Patch notes: the Chalk Yard, a zipline network, a quieter start
Four builds have gone out since the last post. Here is what changed. Everything is in the demo too, except the full game's buildings — and those can be tried in the Chalk Yard.
The Chalk Yard — a training hall
- After your first arrival at camp, a chalk door appears by the trail. Behind it is a closed hall with 13 stations: grip and leap, pitons, lamps, anchor and rope, wind, building the camp, ore and market, the teleporter, the zipline, trampoline and lift, the Murk, the Basin and Quiet room, and climbing with a friend.
- Gear inside is free and stays in the yard. When you walk out, your own gear comes back.
- The build table there is the real build menu. Nothing costs credits and nothing is saved into your world.
- Falls inside do no damage. Game time keeps running.
- Finish every station once and the world gets 150 credits.
- In the demo the yard lets you try the full game's buildings.
Climbing and gear
- A hand rope at every route entry: a crane on the shaft edge with a knotted rope. Climb it with the left and right mouse buttons in turn, S slides down. A log below leads to the route.
- The zipline is a camp building now, with three levels (40, 60 and 80 m cables). Buy poles there, carry up to 6 and place them with Z: each pole links itself to the poles nearby. At a pole the trolley goes on along the cable you look at. Old zipline lines in your world became poles.
- The anchor rope upgrade no longer drops back to 8 m until the world is reloaded.
- The anchor rope hangs over the nearest edge instead of lying on the rock, and climbing it no longer drops you after a second.
- A friend hanging on you while your rope catches the fall no longer takes damage for the whole height.
- Crumbling red holds fall again.
Weather
- A quieter start: no gusts in the shaft on day 1, light gusts on day 2, full wind from day 3. Gales, blizzards and the first tornado start on day 3.
- Until the first tornado has passed, gales are weaker and the tornado lifts no one.
- Small picture hints show how to hold on in wind and when to use an anchor.
- Hardcore worlds now get shaft events: the beacon, tornadoes and nightmares.
Camp
- Wardrobe: helmets are free for everyone once it is built. The building is an open mine lamp room now, and a helmet charges while you are in camp.
- New building: the trampoline. Space on the mat throws you about 10 m up, and landing on it does no fall damage.
- Build menu: the tabs follow the field guide, and hovering a building plays a short chalk loop of how it works.
- The starter room is a roofed pavilion, and the camp is more open.
- Most second upgrade levels cost only credits. The Quiet room is cheaper.
- The gear rack has a price tag and a key under each item, and reminds you if you leave without an anchor, lamps or pitons.
The Murk and co-op
- The Murk failed to appear in some worlds. Fixed.
- Guests could not pick up Murk ore. Fixed.
- Everyone in co-op sees all active world perks. A world has up to 4 perks, at 100, 75, 55 and 40 % strength.
Other
- Master volume no longer jumps back to full after death, teleport or sleep.
- Plainer English in the texts of the first hours; the translations are updated.
- Small life in the shaft: moths, bats, swifts, fireflies, beetles and glowing threads. It follows the background animation setting.
- Gear crates with pitons, lamps and anchors sit on rest stones.
- The cursor stays inside the game window on two monitors.
- The game icon shows in Steam.
- No Bottom is closed for now while I rework it. It will come back.
If something breaks or feels wrong, write in the discussions or on Discord — I read everything before the release.
This announcement was originally published by ArkForge on Steam on Oct 23, 2026.
Open the original on Steam