the Toolshop must first be researched from the Tech Tree before they can be built.
  • Some techs were also removed - mostly as these were considered to be unnecessary after the changes to the entire game.
  • The techs unique for each ideology have also been changed.
    - The Survivalist ideology is now more focused on basic survival and best for colonies that can do more with less.
    - The Industrialist ideology is for a more resource production-oriented type of gameplay.
    - The Protector ideology is suitable for those who want to take the best care of their colonists.
    - We have also removed the need to unlock different decorations from different techs.
  • Decorations will now be unlocked by gaining Prestige in the game through Milestones. You can check your current score by opening the Milestones menu.
  • Whenever you reach a high enough score to unlock more decorations, you should see a green plus icon in the Build Menu button as well as the Decorations category and the newly unlocked decorations themselves.
  • The Tech Tree button will also show an indicator once all techs in the queue have been researched.


The Happiness system of the game has also been completely reworked.
  • Previously your colonists would visit an Entertainment building to gain happiness on a personal level. While the game still checks the personal levels of each individual colonist, the Entertainment buildings now affect the entire colony as a whole, increasing the overall happiness.
  • Each Entertainment building will increase the overall Happiness level of your colony by a set amount, visible in the building UI as well as the Build Menu. Each will also give you a small uniqueness bonus the first time they are built.
  • New buildings have also been added to the game to give you more variety for your colony.
    - The Botanic Garden will provide your colonists a serene place to calm themselves in the hectic colony.
    - The Brawl Pit will offer your colonists a way to let off some steam.
    - The Stormdome, which replaces the old Arena, is the ultimate fighting arena for your colonists.
    - The Shrine gives your colonists a place to stop by and exercise their spiritual side.
    - The Public House is a great place for your colonists to have fun, form social bonds and enjoy a refreshment.
  • With this new change with the buildings affecting the entire colony, the colonists no longer need to physically visit the building to gain the happiness bonus from it.
  • This also means that colonists will no longer go to Entertainment buildings to recharge after a long day of work as they did before.
  • In case your colony sinks into despair and your colonists are unhappy for too long, they will start considering leaving your colony. You will always get a notification for this situation which should give you some time to try and make the colony a happier place. You can do this by building more Entertainment buildings or improving the conditions your colonists are living in currently.
  • The Happiness level also affects the birthrate in your colony. At a neutral level, the rate is the same as before. Happy colonists will have an increased rate and sad colonists will have a decreased rate.


The scouting done on the World Map has been changed so that it will take time-based on the max Action Points of the Specialist performing the action.
  • The action itself will not be instant as it was before, but instead, take at least one cycle of Action Points being refilled.
  • If a Specialist has a low amount of Action Points, scouting can take even longer.
  • Only one specialist at a time can scout a specific sector, so adding more Specialists is not possible.
  • We have implemented new universal buttons to the building info panel.
    - The Repair button is now greyed out instead of hidden on buildings that cannot be repaired at that moment.
    - If a building has an unlockable (but not yet unlocked) upgrade in the tech tree, the upgrade button will be greyed out instead of hidden.
    - Different UI panels in the colony can no longer be dragged up and down the screen.


[h3]Gameplay[/h3]

  • Selecting a Specialist from the Specialist Menu with a single click will no longer focus the camera to the location of the Specialist.
    - A single click will only select the Specialist, the camera will remain in its current position.
    - Double-clicking on the Specialist will now focus the camera instead.
  • The Healing Outpost is now used as an action instead of the Specialist simply standing on top of it. This will now prevent the Specialist is ready -notification from being shown every turn for a Specialist who is still being healed.
  • Resources can now be brought from several different storage buildings to the production buildings. Previously these buildings would require the resources for production to all be in the same storage for them to be utilized. This change now fixes this issue and allows for smoother production.
  • The old type of combat at the gate has been removed.
    - This feature was not working as we wanted it to work and did not give our players a proper chance to react to the attackers, so the phase of combat at the gate has been removed completely.
    - If an event occurs at your gate that results in combat, the attackers will immediately be in your colony, instead of at the gate.
    - This has also allowed us to balance the groups attacking your colony better.
  • The maximum health of Specialists has been changed for different types of specialists.
    - The Fighter specialists will still have 100 as their maximum health.
    - Scavengers and Scouts will now have 90 as their maximum health.
    - Scientists now have 80 as their maximum health.
  • The intro has been changed so that you are given first a smaller area where to place your campsite. After it has been built, a bigger portion of the colony will be instantly scouted.
    - The setup phase is also shorter now so that the flare will be automatically shot after a shorter time than before.
    - The game can now also be saved and loaded during the intro phase.
  • The option to change the safe area size has been added to the General tab of the Settings in the Main Menu.
  • Some changes were made to how the Hire a Specialist button works.
    - The cooldown of the event now starts only if a Specialist was hired.
    - The Specialist offered by this event will not change immediately if the button is pressed, the Specialist is ignored, and then the button is pressed again.
    - Also fixed an issue that caused the wrong portrait to be shown in the panel after pressing Hire a Specialist with having another specialist selected.
  • Flax can now be grown in open fields instead of only in Greenhouses. It is also available immediately at the start of the game.
  • Starting populations in all three pregame choices have been increased slightly.
  • Fixed an issue that would cause the game to be broken on load if the game was saved with a broken Scout Tower in the colony.
  • Colonists that arrive after the flare has been shot can now have currency already with them.
  • Colonists arriving from Survivor Groups can now have currency with them.
  • Wild animals in the colony that are guarding a specific deposit will now be highlighted when the deposit is selected.
  • The Build Menu will now show the amount of available prefab buildings in relevant categories.
  • Fixed an issue that caused the combat on the World Map to never end when a Specialist was commanded to the combat after another Specialist had died.
  • The amount of graves in the Cemetery building should increase and decrease based on the number of colonists buried in the building.
  • Wild animals should no longer attack your colonists from the fog.
  • Settlers can no longer be created from dead Specialists.
  • Unrefined resources will now decay from the colony instead of remaining on the ground forever or being brought to a storage building.
    - This fix will affect the Metal Debris and Plastic Trash resources that are gathered from the deposits around the colony and brought back to the relevant buildings.
    - This will also affect the Logs that were previously brought back to the storage buildings but never refined from there.
  • Bandits or hostile animals should no longer attack fields.
  • Open fields should now always be visible when being placed in the colony.
  • Fixed an issue with the Rat Swarm disaster that would cause it to appear on all buildings if the game was saved and loaded while it was occurring. This fix will also affect the Space Junk disaster that would previously disappear if the game was saved and loaded while it was falling.
  • Work area indicators will now show a tooltip when hovered over.
  • Fields placed on low fertility positions in the colony will now show a condition indicating this. You can also no longer select seeds for fields with a 0% efficiency.
  • Specialists can now be sent to the World Map even while the game is paused. Previously selecting the Send to World Map option required the game to be unpaused for the Specialist to appear in the World Map.
  • The Build Outpost button should now be greyed out if the Settler is currently in an unsuitable sector.
  • Underground deposits will no longer play their discover animation every time after the game is saved and loaded after they have been discovered in the colony.
  • Newly unlocked buildings will now show an indicator in the Build Menu.
    - This indicator is also shown in the relevant category.
    - The indicator should disappear after the building hovers over.
  • The top bar numbers will now be formatted differently to ensure all amounts fit the allocated space properly. When the amount is over 10 000, it will now be shown as 10,0k.
  • The event visuals will no longer be visible before the actual event animations have been played.
  • World Map action floater (spinning arrows around the location floater) will no longer be shown until the Specialist has reached the location and actually started the action.
  • The game should now return you straight back to the World Map from the Society page if you opened it by selecting the Society from the World Map.
  • The Warehouse can now be built only after the Gate has been built.
  • Enemies that attack your colony will now have a small highlight when they are spawned.
  • Attack particles coming from the hostile animals should now be shown in the correct place instead of the middle of the colony. This issue caused for example the green goo the Sandworm spits out to be shown in the middle of the colony instead of where the Sandworm is spitting it to.


[h3]Graphics[/h3]

  • Updated the visual look of the event windows.
  • Event artwork has been polished.
  • Updated the visual look of the menus that pause the game.
  • Added a new animation for the scaffolding that appears around construction zones when they are being built.
  • Colonist needs are now shown on two rows to ensure texts fit the allocated space better.
  • Added particles to the Healing outpost to indicate when it is in use.
  • Added missing contamination animations to several buildings.
  • The icicles on the Maintenance Depot are no longer misplaced during winters.
  • Updated the resource display style of the scavenge and research panels on the World Map.
  • Updated the look of the Medic Tent as it was too similar to the Red Cross symbol.
  • Added the destruction animation to the Skinner Building.
  • Minor fx tweaks to the pollution deposits to make them more visible in the colony.
  • Fixed the spray effect of the irrigated fields.


[h3]Balance Adjustments[/h3]

  • All of the different resource costs around the game have been balanced to fit the new resource chain.
    - All buildings cost more to build but produce more than before.
    - Repair costs have also been increased to match the adjustments.
  • The amount of currency that can be found in locations on the World Map has been increased.
  • Colonist trait effects have been adjusted to match the new Happiness system.
  • The Campsite and the Colony Center scout their areas a little faster now.
  • The colonists’ carry capacity has been increased.
  • Reduced the combat damage resistance of some buildings.
    - This means that they can now get broken a bit more easily.
    - All buildings should now have a more consistent resistance to combat damage.
  • The Guard Post building will now do slightly less damage to its attackers.
  • The Shotgun and the Assault Rifle will now do slightly less damage to hostiles.
  • Resources required to make different medicines in the Medical Lab building have been changed.
  • The Water Well now produces slightly more water.
  • Catastrophes are now a bit longer in duration.

Dev Diary - Prosperity (Platinum Update)

Greetings, Survivors!

We’ve added a ton of new content and revamped the old in many updates, but this is hands down the biggest update during the whole Early Access period. We’ve changed or reworked the production chains, resource requirements, gameplay progression, the tech tree, rewritten events and quests, implemented a new happiness system, and added new buildings to push the game towards our original vision. All this has also reshaped the progression, which gives more clear goals and a stronger sense of advancing from one game phase to another. These changes are so fundamental and significant, so unfortunately the old saves won’t work with this latest update.



Our goal has always been to make a colony builder set in a post-apocalyptic world where the colony is built on the ruins of the old collapsed civilization, our civilization. Resources there are scarce and survivors need to use whatever is available. In this game, it is not enough to just stay put and try to survive, but also push further and explore the wasteland around the colony. Survival is not only about surviving through the day, but about learning to thrive in the devastated world. The people living in the colony are survivors of the cataclysmic events that took place a couple of decades back. When the game starts they are living on the brink of a new age ready to start a new beginning. Ready to build a new civilization on the ruins of the old. This is the story of one of the first colonies to do that and the player has the control to shape this story into something great. To build the first great colony into the wasteland, a beacon of hope for anyone looking for a place to call home.

This update focuses heavily on changes that make the game function more on a high level where micromanagement is only optional. To mention all the changes would be too much here, but for instance, it means that scaling the production is made by constructing more buildings, or world map outposts. To match the need for more workers by increasing the population can be controlled through player actions and cross dependencies to other features. Fighting enemies is no longer done only by ordering individual specialists, but by building enough guard posts to the right places and sounding the alarm at the right time. Or even paying resources to bandits that threaten your colony. With these changes come also new challenges. Happiness is not only a problem for individual colonists but a challenge to overcome for the entire colony as the population grows. Next, we take a look at the biggest changes in this update. But as always, all changes in the update will be listed in the changelog releasing later this week.



The Prosperity update includes a complete rework to the resource system in both how much you produce and consume, as well as how various resources are tiered and introduced in the game through progression. The increased quantity of resources helps to achieve more balanced gameplay, which also scales with the population and can be controlled by building more or less of the production buildings based on the current need. Another aspect is the more clear division between the colony and the world map as all basic resources are no longer available outside the colony. On the other hand, some of the more refined items, or advanced resources can be acquired only from the world map. These are significant changes, so we’ll be fine-tuning this part of the game also in the future.



The changes to resource chains have an effect on the construction requirements as well. Almost all buildings have been updated to match these changes and can be roughly divided into three main categories, which are the early, mid, and late-game buildings. In the early game, you’ll start with just wood and plastic. Metal becomes essential only when starting to move from the basic survival of the early game to mid-game challenges with more advanced and permanent structures. While energy requirements have remained roughly the same, the demand for concrete has been moved forward to a later part of the game, where it creates the foundation for a thriving community and allows you to build the most advanced structures in the aftermath. Also, the production of concrete has changed so it is no longer scavenged with a stockpile. Instead, it needs a new building called Concrete Scavenger that has the right tools to extract blocks of concrete from the ruins in the colony.

Everything from construction costs, map generation, and the tech tree have been updated to support this shift. For example, metal and concrete deposits are now a bit further away, prompting you to expand into new areas once your tech level affords it. So scouting the colony for the next potential production area remains as important as ever. The changes are not limited only to the colony as mentioned earlier since some items can now be produced only on the world map using the new Scavenger Outposts.



This new Outpost type works similar to the Research Outpost, but instead of science points, it collects resources and sends them back to the colony. The locations with a distinctive cog-shaped icon can be scavenged only by using the outpost. Note that Resource outposts won’t scavenge other locations in the sector, so they need to be emptied using specialists as before. A Resource Outpost requires no colonists to run and will provide you with high-tier items like Fun boxes, Superior Tools, and Automatic Rifles. Rare metals have been moved to the world map, so look out for those resource locations, or available trade options with other societies when setting up your own component and electronics production. Consequently, rare metal deposits and the Magnetic Separator have been removed from the game.

The tech tree has been fully reorganized for the final time with the goal to achieve a more linear and clear progression. Critical technologies are always on the main path and are impossible to miss. There are still cross dependencies between the branches, so hopping from one branch to another is needed. For instance, all branches have buildings that require energy or construction materials that must be produced with a building from another branch of the tech tree.

The rework has affected the locations of individual techs in the tech tree and renaming the main categories. The 130+ techs are now categorized under Food, Resources, Community, Infrastructure, and Safety. The ideology selections have also been updated with clearer themes of Survivalist, Industrialist, and Protector. The Survivalist takes advantage of the surrounding nature while the Industrialist can boost production in several structures. Protector is all about the health and safety of your people from medical care to weapons production. Decorations are now unlocked as you play instead of from the tech tree. One very requested addition is the icon in the build menu that appears when new construction options become available.



The entire happiness system has been redone as well and comes into play when the colony starts growing. As the colony grows and the basic needs of water, shelter, and food are taken care of, your population starts craving for something more into their lives. Something that brings them joy and relaxation outside of mere survival. The old system of colonists getting a small personal happiness boost from visiting an entertainment building has been removed and replaced with a new one. Now the need for entertainment grows as the population grows. To satisfy the need for entertainment the colony needs buildings that provide these services. Failing to provide enough entertainment leads to colonists not being happy in the colony and eventually leaving it in the hope for a better life somewhere else. One more thing worth mentioning is that colonists appreciate diversity, so building only one type of entertainment is not as effective as a more diverse selection of different facilities.



To support this change a collection of new entertainment buildings have been added to the tech tree to further personalize the colony. In total there are now nine different buildings that produce various forms of entertainment. A more peaceful colony can enjoy the botanical gardens and shrines while one with a more aggressive preference might build fighting pits and the fabled Stormdome. Either way, the happy colonists have a positive effect on the birth rate helping the colony to grow and thrive.

One huge task during the last few months has been the work we’ve done with all the events and quests in the game. They have gone through many changes and are more focused on telling something about the world and its history. They still have the same familiar themes in them, but there is also more information about great events that have shaped the world and the people in it.

Along with the bigger changes, a myriad of smaller improvements have been added, too many to list here. Sector scouting speed is now based on the Action Point value of a specialist. Good scouts will uncover a sector in 12 hours while slower specialists will take a little longer. Specialists are now selected with a single press on the specialist menu and the camera is focused on with a double-press. The preparation phase prior to colonists arriving has been shortened as specialists arrive together with the colonists. The task that remains, in the beginning, is to set up the campsite and place the available prefabs around it. All event windows have received a facelift making them more akin to quest windows. Specialist max health is now varied and based on their archetype. A new scaffolding animation shows better which buildings are about to be built and when they’re done. Check the detailed patch notes for all the changes and improvements.



And that’s it! The Prosperity update is a big departure from some of the core features you’ve gotten used to, so we’re extremely interested in hearing what you think of the changes. But we hope you’ll be happy with how it all fits together in the grand scheme of things. Until next time, play games and stay safe!

Gold Update - Hotfix Changelog

[h3]Build:[/h3]

PC: 1.16.1.9369
Xbox: 1.16.1.168

[h3]Patch notes:[/h3]
  • Fixed an issue that prevented the Transport Station from working properly.
  • Fixed an issue that would allow you to take in survivors from the Survivor Outpost even after reaching the population softcap.
  • Fixed an issue that would cause an error in the game if all pollution deposits had been cleared from the colony.
  • Fixed an issue that would cause the hazard icons to not show up on top of locations in the World Map if the location was first guarded by a bandit.
  • Fixed an issue that would cause the notification for irradiated colonists to show as a negative number that would increase constantly.




Also, a reminder:

We're currently performing an upgrade to some of our production environments, and we expect to be done around 15:00 CEST.

This will impact the Player Services for all our games, mainly preventing players from logging in to their Paradox accounts.

More specifically, the following services will be unavailable during the downtime:

  • Paradox Account Creation
  • Login to Paradox Account
  • Login to Paradox Forum
  • Paradox Cloud Saves (not Steam cloud saves)
  • Multiplayer on games requiring you to log in to your Paradox Account to play multiplayer
  • Sign-up and login to Paradox Interactive owned websites
  • Paradox Mods (Steamworks mods not affected)


Thanks again for your patience.

Gold Patch - Changelog

[h3]Game version[/h3]
PC: 1.16.0.9362
Xbox: 1.16.0.167

[h3]General[/h3]

A colony-wide alarm system has been implemented.
  • This system will alert all your colonists and command them to take shelter inside their homes to avoid dangers. The colonists will remain home until the alarm state has been lifted.
  • During the alarm state your Guards and Specialists will be on alert and react to hostiles more aggressively.
  • The colony alarm will cause a happiness penalty to all your colonists.
  • The alarm system can be triggered by selecting the new button in the bottom left corner, next to the time of day indicator.
  • With a controller this button can be found in the separate menu that is opened by pressing the down button.
  • It can be turned off by pressing the same button again.
  • Combat in the colony has also been slowed down a bit to ensure your colonists have time to take shelter.


World Map UI has been improved.
  • A new command menu has been implemented in the World Map.
  • This command menu will now show you all the actions you have with any selected unit, be it a Specialist, an Outpost or something else.
  • Buttons such as Return to Colony, Take Survivors etc will all be shown in this menu.
  • Improvements to the combat UI in the World Map have also been done.
  • A new look to the combat floater which shows the balance of power and the status of the combat has been implemented.
  • Some unnecessary floaters will be hidden during combat.
  • The combat panel shown when a Specialist is in combat with a bandit will now give you a clearer forecast in text form of the outcome of the combat.
  • Specialist floaters will now be hidden if the Specialist is in combat or scavenging.


The building info panels have been revamped.
  • The building info panels will now give you a better understanding of the building and how it works.
  • On the top of the panel you will see the current production status of the building.
  • This section will also show you what resources the building needs and what it produces.
  • The panel also shows you the completion percentage where applicable.
  • Previously some buildings would also show this percentage but the numbers were inaccurate.
  • The panel will also show you the status of the building itself and if there are any issues with it.
  • Hovering over the status of the building will show you all of the issues the building currently has.
  • Hovering over the colonist workslots will now show a new tooltip with a lot more information about the colonist than before.
  • The tooltip should show where the colonist is at the moment, what items they have and if they have any conditions.
  • This should give you a better understanding of what could be causing delays in the production of resources from the selected building.
  • The selection panel in different buildings has also been updated.
  • The details of for example different seeds are now shown in a clearer way.


You can now recruit new Specialists through the button in the Specialist Menu on the top of the screen.
  • The button is visible in the first empty slot. If you have 10 Specialists already, you cannot invite more until you have made space for them.
  • This button will invite a random Specialist to your colony which you can then hire if you can afford them.
  • Inviting a Specialist through this button will cause a small cooldown time on the button until you are able to invite a new Specialist to your colony.
  • Because of this new way of acquiring Specialists, the amount of Specialists chosen in the pregame selections has been decreased from the 3 to 2.


The long-awaited Healing Outpost has been added to the game.
  • Built the same way as other outposts, this outpost will heal one of your Specialists at a time in the World Map.
  • The Specialist needs to be placed on top of the Outpost and wait there until their APs are filled for them to be healed.
  • Once the Specialist is at full health, you will receive a notification informing you of this.


The population softcap has been increased significantly.
  • New survivor groups will stop arriving at around 350 colonists and new births will stop at around 400 colonists.


Changed the start of the game so that the Specialists will now appear with the colonists after the flare has been shot instead of immediately after the Campsite has been built.
  • The time before the flare is shot automatically has been reduced due to this change.
  • You are still able to use that time to place construction zones in your colony and plan how to build your colony.
  • Because of this change, the Campsite cannot be demolished until you have invited the colonists to your colony.


[h3]Gameplay[/h3]

  • Events in the colony will now accept more types of resources.
  • This should allow you to give for example any type of food instead of having to give that exact type the event requires.
  • Some events might still require a specific type of food or resource by intention.
  • The change also affects different levels of Clothes, Tools and Weapons. This change should always choose to accept the lowest level that is available.
  • Fixed an issue that caused the sector to remain red even after defeating the bandit in the World Map.
  • Fixed the issue that caused bandits to become stuck at 0/100 health in the World Map.
  • If this issue occurred in your save, you will need to command a Specialist to attack the bandit to ensure it gets removed correctly.
  • The Carrier Count option in the Campsite and its upgrades now has a tooltip.
  • Ranged Rat Beetles have been added to the game.
  • These hostile animals can fire at your colonists and specialists, not requiring them to be close to do damage.
  • Fixed a bug that would cause damage caused by bandits in combat in the World Map to not be spread evenly among the Specialists in the combat.
  • Colonists should no longer commit suicide due to Despair while being treated in the medical buildings.
  • Added the possibility to cycle through Specialists in the same combat on the World Map with the bumpers on the controller.
  • The buttons in the bottom menu that can be accessed with a controller have been reordered both in the Colony and in the World Map.
  • Fixed an issue that would cause two locations on the World Map to not be scavengable.
  • A notification will now be shown in the Colony when a Specialist has died while scavenging in the World Map.
  • Various issues that caused the Specialists to visually appear at the Colony gate even though they were in the World Map have been fixed.
  • Fixed one cause to the issue that would cause the notification showing how many irradiated colonists you had in the colony to become a large negative number.
  • We are still investigating other causes, so this issue can still occur for you while playing.
  • Fixed an issue that would cause hostile animals to act in erratic ways when trying to attack colonists.
  • Fixed an issue that would allow colonists working in the Burial Pit and the Graveyard to be immune to conditions.
  • They will now gain conditions just like other colonists.


[h3]Graphics[/h3]

  • The Library building has been renewed.
  • Specialist idle-walking animation in the colony has been adjusted.
  • Several art polishes have been implemented on the World Map props, terrain textures, vehicles and terrain locations.
  • Outpost icons have been updated.
  • Campsite smoke effects have been tweaked.
  • Post-processing effects for different catastrophes have been adjusted.


[h3]Balance Adjustments
[/h3]
  • The amount of science produced by locations in the World Map have been increased.
  • These affect the Research Outposts located in the same sector.
  • Tech Tree research durations have been reduced.
  • Balance Adjustments to how often events and catastrophes are spawned to the game have been implemented.
  • The game can now spawn smaller disasters more frequently.
  • Gate Combat now takes slightly less time.
  • Butchering livestock will now produce a smaller amount of Prime Meat.
  • The trade values of unprocessed meats and insects have been decreased.
  • The scavenging rate of planks and concrete has been increased.
  • The Guard Post and the Scout Tower now do less damage to hostiles.
  • The amount of damage different guns do to hostiles in the colony have been adjusted.
  • The Plastic Extractor now produces slightly more resources ant a slightly slower rate so that it is now consistent with the other extractors.
  • The amount of Planks in deposits around the colony have been decreased.
  • The amount of meat in different animal carcasses has been decreased.
  • The damage resistance for several buildings have been adjusted.
  • The scouting areas of the Campsite and its first upgrade and the Scout Tower have been reduced but the scouting itself has been made more linear, so that it does not slow down towards the end but instead is scouted at a constant speed to the end.
  • The Guard Post now has its own scouting area that is larger than the Scout Tower’s.