PATCHNOTE 01/10/2026
Bow
- Improved third-person aiming visibility when using the bow.
- Rebalanced the archer's damage.
More Clothing Variations
- Added more clothing variations for tribal enemies.
Vegetation Sounds
We made another pass on the sounds triggered when moving through tall grass and bushes.
- Walking through vegetation now produces quieter and softer sounds.
- Running produces heavier and louder reactions.
- Overall, the effect should feel much more natural and less harsh on the ears.
We'll keep an eye on how it feels in actual gameplay and continue tweaking it if needed.
Resource Visibility
We received more reports that some resources were blending into the environment and were difficult to spot, so we've increased their highlight effect again.
Sticks have been replaced entirely to make them easier to identify.
Enemy & Wildlife Spawn Balance
We've updated how enemies and animals are distributed across the map:
- Bears now appear more frequently in several specific areas. (Specially requested by our greatest player, Lutz.)
- Wolves can now be encountered in six additional locations.
- Slightly increased the chance of encountering a Glutton.
- Fixed how hostile enemies and peaceful wildlife are counted by the spawn system, allowing it to regulate the level of danger around the player more accurately.
- Added a little more wildlife here and there across the world.
Improved Blood Effects on Melee Weapons
- After a successful hit, blood now visibly runs down the blade before gradually coming to a stop.
- Additional hits restart the blood flow effect.
- Blood stains no longer visually change depending on the camera angle.
AI & Wildlife Improvements
This update includes a major round of improvements to wildlife and humanoid enemies, covering animations, movement, combat, hit detection, multiplayer synchronization, and overall AI behavior.
Wildlife
Wolf
- Added more varied idle animations and behaviors.
- Improved looking-around animations and environmental reactions.
- Added additional ear movement, tail movement, and blinking for more natural behavior.
- Overall idle animation variety has been significantly increased.
Deer
- Improved terrain adaptation and movement on slopes.
- Improved body positioning near obstacles to reduce visual clipping.
- Fixed an issue where dead deer could slowly slide or move after entering ragdoll.
Bear
- Improved terrain adaptation and body positioning while moving across slopes.
- Further polished animations and movement.
Boar
- Improved turning and transitions between movement states.
- Improved orientation before charge attacks, reducing cases where boars could charge in the wrong direction.
- Improved body rotation when changing direction.
- Further polished charge attacks and combat movement.
Crocodile
- Significantly reworked behavior and animations.
- Improved movement, combat behavior, state transitions, and overall responsiveness.
Humanoid Enemies
- Improved turning and rotation animations.
- Added smoother transitions when starting and stopping movement.
- Improved animation blending between different movement states.
- Improved turning while tracking targets and switching between targets.
- Improved the movement smoothness and speed of the Tribe Snitch.
Combat & Hit Detection
- Improved hit detection against AI in multiplayer.
- Improved hit detection for firearms, melee weapons, and bows.
- Damage detection now follows the creature's visible body more accurately instead of relying primarily on its movement capsule.
- Revised creature collision so auxiliary collision used for navigation and obstacle avoidance no longer interferes with attacks.
- Updated bone data for newer creature models, improving AI accuracy when attacking other AI.
AI Behavior
- Improved how enemies approach their targets before attacking.
- Reduced situations where enemies could be kept permanently outside their attack range simply by continuously walking backward.
- Improved target switching and AI body orientation after changing targets.
- Improved AI spawning and despawning behavior.
- AI camps will now avoid despawning creatures directly within the player's field of view whenever possible.
- Improved AI spawning behavior near players.
Animations & Physics
- Fixed severe ragdoll jitter that could occur after the death of certain high-detail Nanite-enabled creatures.
- Improved death-state handling and ragdoll stability.
- Improved creature IK.
- Grass, bushes, and other small vegetation are now ignored by relevant foot-placement calculations, preventing creatures from trying to place their feet on top of small plants.
- Improved surface detection without unnecessarily increasing the performance cost of AI IK calculations.
Multiplayer
- Fixed incorrect replication of randomized creature body sizes on clients.
- Creature size variations are now synchronized between the server and clients.
- Revised how creature size interacts with attack distance, collision, and combat behavior.
Sound
- Reviewed and rebalanced enemy and wildlife footstep sounds.
- Improved movement-volume consistency across different AI states.
- Improved the audibility of running animals, particularly deer.
Small Animals
- Rebalanced the health of rabbits, squirrels, raccoons, and other small animals.
Overall, this round of improvements is aimed at making creatures feel less like moving AI capsules and more like physical inhabitants of the world — with more natural animations, more reliable combat interactions, better multiplayer behavior, and more believable reactions to their surroundings.
New Mechanic — Dodge
We've added a new dodge mechanic for combat.
- The character can now dodge left, right, or backward.
- Dodge direction depends on the character's movement direction.
- Dodging grants a brief period of invulnerability, allowing properly timed dodges to avoid incoming attacks.
- Dodging consumes stamina, and skills that reduce stamina consumption also affect this mechanic.
- Dodging cannot be performed without enough stamina.
- There is a short delay between dodges, preventing them from being spammed continuously.
- Animation transitions have been tuned for a smoother and faster return to player control.
Controls
To dodge, hold Aim/Block, choose a movement direction to the left or right, and press the Jump button.
If no sideways movement direction is selected, the character will dodge backward.
This announcement was originally published by MOROZ GAMES on Steam on Oct 1, 2026.
Open the original on Steam