CLIENT 44
New Weapons and Ammunition
- Mosin-Nagant M1891: a bolt-action rifle in 7.62x54R with five-round stripper clips and single-round loading. Find it in rifle loot and in the hands of some hunters and bandit marksmen, or craft it at the weapon bench once learned.
- Three scrap-built firearms: make the Fencepost single-shot shotgun, Latch two-shot pistol and Ridgeback single-shot rifle at the workbench. They use modest amounts of wood, scrap metal, nails, duct tape, plant fibre cloth and rope, plus one hide each. They load one round at a time, wear out quickly and can be repaired at the bench.
- Scrap ammunition: find casings and gunpowder to learn Scrap Shells, Scrap Pistol Rounds and Scrap Rifle Rounds, then craft them at the workbench. They work only in their matching scrap-built gun, do less damage and are less accurate than manufactured rounds. Empty guns load scrap rounds first; a partly loaded gun keeps the same ammunition type. The Fencepost also takes buckshot or slugs, the Latch takes 9mm and the Ridgeback takes 7.62x39. Traders neither buy nor stock scrap rounds.
- Gunpowder: small amounts can now turn up in town utility lockers.
- M67 grenade: the fragmentation grenade is now named M67, including its crafting recipe.
- RPG-7: no longer accepts a silencer, sight or any other attachment.
- Silencers: a fitted silencer now quiets every gun that takes it, for you and everyone nearby, and AI hear the shot from a much shorter distance.
Weapons and Reloading
- Faster single-round loading: the Kar98k and Mosin-Nagant load each round faster (2.8 seconds instead of about 4), and the scrap-built guns faster still. The reload sounds stay in time with the hands.
- Scrap-built guns reload with mixed ammunition: the Fencepost, Latch and Ridgeback no longer refuse to reload when you carry more than one type of ammunition they accept, such as scrap shells and buckshot.
- Unload rifles: right-click a Kar98k, Mosin-Nagant or scrap-built gun in your inventory to unload its rounds.
- Scrap gun ammunition: reload warnings, weapon details and the ammo chooser list every round a scrap gun takes, scrap rounds first.
- Scrap gun upkeep: scrap-built guns are cheap to make but costly to keep running: repairs take scrap metal, wood and duct tape in proportion to the damage, up to 4/4/4 for the Fencepost, 3/2/4 for the Latch and 6/4/4 for the Ridgeback. Manufactured guns still use Refined Oil for repairs.
- Scrap-built guns in first person: the Fencepost, Latch and Ridgeback have more detailed models and new icons. They sit where they are meant to when lowered, at the hip and when aiming, and stay steady through a reload, moving only slightly with the hands instead of flicking up. Their repair option now lists wood instead of electronics.
- Scrap gun detail: the rope lashings, knots, hide edges and fringe on the Fencepost, Latch and Ridgeback are rebuilt as proper round twisted rope and thick hide, in first and third person.
- Ridgeback reload: the Ridgeback plays its whole reload for each round, and in first person the gun and hands stay together.
- Lowered weapons after reloading: a gun reloaded while lowered or aimed no longer drifts out of position afterwards.
- Kar98k icon: the stray ammunition clip floating above the rifle is gone.
Crafting and Salvage
- Weapon crafting rebalance: guns, magazines and ammunition no longer cost coin or electronics. Guns are built from iron bars, copper ingots and scrap metal, with plastic or wood and nails for the furniture; a Mosin-Nagant now takes 8 iron, 2 copper, 20 scrap, 12 wood and 4 nails. Magazines and clips need only a little iron and scrap. Manufactured ammunition uses copper for the casings, lead for the bullets and gunpowder, plus plastic for shotgun shells.
- Learning weapon recipes: gun, magazine and ammunition recipes are learned from their ingredients like every other recipe, so you no longer need to find a gun before you can make it. You still need the Weapon Bench and the full set of materials.
- Knife and bow: the knife now costs 2 iron bars and 2 plastic, and the primitive bow 30 wood, 8 plant fibre cloth and 1 rope.
- Salvage: breaking down a weapon, magazine, tool or round returns at most half of what it cost to make, and recycler luck bonuses no longer apply to them. Ammunition gives back only gunpowder and plastic.
- Recycling and extracting: breaking down a crafted item never returns more than it cost to make. Wooden chests no longer give back extra wood, pegs or scrap, and weapon grips return iron and scrap but no electronics.
- Weapon bench: attachments now show as pictures on the slot cards and in the parts list, each part says which slot it fits, and the "needs weapon bench" notice no longer crowds the repair button.
- Repair cost: a weapon's details show its whole repair cost on one line.
Traders
- Trader barter screen: the trade screen replaces separate purchases and sales with YOU GIVE and YOU GET. Confirm the whole deal together and pay or receive only the coin difference. Press Tab on the trade screen to open your inventory, and Tab again to leave the trade and return to the game. Moving items, buttons and tabs make the same sounds as the inventory, and a completed deal plays a coin sound. Selling a loaded gun unloads it for you: the rounds, or the magazine with its rounds, go back into your inventory, and the deal asks you to make space if they do not fit.
- What traders buy and sell: weapons traders now sell and buy grenades and the ammunition and magazines for their guns; military traders carry military gear, grenades and armour; hunters stock hunting weapons, fishing gear and outdoor clothing; vehicle traders handle fuel and batteries; farm traders sell farm tools and planters; cooks sell prepared meals. Gold ore and ingots trade as materials.
- Common guns at traders: weapon traders sell the Colibri, M1911, X18, Viper 357, DGL50, Drake 12, Kar98k and Mosin-Nagant without you having found one first. Other guns still have to be found or made before a trader will sell them.
Inventory, Items and Loot
- Prison pocket: keep small valuables in a secure pocket beneath your character on the equipment screen. It starts with four unlocked cells in a 2x2 block, so a 2x2 item fits, and its contents stay with you through death. Stored items still weigh something, bags cannot go inside, and crafting uses these supplies last. Traders never take anything from it, coin included: move items into your main inventory to trade them.
- Inventory weapon slots: primary and secondary weapons now appear once, on the bottom strip. Melee, hammer and torch slots sit beside the hotbar. Drop a weapon onto slot 1 or 2 to equip it.
- Stacking: materials collected before an update stack with newly collected ones again.
- Dropping items at a grid edge: an item dropped so it hangs off the left or top edge of a container or bag now shows a red highlight and an out-of-bounds message, and can no longer land in a different spot.
- Locked containers: OPEN on a locked container now plays a locked rattle, and PICK LOCK is greyed out unless you carry a lock pick.
- Loose loot: scrap metal is far easier to find lying around towns, villages and farms, and nails, duct tape, rope and cloth turn up more often. Seeds are a little rarer, and toys no longer take the place of useful materials on the ground.
- Feathers from trees: felling a tree has a 20% chance to drop 1-3 feathers.
- Storage chests: the small, medium and large chests have a new rustic strongbox look, with dark oiled timber, blackened iron bands and worn brass. Chests found around the world share it.
- Water collector: the water inside a rain collector stays inside the barrel again at every fill level instead of sitting half outside it.
- Rotated pistols: a pistol turned sideways in your inventory now lies the right way up, muzzle left, instead of upside down.
- Pistols in the hotbar: pistols lie flat in the HUD hotbar, equipment slots and trader tiles, as they do in your inventory. Tools and melee weapons keep their upright icons.
Searching and Interaction Animations
- Searching: searching no longer kneels and stands up over and over. You kneel for bodies and low loot and stay standing for waist-high and higher containers, and your hands keep searching until you finish.
- Interaction animations: doors and gates are opened standing, bodies are searched kneeling, and opening storage, caches, searched containers or dropped bags, or taking loot out, no longer plays a pickup animation.
AI and Wildlife
- Enemies hearing you: footsteps, work and melee sounds give enemies a rough search area, less precise at a distance or through cover. They move to investigate and look around instead of heading straight to your exact position.
- Rooftop snipers move: snipers change firing spots, dodge when hit or suppressed, and move toward noises on their roof. They can keep firing while moving.
- Bandits loot bodies: bandits search nearby player and NPC bodies when it is safe, take some of what they find and carry it until killed. They always leave something behind, and threats interrupt their search.
- Raiders search storage: raiders attacking a base may search unlocked storage and steal a small share of its contents. Locked storage cannot be looted by them, and stolen items can be recovered from the carrier.
- AI and low ceilings: AI no longer try to walk under overhangs they cannot fit beneath.
- Crows: crows appear closer to players by day, especially near camps, farms and fresh bodies. Ground detection keeps their cruising height tied to the terrain and handles roads correctly.
- Missing animals and sounds: the stag variant of the deer and a gore sound missing from packaged games are back.
World and Building
- Porches: you and AI can now walk under the low porch roofs of five village house types, including the one many players got stuck at.
- Trees in buildings: 34 trees that grew through walls, floors and roofs of buildings around the map, including in Ravensby, are gone.
- Walls on door frames: a short wall aimed just above a door frame now goes on the doorway top, including when you stand under a ceiling beside it. Before, an empty wall slot on the floor edge nearby could take the snap instead.
- Building placement messages: when a build part cannot be placed, the message now names what is in the way (another part, a map object or the ground), and the snap line names the snap point being used.
Quests
- New starter quests: Store your gear (craft Wooden Pegs and a Small Chest, then place it), Fresh meat (hunt an animal and cook its meat at a Campfire) and Lock it up (craft and fit a Key Lock). Existing characters see these appear in their quest list too, and get credit for anything they have already done.
- Feathers for arrows: the Arm yourself quest now says where to find feathers (on the ground, in bird nests and on crows) and that the arrow recipe appears once you have found one.
Controllers and Input
- Controllers: inventory pick-and-place, stack splitting, rotation and hotbar selection work with a controller. Map zoom and server-list focus are improved.
- Controller look and prompts: stick look has its own horizontal and vertical sensitivity and invert setting. Prompts follow the device you are using.
- Text entry with a controller: text fields can open Steam's on-screen keyboard when Steam is available, including crafting search and quantities.
- Driving with a controller: steer with the left stick, accelerate with the right trigger and brake or reverse with the left trigger. A partial pull gives partial power. A is the handbrake and Y the headlights, and throttle and steering can now be rebound in Controls.
- Toggle sprint: a new Controls setting, off by default, lets one press start sprinting and the next stop it. Stopping forward movement, aiming or crouching cancels it. Running out of stamina drops you to a run, and sprinting resumes by itself once a quarter of your stamina is back if you are still moving forward.
Vehicles
- Vehicle view: the first-person camera on the bicycle, mini bike and quad now sits further back and lower, so the handlebars are in view, and your own head no longer blocks the view.
- Vehicle engines: drive power eases off near maximum speed, reducing the pickup truck's surging engine sound.
Settings, Graphics and Language
- Language and Brazilian Portuguese: Settings > General has a language picker, and the game is now available in Brazilian Portuguese. Other listed languages are marked as not yet available. On first launch the game follows your Steam language when it is available; a language you choose in Settings always takes priority and is remembered. Buttons, tabs and labels that a translation makes too long shrink slightly to fit their space; if one still does not fit, it is shortened and shows its full text when you hover over it.
- Upscaling settings: switching upscaling back to Off after trying a quality preset no longer asks you to restart, Apply now says upscaling changes take effect when you restart, and the Frame generation row stays in place (greyed, "needs DLSS") when you pick FSR so the rows below no longer jump. After repeated crashes the Graphics tab says upscaling is off for this session and that a restart brings back your saved choice.
Single Player, Servers and Saves
- Pausing in single player: hunger, thirst and stamina no longer drain while the game is paused, so closing the pause menu after a long break no longer starves you on the spot.
- Your character is safe across restarts: if a server cannot read your character's save, it now refuses the join and keeps your save intact instead of starting a new character over it.
- Slow connections: players whose connection to a server stays above 300 ms are now disconnected with a message suggesting a closer region; a warning appears first. The server list shows each server's ping in colour, with a note when a server is far from you.
This announcement was originally published by Threat Vector on Steam on Oct 16, 2026.
Open the original on Steam