Client 49 - Watercraft
Watercraft
- Watercraft kits: craft a Tyre Raft by hand, or craft a Camo, Red or White Dinghy, an Inflatable Boat or a Wooden Rowboat at a Crafting Bench or buy one from a trader. Deploy them on clear, deep enough water, then pack an empty, stopped boat back into its kit. Boats are crafted or bought, not found as loot, the same as land vehicles. Bigger boats are tougher, passengers can stand on board, the hull stays dry inside, and boats leave a wake as they move and show on the map with a boat marker. More watercraft (powered) to come in the next regular release.
- Wading and swimming: moving through water leaves a trail of ripples behind you.
Inventory and crafting
- New inventory screen: the inventory is rebuilt so the game stays in view. Your pockets and rig sit on the left, your character stands in the middle with your worn gear around it, and Health, Crafting, Character and whatever you are looking into open on the right. The hotbar and vitals stay where they are on your HUD.
- Backpack and safe pocket: press Q to slide out the panel beside your pockets. It holds your backpack, with your safe pocket at the bottom. It opens without a backpack too, so your safe pocket is always a key press away, except at a station.
- Stations: at a cooking or crafting station the recipes slide out in a drawer from the right, and Q opens and closes it. Your worn gear stays out of the way there, and the storage and Nearby use the space on the right.
- Dropping items: drag an item off the inventory panels onto the game to drop it on the ground. It then shows in Nearby.
- Inventory keys: H opens Health, C opens Crafting and P opens Character while the inventory is open, and Shift steps through Crafting, Health and Character, shown by a key hint under Character.
- Inventory on a controller: the new inventory does everything with a controller that it does with a mouse. The left trigger slides the backpack and safe pocket out (or the recipe drawer at a station), the D-pad and left stick move between every button, tab, recipe and slot, and A presses what is under the cursor. Moving past the last row of a list scrolls it, and the right stick scrolls the list under the cursor. A picks an item up, moves it with the cursor and places it, and B puts it back. Button prompts show on the screen while a controller is in use.
- Rigs: every tactical rig shows its full grid at full size.
- Inventory character: your character is always in view when the inventory opens. A wall behind you turns the view round to the nearest open side instead of hiding the body, and in a very tight room the camera lifts up and back.
- Inventory: the icon you drag sits on the cells or slot where the item will land. Items in an open container can be destroyed like inventory items, with the same confirmation.
- Crafting icons: every recipe in the crafting list has a new square icon, and magazines show their calibre tag like the ammunition does.
- Health view: the condition view has more room between rows, and statistics show your learned recipes as one total.
- Item decoration: choose Place in a carried item's right-click menu to position one item with the building ghost. Rotate with E/R and adjust height with PgUp/PgDn. Placed items keep their contents and condition, can be picked up by anyone, and stay in a base or expire after four hours outside it; local item limits apply.
Cooking and stations
- Cooking and conversion stations: the Campfire, Gas Stove, Stone Furnace and Iron Furnace now each work their own way, as described below.
- Campfire and Stone Furnace: whatever you put in their slots cooks or smelts in slot order, top-left first, so moving a stack forward makes it go next. The Campfire cooks one picked meal at a time from its Meals tab; its water, meat and tallow now only cook from the slots, and anything you had queued for them returns to the Campfire's slots. The Stone Furnace makes one picked recipe at a time.
- Gas Stove and Iron Furnace: queue up to 10 jobs of up to 99 each, choosing the amount with - and +, the mouse wheel or Max. Ingredients come from the station first, then storage within 10 m of it, then what you carry. Move jobs up or down, see when the queue will be done, and get a warning when the fuel will run out first. The Iron Furnace can now queue everything it smelts as well as its picked recipes; the Gas Stove's list is grouped into Meals, Cooked Food, Water, Fuel and Other.
- Cooking queues: perishable ingredients waiting in a queue keep spoiling. If a waiting job's food spoils, its ingredients come back to the station, spoiled food included, and you are told.
World and Origins
- New buildings on Origins: about 130 new commercial and industrial buildings across 31 towns, villages and military sites, many of them with interiors you can enter. This is the first part: more buildings and loose loot inside the rest of them come in later updates. They hold extra loot, and expanded sites gain more enemies spread across their outdoor ground. Doors open and close like those in other buildings.
- New buildings: shots pass through clear window glass, the same as on the houses.
- Factory doors: the new factory buildings have working doors you can open, close and lock. Double doors open, close, lock and unlock together, and rooms behind them now have loose loot.
- Barn and church doors: paired doors on the old barns now meet straight when closed and swing open together to the same side. Six single barn doors now close across their openings and swing away from the walls, with their locks and mounted items staying attached. Church pairs also swing to the same side and are about 1.2 percent narrower to fit their doorways.
- Westmere: the older buildings now have furniture, loot containers and loose loot.
- Ground in shadow: the ground in the shade of buildings, trees and hills no longer turns almost black. It keeps its colour and detail.
- Road edges: vehicles and bicycles ride up onto roads from the verge instead of catching on the edge.
- World map: wheel zoom is smoother and quicker, and zooms about your cursor so the point you aim at stays under it.
- Vehicles: searching a vehicle plays the search animation, and roadside wrecks, barricade cars and farm tractors can now be searched.
Survival, farming and building
- Tyres: the Tyre Raft needs four car tyres. Car tyres weigh 5 kg and turn up more often, most of all in car wrecks, and old tyres are now car tyres, including those already in your saves and the world.
- Chickens: build a Chicken Coop and raise chickens. Feed them, breed them, collect eggs and slaughter them for meat. Predators can break into a coop below half health while you are nearby, and you and your squad are told when your chickens are under attack. A new Raise chickens tutorial walks you through it. The pen and paddock for other animals are not available yet.
- Powered farming: grow lamps, heat lamps and sprinklers run on the electricity grid and keep crops growing.
- New build parts: half floors, 1.5-storey L and U stairs, support posts and foundation ramps, in wood, stone and metal. Half floors fill half a bay, the stairs climb to a landing at one and a half storeys, and posts stand on deck corners to hold floors above. Metal parts and direct stone and metal crafts need a Crafting Bench.
- Door upgrades: doors can now be upgraded with the construction hammer. Any wood piece, doors included, can go straight to metal and skip stone, paying the cost of the tier you pick. The hammer's door menu follows what you are looking at and clears old selections.
- Building destruction: every destroyed build part now breaks apart in its own materials. Wood splits into boards that splinter along their length, stone breaks into blocks and chunks, and metal falls apart in a few large sheets. Walls, floors, foundations, roofs, stairs, frames, doors, windows and furniture all break up; the pieces settle and sink away after a few seconds, and nearby debris stays limited during large collapses.
- Loose items in bases: after their dropper has been away for more than 14 days, loose items get a fresh four-hour despawn timer. Returning before expiry protects them again. Deliberately placed items do not expire this way; corpse timers are unchanged.
- Dropped items: loose items rest on the ground without bouncing, sliding or rolling, and never block your movement. Destroying their support places them on the surviving surface below; with no surface, they stay at the lost support's position.
- Dropped items: new drops stay protected within 25 m of any placed building part, up to the existing 250-item limit per base; other drops last four hours. Distant saved items unload when no player is nearby, including after the last player leaves.
Enemies and raids
- Base raids: raiders now warn you about two minutes ahead with a distant cue, wade through shallow water and swim when they have a safe way out, and recover if they get stuck. Each raid tier carries a limited supply of breaching gear, and raiders no longer plant or throw explosives while swimming. Soldier raiders place C4 and throw grenades at higher levels.
Traders
- Trader store: the trade screen is redesigned. Switch between Buy and Sell above one item list, open an item to see its stats compared with what you are wearing, its use, its condition and its price, and review You Give, then You Get, with the sale summary below them. Confirm still completes the whole deal at once. Price and stat labels have enough room at smaller screen sizes.
- Turret prices: Weapons traders sell the Primitive Ballista, M2 Browning, Minigun and TADS.
Story
- Story and journal: the story starts with your session, tutorials are grouped under Getting started in Side Quests, and the HUD tracks tutorials until First Fire. Courier jobs tell you that goods you bought do not count.
Settings, performance and saves
- Display settings: frame limit presets are based on your display's refresh rate, V-Sync warns you when it will limit your frame rate, and the wording is clearer.
- Content Creator Mode: music is filtered by where it plays, so menu themes stay out of the world, and the song Finally joins the cleared list.
- Performance: fewer stalls while joining and changing settings, because more assets load in the background. Idle loot spawners cost the server less.
- Save reliability: server maintenance saves now capture containers and electricity before stopping, so their contents are kept, and a maintenance stop is never blocked by one held object. Save failure alerts name the cause.
- Electrical storage saves: fixed a case where saving generator or powered-station contents could duplicate a saved container entry and block the next world load.
- Fixes: a deer shot at rifle range now leaves its carcass instead of vanishing at once. DLSS frame generation stays off through cover and loading screens and no longer flickers.
This announcement was originally published by Threat Vector on Steam on Nov 3, 2026.
Open the original on Steam