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Mist Survival News

0.6.2.0.2 Hotfixes Patch

  • Fixed: Rick disappears after loading the game (occurs once the Rick Camp Quest is completed and the game is saved then loaded).
  • Fixed: Compass repair bug.
  • Fixed: Compass Quest not consuming materials.
  • Fixed: Compass Quest UI mismatch; when receiving a reward, it should now display "Added to your collectables."
  • Fixed: Pressing ESC while in the weapon upgrade menu bug (stuck and can't exit).
  • Fixed: Lost items during weapon upgrades.
  • Fixed: Issue in James' Basement Quest where James gets stuck after killing The Bloat, preventing completion of the task.
  • Fixed: Generator fuel : save refactor to address saving issues.

0.6.2.0.1 Hotfixes Patch

  • Fixed : Zone 1 landscapee not render
  • Fixed: Issue where players couldn't take down bandits wearing armor.
  • Fixed: Collectable items not saving correctly.
  • Fixed: Energy cells not saving in the laboratory.
  • Fixed: Key cards not working (school key card, medical access keycard).


I am continuing to work on addressing bugs, and the next set of hotfixes will include solutions for the generator issues, disappearing dogs, the dog saving system, and the bug related to fuel refill in vehicles, among other improvements.

Additionally, the Seeder will be ready in the next main patch, 0.6.2.1, which I anticipate releasing next week.

New Version Update 0.6.2

Hello everyone,

This patch I focuses on performance fixes and introduces new core systems that will allow me to expand more content in the future. These core systems include NPC Dialogue, NPC Allies (overhaul), Collectable System, Bandit Armor System, Quest Board, and individual NPC Quests.

You can now access Zone 1 by defeating "TANK". Upon defeat, TANK will retreat, breaking through obstacles that block the way. At this point, you'll find a new NPC who will offer a quest with rewards in new weapons.

Please note that Zone 1 is still under development. It currently includes only structural elements and no loot or enemies, except for a Seeker at the end of the tunnel.

I have read all the reports from Discord and the forums regarding bug issues, and many will be addressed in the next patch, especially the disappearing dog and generator fuel issues.

Please check the patch noted below.

[h3]Features Overview[/h3]
  • NPC Dialogue Overhaul
  • Companion, Allies NPCs Overhaul
  • Bandit Sniper Behavior and visual improvement.
  • New System : Bandit Armor System
  • New Bandit Type : Bandit Boss
  • Weapon Upgrade Rework
  • New System : Collectable Item
  • New System : Quest Board And Individual NPC Quest
  • New Building Type : Survivor Shelter, Survivor Category
  • New Weapon : Crossbow
  • New Weapon : Minigun


[h3]Bug Fixes[/h3]
  • Fixed: Couldn't craft a carjack.
  • Fixed: Bow aiming didn't change camera FOV.
  • Fixed: Visual bugs during Random Car Crash Event.
  • Fixed: Logic for handling explosives.
  • Fixed: Suppressor misaligned on Hunting Rifle.
  • Fixed: Falling after reaching the top of a ladder.
  • Fixed: Pile of items kept respawning repeatedly.
  • Fixed: Persistent embers from zombie spawns.
  • Fixed: Blacksmith Crafting Menu UI order.
  • Fixed: Falling through the mine floor.
  • Fixed: spears now deal damage.
  • Fixed: Bandit gun fire sound FX did not fade with distance.
  • Fixed: Gun and weapon animations were shaking.
  • Fixed: Issue where propane bottles with max gas value couldn't be attached to stoves.


[h3]New Feature NPC Dialogue Overhaul[/h3]
I've reworked this system and enhanced its functionality to support more features. This overhaul will allow for richer interactions and more dynamic conversations with NPCs.

Each main ally or NPC will now have their own dialogue lines, which may provide clues or hints



[h3]Companion and Allies NPCs Overhaul[/h3]
I have completely revamped the NPC system to enhance interaction with companion characters. Additionally, I've added some more features to them. Here’s the list:
  • New Dialogue Action Style: Updated methods for initiating and engaging in conversations with NPCs.
  • Costume Management: Manage and change costumes for your companions, which can be obtained through collection or trade.
  • All-New Behavior:
  • Companion Option to Follow: Companion Option to Follow: ou can now have companions follow you.
  • Emotion System: Includes three key emotional statuses
    1. Respect
    2. Intimacy
    3. Depression
    These statuses will significantly influence your relationships with NPCs, unlocking new dialogues and interactions as your bond develops.
  • Unique Rescue and Recruit Quests/Task

Initially, Scott will be the only companion available, with limited dialogue lines and interactions. I'll be adding more content and companions in every update. Rachel will be introduced shortly afterward.

[h3]Bandit NPCs Enhancements:[/h3]
  • Bandit Sniper Behavior and Laser Visual Improvement
  • New System: Bandit Armor System
  • New Bandit Type: Bandit Boss
  • New Bandit Damage System


[h3]Weapon Upgrade Rework[/h3]
You can now access weapon upgrades through the workbench and from NPCs. Note that workbench upgrades are limited to melee weapons only. For upgrades to other weapons, like the crossbow, you'll need to find an NPC capable of crafting or upgrading them.




[h3]New System: Collectable Items[/h3]
a new collectable items system, organized into four categories to enhance exploration and interaction.
  • Mementos: Items purely for collection to commemorate your journey.
  • Utility Items: Usable items such as key cards, gas masks, etc.
  • Lore Items: These contain snippets of the storyline or clues that can help in unraveling the main or side stories.
  • [h3]Key Items:[/h3] Crucial for progressing in quests or missions.


[h3]New System: Quest Board and Individual NPC Quests[/h3]
Quest Board is a central hub located in the survivors' camp, where you can find and accept a variety of quests.
And you can check around the survivors' camp for NPCs that have specific tasks or requests.

At launch, there will be only one Quest Board and tasks from three NPCs available. More tasks and quests will be added in the next update.

[h3]New Building Type: Survivor Shelter, Survivor Category[/h3]
This new building category is specifically designed for Ally NPCs. When an Ally NPC requests their own shelter, accepting their request will add the shelter to your building craft list. Additionally, all items and buildings within this category are interactive for Ally NPCs, allowing them to engage with the environment you create.


[h3]New Weapon Update : Minigun And Crossbow[/h3]

Additionally, I've added some puzzles and levels to the Lab's surface level, which are now ready for you to explore. Be cautious of the Bloats inside; I suggest not destroying the nests near them, as you'll need to farm items from these Bloats after new quest board tasks are added. The underground level is still under development and will be available in future updates.

0.6.2 Patch Preview

Hello everyone,

Please check out the link for 0.6.2 patch preview!. This update is primarily focused on enhancing Quests, Events, and AI. Initially, only Scott will be available for rescue. More characters including Rachel, Jiyeon, Kate, and some main NPCs will follow in future updates.

I've also discovered a high-quality character pack on the UE Marketplace and have decided to use these models as the base for our characters. Jiyeon and another character will undergo a rework to align with this new standard.

Patch 0.6.2 will be ready by August 14th

[previewyoutube][/previewyoutube]

This gameplay video contains:

  • Quest Capture Event,
  • Bandits Armor System,
  • New Sniper Laser Sight,
  • NPC Dialogue,
  • Weapon Upgrade Rework,
  • Allies NPCs, Companion Overhaul,
  • Survivor Shelter System,
  • Bandit Boss,
  • New Weapon : Crossbow
  • New Weapon : Minigun
  • New location : Zone 1 Big Town
  • New Alien Enemy : Seeder


• Jiyeon Costume Rework

0.6.2 Progress Update #2

Hello everyone,

Here's the task list I'm currently working on:

  • Storyline & NPC Dialogue
  • New Mechanics : Enemy Body Armor System
  • New Arrows types
  • New Weapon : Crossbow
  • Weapons Upgrade - Rework
  • Bandit Behavior Imporvement, New Bandit Type (Bandit Boss)
  • Functional Quest Capture Event
  • New Mechanics : Alpha Mist (Orange Mist)
  • New Character And 3D Models (Berserker, Seeder)
  • Map And Environment Updates:
  • Co-Op Devlog #10


[h2]Progress Update[/h2]
  • [h3]Storyline & NPC Dialogue[/h3]

    I'm currently working on expanding main storyline and adding more depth to the NPCs you meet along the way. You'll be able to explore richer stories and interact with characters who have their own tales to tell.

    Also, I’ve attached an image of the infection tree and an example of the highest stage for a mutant (a Berserker Stage 2 form) for you all to check out.



    And here's some insight into E.V.H, as depicted in the infection tree I've attached above.

    "E.V.H (Evolutionary Viral Hybridization) is the process where the virus and human genes combine perfectly, transforming the infected into evolved beings."


  • [h3]New Mechanics : Enemy Body Armor System[/h3]

    I'm adding a new armor system where you'll encounter higher-level bandits equipped with body or head armor. Level 2, 3A armor can block attacks from pistols, while Level 3 armor can block shots from machine guns, adding a strategic challenge to your encounters.

    Additionally, I've improved the damage receiving system. Being shot at different points on the body will now cause varying degrees of damage.




  • [h3]New Arrows Types[/h3]

    I've upgraded the bow, crossbow, and arrow systems. Different arrows now have varying armor penetration abilities, requiring you to strategically plan your use of arrows and bows depending on the situation and enemy defenses.





  • * Armor Penetration Data
  • *



  • [h3]New Weapon : Crossbow[/h3]




  • [h3]Weapons Upgrade - Rework[/h3]




  • [h3]Bandit Behavior Imporvement, New Bandit Type (Bandit Boss)[/h3]

    I've enhanced the sniper bandit mechanics; now you'll be able to spot their laser from a distance.

    Added a Bandit Boss, these formidable foes can appear during certain quests or events, and they're often heavily armored with both body and head protection. You'll need a variety of weapons to take them down effectively.

    I'm also refining bandit behavior at night to make them less alert. This change is designed to complement a future Night Vision feature, which will also affect mutants like the Seeker and Bloat, who will now sleep at night.




  • [h3]Functional Quest Capture Event[/h3]

    Quests and Capture events are now fully functional. For example, in the Rick Camp event, when you successfully capture and reclaim the camp, you unlock an NPC who specializes in crafting weapons. This NPC can craft unique Crossbows, Arrows, and Bolts that aren't available in regular gameplay, or unlock new side quests.




  • [h3]New Mechanics : Alpha Mist (Orange Mist)[/h3]

    The Alpha Mist is a persistent fog created by a 'Behemoth type alien.' The first Behemoth I’m introducing is called the Seeder. This alien bug species releases a fog (mist) to terraform the environment, making it suitable for their survival. If a Seeder is around, the area will be filled with a permanent mist until you manage to take it down.




  • [h3]New Character And 3D Models[/h3]

    • New Character : Seeder

    • Berserker Model Rework



  • [h3]Map And Environment Updates:[/h3]
    • Added : Zone 1 Sec1 Radio Station.



    • Hyper loop, Secret lab.

      I'm currently facing some challenges with the streaming of the secret lab level, specifically aligning the underground level with the surface level. To resolve this, I had to reposition the underground level slightly to the side. As a result, the secret lab on the surface level will be available for play initially.




    [h2]Co-Op Devlog #10[/h2]

    Co-Op Bloat Fight.
    [previewyoutube][/previewyoutube]