- Animals live in your worlds again. Ten kinds: songbirds, rabbits, goats, penguins, deer, crabs and sand lizards go about their business, and wolves, boars and polar bears do not. Wolves circle before they commit. Boars pick a line, charge it, and blow straight past you if you step aside. Polar bears just keep coming.
- A bat. Press 4 again and the paint marker swaps for it, and press 4 again to swap back. It reaches about as far as an angry wolf does, so you have to stand your ground to use it, but it drives one off in two swings where the marker takes three shots.
- Paint an adversary enough times and it yelps, kicks up dust and bolts off. It turns up again somewhere else later, so a world never runs out of them.
- Adversaries carry a small health bar, and only when it means something: a wolf that has noticed you, or one you have already hit. A calm animal at full health shows nothing. Numbers pop off an animal when your hits land, and the last one says OFF when you have driven it away.
- Paint sticks to fur. Marks ride the animal as it moves and wash off when it leaves.
- Dynamite drives animals off too: passive ones scatter, adversaries take the blast.
- A Wildlife dial in the world generator's Features section: Off, Sparse, Lively or Teeming, up to 150 animals in a world.
- Three new daily challenges for fending off adversaries.
- Every tile of every world you make hides five wooden caches. Walk up to one and it opens, and you keep whatever is inside forever, in every world you ever load. Bigger worlds hide more: each tile carries five of its own.
- Outfits you have not found yet still show in the Attire menu, greyed out, with a counter so you can see how much is left out there.
- Kit skins you have found now show as yours in the Workshop.
- Nine new kit skins. The lantern, the grapple and the jetpack each get Frostbite, Magma and Meadow versions to match the ones the paint marker already had, so a full set can share a look. All sixteen skins are in the cache pool now.
- Four new daily challenges for opening caches.
- Animals have voices, and more than one apiece. Every kind has its own call, grazes audibly (a deer tears grass, a boar roots in the soil), gives a startled cry when something spooks it, and grumbles off in defeat when you drive it away.
- Caches twinkle softly when one is hiding nearby. Follow the sound.
- Driving off a wolf, boar or polar bear earns Berm points: 8, 12 and 18, credited to whoever landed the finishing hit.
- Finding a skin or outfit in a cache now tells you where to put it on, for your first few finds of each kind.
- Opening a cache earns you Berm points.
- Boulder fields have real boulders in them now. Hoodoos wear the overhanging caps that make them hoodoos, and the desert gateway has standing stones and a fallen lintel in the doorway you walk through.
- Landmarks can be lost now. Dig one out or bury it and the stone arch, the ring or the formation goes with the ground it stood on, the maps stop pointing at it, and a quiet line under the compass says so.
- Opening a cache pops its points card right away now, the same beat Mileage and a fend-off already give you.
- The Workshop lays out its skin cards with room to breathe: flavor lines get their own row instead of drawing across the cards, and the shelves scroll.
- Your wardrobe starts fresh. Plain basics are free from the first world, everything with character in it is found in a cache.
- Hairstyles and face styles join the cache hunt too. Plain colours and simple cuts, basic eyebrows and simple facial hair are still yours from the start. A beard with braids in it, a dyed or styled cut, dreadlocks, glasses, lipstick, tattoos and face paint are out there to find.
- Landmarks spawn almost twice as often, with a better mix of kinds, and stone rings can settle into rougher ground so more worlds get one.
- A world is less likely to give you the same landmark twice.
- Wildlife arrives far denser than it used to be. The old top setting put a couple of dozen animals across a whole world, which read as empty; Teeming is 150, and a world made without touching the dial now starts Lively.
- Animals only chase you so far. Every adversary is tied to the patch it lives in, and it gives up and heads home rather than following you across the map. You can always outrun one at a sprint.
- The lantern, the grapple and the jetpack now show the skin you have equipped on the hotbar, the way the paint marker already did.
- Aiming in third person now looks over your shoulder. The camera eases aside and a little up whenever you raise the paint marker or the bat, so your own back stops covering the reticle, and it eases back the moment you put them away. Shots still land where the reticle sits: the camera moved, the aim did not. An Options row swaps you to the left shoulder.
- The landmark discovery toast sits under the compass now, instead of over the middle of the world.
- Trees, rocks and shrubs now cast shadows only near players. A world was carrying thirty thousand of them, all drawn a second time every frame just for the sun, and past a short distance each shadow was a speck. It was the largest single thing the frame was spending on. Up close nothing changes; far away the sun stops paying for specks. Terrain, water, animals, landmarks and everything you build still cast everywhere, as they did.
- New worlds render a lot faster. Terrain is built out of larger pieces now, so the same ground arrives as a quarter as many objects and roughly half the draw calls, and frames come out about a sixth quicker. This applies to worlds you make from here on. Worlds you already saved load exactly as they were and are not touched.
- Building together is lighter on everyone's connection. The world updates your friends receive while you sculpt are around half the size they were, and joining a world that has been shaped for a while pulls down a much smaller world file. Nothing about what you see changed, there is just a lot less of it going over the wire.
- Each day's three dares are three different kinds of fun. The daily set can no longer hand you the same chore twice, so you will not get two terrain jobs or two travel jobs in one day again.
- Daily challenges pay for the work they actually ask for. Every card's target is now set from how fast that thing really goes, so a Stretch dare is a genuinely long job and no card clears itself in a few seconds any more. The payouts went up to match: a Session card pays 105 and a Stretch card pays 250.
- Party dares are rebalanced to effort, the same way the daily challenges were. A shared card's target now matches how fast the whole group can actually do the thing, so a lobby can no longer clear one in a few seconds by spamming a fast verb. The payout stays 120 for everyone who pitches in.
- The whole soundscape was auditioned by hand. Animal voices, the river and the wind bed, the shore gulls, footsteps, the jump, the cache twinkle and the chime a cache makes when it opens each got their take picked and their level set.
- Rain no longer scatters tiny white specks across the ground at dusk.
- Sunrises and sunsets run smoothly again. The long shadows that sweep across the land at dawn and dusk used to jump forward in steps rather than glide, and the light stepped with them. Both move continuously now. Midday is unchanged.
- The bright specks that sparkled across the hills at sunrise and sunset are gone.
- The bat sits in your hand the way it was tuned to: correct angle, correct grip, correct size. It had been rendering at the bare hand attachment point, unrotated and undersized.
- The bat's hotbar tile no longer shows a second little object peeking out from behind the bat.
- Name tags over players' heads glide smoothly instead of stuttering when you stand close to someone. The health bars over adversaries ride the same fix.
- During a golf round the hotbar shows the disc, not a paintball marker mislabeled as one.
- The bat no longer shows a fuel gauge.
- Animals no longer bleat on repeat. A herd nearby used to talk over itself; now you hear a call now and then instead of the same one every couple of seconds.
- Standing next to a couple of animals no longer sets off a loop of grunts. An animal that was backed into a corner and could not get away from you kept re-announcing its fright every few seconds, so two deer side by side turned into a stuck tape. They settle down now, and one animal on its own keeps a decent pause between noises. Genuinely startling something, or knocking it down, still gets you an immediate reaction.
- Outfits you have not found yet say "Not found yet" like the Workshop's skins do, instead of collapsing into a dark smudge, and the wardrobe counter reads clearly (it was showing two counts mashed together, which looked like a negative number).
- Spawn gun aiming across a big multi-tile world no longer skips near ground.
- The grapple hook latches where your crosshair points. Since the over-the-shoulder camera arrived it had been biting off to one side, most obviously on close targets.
- The grapple reaches past whatever you are standing against. Firing out of a narrow shaft or from against a wall used to snag the rock at your elbow; now, when you are pressed up against something and aiming at something well beyond it, the hook goes for what your crosshair is on. Aiming straight at a ledge close by still hooks that ledge.
- Boring sideways into a wall from down inside a shaft cuts where you are pointing instead of a step off to the side.
- The throw preview in frisbee golf shows where the disc will really land. The dotted arc and its landing ring were being drawn from behind your shoulder rather than from your hand, which put the ring a few metres off.
- Caches hand out clothing again, not just kit skins. The wardrobe pool was silently emptying itself between play sessions, leaving only the twelve skins to draw from.
- Placing a construction piece, a bridge piece, or a prop now makes a sound. All three used to place silently.
- Friends who join no longer end up with pieces of the world missing. A tile that was not ready at the moment they arrived could stay missing for the rest of the session, which also left them without the corner tile map that the host could see.
- Every world has the corner map now, including the small single tile ones. A one tile world used to get no map at all. It shows as one big tile filling the card.
- The world turning behind the title screen is back to the size it was meant to be. A recent change to how terrain is cut into pieces quietly stretched it, and a stray scroll of the mouse wheel could shrink it into the distance.
- The "Start building" card opens the create flow every time. Moving the pointer onto a card was rebuilding the title screen underneath it, so a quick click landed on nothing and the first step never appeared.
- The title screen no longer goes blank after you stop a world and come home. If the create screen ever fails to load itself at startup, the menu now rebuilds it on the spot instead of hiding the cards behind a page that was never there.
- Landmarks only show up as pins on your maps once you have actually found them. They used to mark every landmark's location from the start of a world, dimmed but always visible, which spoiled the discovery. Now a landmark's pin appears on both the corner minimap and the world map the moment you reach it, and a brand new world shows none at all.
- A stone arch no longer hangs in the air when you dig the ground out from under it, and a stone ring no longer disappears under a pile of dirt while the map still calls it a place to visit.
- Cosmetic cache crates sit on the ground even after you reshape it. A crate used to hold the height the ground had when the world first placed it, so digging underneath left it hanging in the air. Dig, raise or flood the ground under one now and it settles onto the new surface.
- Sculpting counts on every tile of the world now. Brush challenges, points and the Terraformer badge now tick anywhere in the world, not just on your first tile.
- Your splashes and your construction count for your own dares in a friend's world. A guest splashing a toy into the water, or laying a foundation, used to count for the host or for nobody. Now it counts for whoever actually did it.
- The compass never lets its checkpoint marker cover the letter it lands on.
- World map tile cards no longer cut a word off at the edge.
- The Players tab keeps its rank pills in a straight column. They used to drift left or right with the length of each player's name.
- Worlds made before this update keep the old landmarks. Make a new world to see the stone.