115 achievements, from stupid deaths to a full bestiary, each one going to the player who earned it
Achievements window in the main menu and Esc menu, with total progress, categories and progress on counted achievements
Exit 8 corridor now explains its rule in chalk on the floor and shows your count
Sewer gas now ignites from a crowbar hit that throws sparks, a blowtorch, a bullet or flare passing through it, and blasts next to it, so you can light it up from a distance
Typing dots now only show nearby and in line of sight, they used to be visible across the map and through walls
Bolts can now be thrown while pushing a cart
Items in a cart now work like on the ground: radios receive, alarm clocks, music boxes and samovars run, gas cylinders and jerrycans explode when shot
Flickering texture above vertical ladders in dungeons and on the seams of wide Backrooms ramps
Company voice, sale window and phone orders now speak Russian when the game is in Russian
The company now comments on the day's weather as you arrive, with 15 lines per weather
Minefield weather now has far more mines, scattered in clumps and rows across the map
Explosions from mines, gas cylinders and canisters no longer kill everything, good armor can survive one blast
Crashing during a save no longer kills your run, the previous save is restored
Monsters no longer hang frozen in the air after you move to another map
Mines and anomalies now spawn in the right places after moving to another map
Bestiary facts now show correct health, speed and damage
New anomaly: the Runs. Get caught and you'll spend a few minutes leaving a trail you can follow back
Poop is now edible
Teammate voices in Backrooms madness sound lower and vary every time, and familiar memes sometimes slip in
Ball of yarn is now sold at the bar and on the truck phone
Rostovoy now takes stairs, ramps and ladders in the Backrooms, hiding up top no longer works
Mimics and other climbing monsters use Backrooms ladders too
Rostovoy grabs anyone who gets close in front or beside him and spins around fast on anyone behind, no more beating him from behind
Rostovoy copies a random player and is smarter about who to hunt, and wanders the Backrooms when it's empty
Rostovoy goes for Bats and Kekobas first when he sees them
Rostovoy photos are now worth more than any other monster
Backrooms loot is now worth 1.6x more
Mines now go off twice as fast once armed, running off one is much harder
Mimics remember more of your lines and say different ones each game
Broken furniture stays the way it fell and drops its doors, drawers and dishes on the floor, a smashed sideboard now actually looks smashed
Searchable furniture finds loot again, a bug left every one of them empty
Magpies no longer lose items behind walls or endlessly shuffle one item at a full nest
Rostovoy no longer floats or sinks into walls after stairs, and no longer vanishes
Winch gets stuck in corridors and on walls less often
Backrooms snakes no longer lock your backpack slots
Carts no longer get stuck in walls after a dungeon, vanish or fall under the map when thrown from the bar window
Grabbing a cart parked handle-first in a corner no longer throws you through the wall
Items that fall through the floor now come back to where they fell
Backrooms furniture and shelves no longer block passages
Backrooms monsters no longer lose their way on stairs, long ramps and hotel corridors
Monsters squeezed in a doorway are no longer thrown through the wall
Doors with a high threshold no longer bump your head on the lintel
A flickering lamp no longer leaves a square of light on the floor when it goes out
The chalk outline in the substation is now visible from the top-down view
Long sessions with many map reloads no longer pile up memory and crash
New map ?#!,??%"!*?: an abandoned furniture store by the Pripyat highway, danger 5, loot worth 1.5x
Someone drew something in chalk inside the store
The Backrooms: a new place that is different every time you enter
Rostovoy lives in the Backrooms. He takes more killing than anything else in the Zone
The Backrooms have their own versions of Zone monsters, and staying there too long gets to your head
New Backrooms items: almond water, chalk, music box, ball of yarn
New monster: Snake, it climbs into your backpack
New item: shopping cart, carry 10 items at once and roll them into the truck
New item: Folk Pipe, plays tunes and scares snakes away
New item: karaoke microphone, turns your voice into a song
New item: metal pipe. Yes, that sound
Fire extinguisher freezes monsters, blowtorch scares them off
Vacuum cleaner pulls in loot, monsters and your friends
Samovar heals everyone sitting around it
Binoculars, car battery charger, dosimeter, multimeter and oscilloscope now actually work
Furniture and boxes break, and loot inside flies out
Gas cylinders and jerry cans explode
Wall healer in the truck
New lighting in houses and dungeons: soft shadows, light bouncing off walls and through open doors
Smoother FPS in buildings and dungeons
A closed truck now hides you from monsters
Melee hits where you aim
Ammo comes in bigger packs and is 40% cheaper
Items with passive effects now say what they do
Truck mirror works again
Monsters no longer get stuck on sounds, at the truck ramp or in a Loop
Mimic no longer gives itself away with dents
Closed gaps into the void in Red Forest and sewer dungeons
Chairs, lamps, boxes and other furniture are no longer walk-through
Fixed handcar sound errors and FPS stutters in houses with pixelation off
Full gamepad support, the game switches between gamepad and keyboard/mouse on its own the moment you touch either
Steam Deck works out of the box with Deck controls, Deck button hints and a larger HUD on the small screen
With a gamepad in top view the hero faces where he walks and turns to nearby loot, doors and monsters, without looking behind while moving
Right stick in top view turns the hero and aims, so you can back away and shoot, a small triangle in front of the hero shows where he faces
The item or door to use is picked from your walking direction, right stick left and right switches to the neighbouring one
Gamepad aim assist for guns and melee in top view and first person, a three-petal mark shows the target it helps with and tightens when the hit will land
A bolt thrown from a gamepad in top view flies into a visible anomaly on screen within 120 degrees of where the hero faces
Gamepad running is the stick pushed almost all the way, a slider sets where running starts, crouching always wins over running
Slow stick walking is silent, like crouching
Putting an item on the kung shelf with a gamepad picks the nearest free spot, or the least crowded one when the shelf is full
Phone, terminal, locker and bestiary work with a gamepad, the d-pad jumps between phone keys and the order list, codes picked from the list queue up one after another
In first person, screens open in a view mode with the camera in front of the screen, pick with mouse, Steam Deck touch or d-pad, one button to step away
Menus fully work with a gamepad, the focus has an amber frame, buttons show their gamepad glyphs and a hint bar sits at the bottom
New Device section in settings with gamepad and Steam Deck pictures, every button labelled, ready layouts, your own rebinding and rumble
Run on Y layout, Y runs, radio moves to View, voice to the right stick click, and reload happens with X when nothing is in front of you or on its own when you fire an empty gun
HUD hints and the slot row show gamepad buttons when you play with one, on Steam Deck you can tap a slot or the PDA
Gamepad rumble on damage, falls, explosions, shots and hits
A gamepad or Steam Deck icon next to player names and in spectator, a mimic copies the icon of the player it is dressed as
AMD FSR 1 option in graphics settings, the world renders smaller and gets upscaled sharp while the interface stays at full resolution, more FPS on weak hardware and Steam Deck
Gamma slider in graphics settings, brightens or darkens the world without touching the interface
s&box menu button in the pause menu, opens the regular engine menu
Mimic door growl after a hit is much louder and starts right away instead of 1.5 seconds later, the bass growl was barely audible on regular speakers
Pause menu Players button is now in capitals like the rest
You now sit at the truck phone only when aiming at the desk with the phone and monitor, the stool no longer seats you, so items on the shelf next to it are easy to take
First-day road hints are smaller, no longer overlap and switch to an edge arrow only once the target leaves the screen
Mimic door now has the E hold prompt like a real exit, it could not be opened at all and never dragged anyone away
Lowering the kung ramp onto a monster no longer traps it inside the ramp, it steps out to the nearest free spot
A killed magpie now drops what it carried, the item sometimes vanished with it
New monster Stick insect: a huge stick insect that only sees movement. It won't notice you standing still even up close, sees you crouching within 2 m, walking from 14 m and running from 24 m. In the second half of the day it stands as a bare silent tree by the paths from the truck to the dungeon entrances. Walk into reach of its legs and the top of the trunk bends down, the branches grab you, lift you into the crown and it stuffs you into its mouth whole, leaving no body. It can't get into houses or the truck. It has its own bestiary page with a hologram and six facts
New in dungeons: mimic doors like in Lethal Company, 1-3 per dungeon depending on danger. They look like a fire exit and show up on the PDA the same way, but open one and it drags you into the dark. Hit or shoot it to check: after a second or so a growl slowly rises behind a mimic, a real exit stays silent
New weather Minefield (+1 danger): the street is mined far more densely and houses twice as much, these mines have no blinking light and nothing gives them away until you step on one, it has its own icon on the terminal
Mines now lie outside from danger 3: 1-2 on danger 3, 2-4 on 4, 3-6 on 5, half of them along the paths from the truck to the dungeon entrances, never on the road or near the truck and entrances, a monster only sets off a street mine when a player is near
Mimics now have habits: some always run as long as their stamina lasts, others chase you only while you're not looking; some throw bolts on the road ahead, others see anomalies, bolt them and walk around them even in a chase
The courier UAZ now also comes to the narrow gauge railway, there is no road there so it follows the truck's path and parks to its left
Red Forest is now a paid route for 800, loot there is 20% more valuable than on Impulse and so are monster heads, without more monsters
Red Forest: once the emitter unit is pulled, monsters from all over the street gather by the truck and along the paths from it to the dungeon entrances instead of going to the antenna, and the rest of the day's monsters come out several times faster
Psi waves now knock you down only at 80 psi or more instead of 50
Ultimate monsters now come out one at a time: the first not before its hour for the danger level (15:00 on 5, 16:00 on 4, 17:00 on 3, at night on 2), each next one two hours after the previous, on high danger they used to show up at the same hour
Monsters in one area now come out one at a time, no more than once every 5 game minutes, instead of all at once
Monsters heading to the truck in the evening now spread over the whole evening and arrive one by one
Mimics run 35% longer and get tired like a player
Mimics turn on their flashlight only in the dark: outside from 19:00, in dungeons in unlit spots, and switch it off by day and in lit rooms
Mimics stop in the middle of the road less often, and when wandering on their own they walk around radiation
Bestiary facts are rewritten as simple sentences without headers, easier to read
Red Forest: the emitter unit is now always in the lab, deep inside and far from the main entrance, with no fire exit right next to it. It used to be missing in every sixth trip, and sometimes sat two rooms from the entrance so you could grab it in the first minutes of the day
Mines in houses now actually spawn, before their spot was almost never found: 1-2 on danger 3, up to 3 on 4, up to 4 on 5, in different houses, mid-room and never in a doorway
Magpies no longer lose items in dungeons, anything they stashed or dropped underground (the TV or anything else) used to fall through the floor and vanish for good, even from the scanner. They also no longer stash items in mid-air over a drop by the catwalks
If a player leaves mid-run, their items now always stay on the ground where they stood, they used to vanish sometimes when leaving through the s&box menu or closing the game. Items drop only once, so nothing gets duplicated if they threw something or died right before leaving
The surface of maps with a dungeon (Red Forest, Impulse and others) no longer gets the dungeon's monster budget on top of its own, it used to have 1.5 times more monsters and twice the ultimate ones
Monsters no longer spawn in plain sight in first person, spawn points are now checked for visibility up to the fog instead of 22 m, with four rays so a thin tree trunk can't hide them
Monsters no longer get under the truck ladder or under dungeon stairs and stuck there, and attacks no longer go through steps
Dungeons: there are no more rooms behind the main entrance wall, the entrance is always at the edge of the dungeon, it used to happen in every third dungeon
Dungeons: fire exits now only sit in outer walls, a door used to hang on a wall between two rooms with another room behind it
In first person the camera no longer clips into Kekoba while it stabs you, a pinned hero now backs off slightly from its body
In first person the camera no longer looks into your own chest when running up stairs
The mirror in the truck doesn't reflect for now and has a sign on it, this lets the game load again after the s&box update
Walkie-talkies can now be ordered by phone, code 403
During a blowout, psi waves now roll over open ground from different directions, flattening the grass as they pass and raising psi on any map; a roof over your head keeps them off
At 50% psi or more, psi waves from the antenna or a blowout now knock you off your feet in the direction they travel; the Plated suit and the Bark artifact keep you standing
First person Ctrl is now a low crouch, so you can squeeze under pipes and tables, and you won't stand up under a low ceiling until there's room overhead
Crouch-jumping in first person now tucks your legs like in Half-Life while the camera stays put, so you can climb crates and ledges almost waist high; crouching has its own jump, air and landing animations
Suits that protect from radiation now also protect from psi at half strength, so the antenna field, psi waves and phantoms hit softer, up to 40% in the best gear
Strong psi now brings real monster sounds from all around, just off screen, from monsters that aren't there
Sitting at the phone, the first person camera now turns to the monitor and stops at 35 degrees to the right, so you can no longer spin around behind your back
Psi waves from the antenna now always add at least 10% psi, even far from the antenna
The antenna's hum and howl in Blood Rift now carry 50% farther
The mouse wheel now skips the flashlight and walkie-talkie by default and only cycles loot; you can turn them back on in the HUD settings
Your piggy bank now starts with 200 money instead of 100
The PDA battery now drains 30% faster, about 4 minutes with the screen open instead of 5.6
Blood Rift now runs faster, its houses are drawn in batches like on every other map
Psi phantoms no longer shrink into a dot, they dissolve into a lilac haze along their silhouette and flicker out, and one that runs into you jolts you and your camera like a hit
Psi near the antenna now builds 20% slower and fades 2.5 times slower, a full bar takes 150 seconds to drain instead of 60
The antenna's hum and howl in Blood Rift now carry another 50% farther
Map sounds no longer keep playing after you travel, the Blood Rift antenna hum used to follow you into the bar and the main menu
Players sitting at the phone when the truck left now arrive in the back with everyone else, instead of appearing on the map before the truck got there
Players joining mid-run no longer see an invisible truck and a host floating in the air
Psi waves from the antenna now hit at full strength right next to the masts, which used to count as cover and cut them to a tenth
Gear with a quiet bonus now only muffles footsteps, voice and body noise, the charger, doors, gunshots, the camera and instruments used to get quieter with it too
Long numbers on the phone screen now scroll left, so the last digits you typed are always visible instead of being cut off on the right
Gunshots outdoors now carry through the forest, trees and fences used to muffle them like walls, so monsters 50-100 m away ignored your shots
The Blood Rift antenna no longer shuts down on its own, Magpies used to carry off the emitter core and coming back to the map used to start with the antenna already howling
A mimic dressed as a teammate who hasn't loaded in yet no longer spams errors every frame
This update was a bit rushed and the new features haven't been tested much in multiplayer, so if you run into bugs please report them in our Discord
New map Blood Rift: a red forest around the giant Duga antenna, with eleven anomaly spots, climbable rocks and an overgrown lab hidden underground
The antenna sends a psi wave every minute or so, so get under cover on the north side of the map or your screen starts swimming, you hear whispers and see phantom monsters
Pull the power unit in the overgrown lab and the antenna calls every monster on the map to you
Phone shop in the truck: dial a three digit code, pay from the piggy bank, and a courier UAZ drops your order at the truck door an hour later
Call with no money and you get yelled at, and the courier brings you a poop worth -5
Stay off the road when the courier comes, the UAZ runs over players and monsters alike
Walkie-talkie: buy it in the bar or find it in the Zone, hold R to talk to your crew from anywhere on the map, but monsters hear it too
Artifacts now do something while you carry them: more carry weight, fire or cold protection, radiation removal, one free save from death and more, each one is described in game, but they give off a little radiation
New artifact Tuning Fork: throw it and it lures monsters away from you
Lobbies up to 32 players, with difficulty growing with the crew size
You start with 100 money and buy flashlights and gear by phone instead of finding them on the shelf
Loot slots now start at 3, slots 1 and 2 are the flashlight and the walkie-talkie
Monsters hit by a bolt come running at you, flares stun for twice as long, and gunshots draw monsters from far away
Big monster corpses are much faster to tear apart
The weight gauge now accounts for your suit
Dungeon ceilings now have proper textures
Better performance underground
Players sometimes spawning dead after a long loading screen
Being locked out of the truck when someone closed the door and died inside
Monsters not following you into the truck, walking through walls or getting stuck on the ramp
Props blocking dungeon corridors
Flickering dungeon walls
Grass growing inside houses and towers disappearing at a distance
Chat getting stuck open
The quota board capping at 9999
Upside down item icons, dark objects on the ground and other small visual bugs
Mimics sometimes carry an item in one or both hands, and rarely a guitar or accordion they play while walking, exactly like players do
Mimics occasionally blink their flashlight at you
Mimics now and then glance at the PDA on their wrist for 3-6 seconds, the screen glowing just like a player's
Mimics may jokingly shove you a couple of times when you meet, like a teammate goofing around
Hit a mimic with a bolt and it may answer with a volley of one to five bolts back at you
Bolts now bounce off every monster, mimics flinch like players, and a hit monster turns to check where it came from, though it can't tell how far away you are
In first-person runs mimics now move like first-person players: no walking backwards, eyes ahead instead of at the floor, occasional jumps while running and onto ledges like the handcar
Mimics now drop off the handcar and other ledges with a real fall, instead of snapping to the ground in a single frame
Monsters now go for the closest prey they've noticed and switch mid-chase to one twice as close, so a mimic standing right in front of them is no longer ignored because a player is behind it
In first person the bolt now flies toward the center of the screen with constant strength, slightly upward like a grenade, instead of bending its arc to whatever point you aim at
Mimics no longer fetch every bolt you throw like a dog, and they ignore noise while they can see a player
Monsters that can see you no longer wander off to check a stray noise like a thrown bolt
Mimics bite again when they bump into you, before they could push you with their body without the touch counting
Monsters that walk into the truck after a sound or prey now walk back out on their own, mimics included, before they could get stuck inside for good
Monsters heading for a noise in the truck no longer go deaf on the way and on the ramp, and they run to loud sounds instead of crawling from across the map
Netopyr no longer loops in and out of the truck because of the charger, once it has checked the hum it stops coming back and hears everything else, bolts included
Monsters no longer walk through mimics
A dead mimic's flashlight and held item now vanish, the flashlight used to stay hanging in the air
Bats and Moose are now enemies, if they meet in front of you they fight to the death and the winner stays wounded
Sorry there’s no new content yet. I decided to relax a bit after the jam, but I’ll get back to full-scale work soon :-)
Bats and Moose are now rarer, together they make up at most a third of street monsters and no more than 6 per map, a paid map used to be swarmed by them
Bats and Moose now stay off the map until 11:00 and only 2 of them guard the truck, the rest roam the map
Banes hunt in packs again but now attack one at a time, one bites and backs off while the rest circle and wait their turn
Monsters no longer move in a crowd, they spread out over the map and take different sides of the truck, and only half of them head to the truck in the evening
Days now start calmer, 1-3 weak monsters on arrival and a quiet first hour, then stronger ones come out gradually, on hard maps like Handcar and Impulse they keep coming until 16:00-17:00 instead of 13:00
Undertow now needs to see you for 3 seconds to reach full pull and can only kill after that, opening a door straight into it is no longer instant death
Undertow now has 3x more health
Monsters now hear a shout only when your voice stays loud, a single sharp sound in quiet talk used to count as a shout
Photo rewards now depend on how deadly the monster is, 100 for instant killers (Bat, Moose, Undertow, Kekoba), 50 for Beekeeper and Winch, 25 for the rest
Bolts are now twice as loud for monsters and steady noise like the truck charger now fades into the background, a Bat drawn by the charger used to ignore every bolt
The handcar lever now moves noticeably slower, W and S need pressing about 1.3 times a second instead of 2.2, top speed is unchanged
Photos taken by connected players now count again, the camera price used to grow only for the host
The physgun now works for connected players again, grabbing, throwing and the beam others see
Dungeon doors now protect you from the first frame of the fade, monsters could still hit you while the screen went dark, both going in and coming out
Bodies thrown by a Bat or other monster no longer land under the truck, tables or beds where nobody could reach them
Dungeon furniture no longer narrows the way between doors to a slit, big items like the wooden cable reel now always leave at least 1.15 m
Item prices now show above 999, a camera full of photos used to be stuck at 999
The handcar no longer rolls backwards when starting off, the lever used to get stuck at the top and pressing S there sent you the wrong way
The camera now stops working once the truck starts moving, photographing monsters from the ramp of a leaving truck is no longer possible
Fixed a video memory leak in the HUD: active effect rows (medkit, vodka, syringe, cognac) created new textures every second and never freed the old ones, and so did the notices on the right and the price tags. Over a long session this added up to hundreds of megabytes, the frame started to stutter, and only a full s&box restart helped (Thanks to Feofan Karp for noticing this)
In first person the fog at the map edge no longer floods the inside of the truck while it drives: it is off on the way in and out and fades back in after the truck stops
Fixed the sky showing through grated landings in dungeons: the bunker missile silo (the corner where the stairs come up), the bridge ends over the pit in the lab and the sewer settling tank now have concrete under the grate
If you still experience FPS loss that worsens over the course of gameplay, please contact me immediately
More players now means more monsters: once the first quota is handed in (day 3 of a run), a crew of two gets a third more, three get two thirds more, four get double. Anomalies grow a little too, up to +24% for four. The first two days, loot and quota stay the same
Moonshine is now drinkable (LMB): it gives both the cognac effect (health and a minute of courage) and the vodka effect (removes dose, a minute of radiation protection, and you get drunk). Not sold in the shop, only found
Field dressing now works (LMB): +15 health and the wound stops bleeding
Food is now edible (LMB): bread, sprats, canned beef, condensed milk, pickles and the ration give +15 health and fully restore stamina
An eye icon on the HUD while wearing the Ghillie: closed means sighted monsters can't see you
Prices in the store were significantly raised to differentiate between item grades
Clothing now has drawbacks, so nothing is a straight upgrade anymore: heavy armor tires you out and makes noise, sealed science suits cut stamina, the light Wind suit takes 15% more damage and radiation, big backpacks drain stamina and rattle, and masks with optics cost stamina. First-grade items have no drawbacks, and drawbacks show in red on the shop card and in the locker
Exoskeletons are now loud (+30% noise), Assault and Cargo are 10% slower, and Sprint has 15 radiation protection instead of 45. Specialists are the best in their own field again: Ecologist 50 and Hazmat 65 radiation, Dark 45 armor
Ghillie now works by a clear rule instead of "40% stealth": while you sneak or stand still, sighted monsters can't see you past 3 m. Walking, running, your own hit or shot (for 4 s), a lit flashlight or a raised PDA give you away, and it won't shake off a monster that is already chasing you
Felt overshoes now make normal walking silent instead of "30% quiet", running is as loud as before, and falls hurt 25% more in them
Dusk gas mask is now a radiation filter (30 instead of 10), PMK gives 10 stamina instead of 5, Sneakers give 10 speed, Rubber boots 15 radiation, and masks with optics no longer give armor
Moose and Bat now have four times the health (2400 and 1200 instead of 600 and 300), Kekoba twice (240 instead of 120)
Magpie now winds up and pecks faster, you can no longer walk away from its hit, only run
Spare ammo is now one reload: a Makarov pack holds 8 rounds (was 16), 12-gauge shells hold 2 (was 6), and the shell box now looks like a small box for two
Loot is now more varied: the same item shows up less often on one map, and cheap things like food and the rubber duck are no longer nearly impossible to find
Friends-only lobbies are closed to strangers again: after an s&box update the setting from the game card overwrote the choice in our menu and such a lobby opened to everyone
Monsters now hit a player standing on the handcar or on the truck roof instead of swinging at empty air with a hit sound, mostly seen by non-hosts
Host's monsters now correctly tell whether a guest is sneaking or running: a bush used to hide even a running guest, and a guest's pace always counted as walking
First-person weapons now settle into place right away when drawn, swapped, raised or lowered: they used to drift sideways for about three seconds toward the pose of the previous item
The shotgun no longer vanishes in the truck mirror while you reload it, its broken-open halves now show in the reflection
You can no longer duplicate an item by grabbing it from the truck shelf or floor at the last moment before departure: while the screen fades, items can't be taken or placed
When two players grab the same item at once, only one of them gets it now, not both
If the rebalancing doesn't work out in some areas, message me on Discord and I'll tweak it for you. it’s important to me that you find the game engaging and enjoyable
The purchased costumes remain shared by everyone, since we have communism ;D
Megaphone now works: your voice carries 50 m instead of 25 and is twice as loud, with horn rasp and street echo; you hear yourself through it, it shakes in your hand and throws sound waves, and monsters hear it twice as far
A bolt thrown at a mine arms it, so you can blow a mine up from a safe distance
2 seconds of grace after you pass a dungeon door, in or out: monsters do not notice you while you look around
Top-down view is more forgiving: a monster that chases you from beyond the screen edge for 3 seconds gives up and leaves you alone for 12 seconds
An item staked in a slot machine is dimmed in your inventory while the reels spin, and the same item can no longer be staked on two machines or on roulette at once
Monsters now see 20% shorter in first person, the chase was too relentless
The elk is 25% slower: 4.3 m/s instead of 5.8, you can now outrun it
Zenit camera frame now hugs the monster by its size and facing, a long monster seen from the side gives a wide frame instead of a thin column
Zenit in top-down view: focus takes 1 second instead of 3, and you can shoot standing sideways to the monster, just not with your back to it
Monsters no longer walk in the air at eye height and no longer crawl under the truck
A monster that came to the sound of a thrown bolt no longer counts as hunting the thrower: no tension music and no swing at you
A guest who died no longer loses their chosen outfit, on the road they wake up in their own jacket, gas mask, boots and backpack
The starter kit handed out after a wipe is now saved: the host can leave and return and the flashlights, vodka, detectors and camera are still on the shelf
Handcar: an item stacked on top of another item now rides along instead of hanging in the air
Megaphone and blowtorch now point forward in your hand and are held by the handle
Two players who grab each other with the physgun now both let go instead of flying off together
The distant world no longer shows through steep slopes, the junkyard hill had a see-through haze around it
Ground near cliffs is now drawn where you actually walk, it used to hang up to a meter above the collision
Wall pipes in shower rooms no longer split at module seams
Two errors that spammed for some players: a monster hurt right after it appeared, and the PDA on the arm
First person mode, picked by the host for the whole crew
The Narrow Gauge map with a hand-pumped handcar and a passenger car
Six anomalies with their own artifacts: Zhom, Styn, Spark, Hum, Loop, Heat
Bolts on Q and an anomaly detector
Dodge roll on Space
Gear overhaul: suits, exoskeletons, gas masks, boots and backpacks with perks
Physgun
Slot machines, corner shop and bestiary terminal in the bar
Zenit camera that unlocks monster facts
Spray can, alarm clock, rubber duck
Searchable crates, cabinets and safes
Smashable monster corpses that drop their head as loot
Wrist PDA and a mirror in the truck
Faster movement, longer sprint, Half-Life style jumps
Rebuilt cellars and sewers
50% more monsters, all out from the start, better hearing
Monsters fight each other only in sight
Heavy armor survives instant kills
Loot on paid maps worth twice as much
Brighter flashlights, longer batteries
Map edge is a wall with radiation instead of instant death
Atlases for large numbers of models and textures, Impulse runs at 138 fps instead of 87
Host voice going silent on locations
HUD, menu and mirror vanishing after joining
Missing houses for players on the Narrow Gauge
Items placed on the truck shelf landing in the wrong spot
Players leaving a run alive shown as "alive" in the report
A roulette table in the bar: bet with found loot, put an item in a cell
If nobody in the crew has a light and there is none in the truck, spare flashlights now lie inside the dungeon right by the doors, one per player, alternating between the main entrance and the emergency exit
A first-day arrow now shows the way underground: it leads to whichever way in is nearest right now, follows you as you walk, turns into a waiting ring on the door when you get close, and goes out for each player personally once they have gone down
Aiming no longer needs a button: a firearm is raised whenever it is in your hands and the barrel follows the mouse, Shift lowers it and gives you back full running speed
The right mouse button now scans for loot, the map moved from V to Tab and voice chat from T to V
Batteries last longer: the regular flashlight 4 minutes instead of 3, the powerful one 8 instead of 6 and the PDA screen 4 instead of 3
The day is half again as long: 8:00 to midnight now takes 22.5 real minutes instead of 15, so a game hour runs 84 seconds
Two runs between quota hand-ins instead of three, so the quota splits over two days and you need 100, 150, 203, 266 or 344 a run: the same real time to earn it, but every single run weighs more
Loot is worth about a third more, roughly 15% more items and 13% higher prices, so a full clear pays around 220, 355, 550, 890 and 1370 by danger level
The Military Outpost is now a free course, and the Impulse plant costs 400 instead of 800
Bought goods and the starting gear on the truck rack are no longer worthless: the bar takes a purchase back for half its shop price and the starting flashlights and vodka for 5 each, but it will not swallow a purchase nobody has collected yet, that one rides in and out on the tray until someone picks it up
Dungeons have more ways around: two to six loops instead of one to three, short detours of three or four rooms count too, crossroads and T-junctions turn up twice as often and wide four metre corridors twice as often as narrow ones, so a creature standing in a corridor can be walked around
An emergency exit is now placed as far from the main entrance as the ground allows, instead of just deeper along the corridors
Only one Likho at a time, one on the surface and one underground whatever the danger level, and its bite does 45 damage instead of 60
The interaction cone for opening, taking and pressing is widened from 90 to 100 degrees
Walking backwards is nearly full speed now and the leg rhythm comes from the clips themselves so the feet no longer slip, and you only turn your back when your direction really is opposite to your view, so a twitch of the mouse no longer flips you around
The pelvis no longer snaps when you switch between strafing left and right, it turns smoothly
Picking up an item while your hand is already full no longer switches slots: you keep working with what you were holding, and only a two-handed item takes over
A teammate's flashlight and PDA charge reset when travelling between scenes. Charging in the lobby never made it into what the host carried over, so you arrived with the charge you had before it
The most valuable pile of loot sat right behind a dungeon's emergency exit, because depth was counted from the main entrance only
The bottom of a multi-level shaft never held loot. Everything down there was rubble, barrels and pipes, and none of that counted as a spot for items, so the climb down was pointless
Monsters climbed into the truck on their own. An evening walk over to guard the truck sent them up the ramp and inside, where a Likho would just stand, and with the door shut it could not even get back out
A new column on the left tracks what you drank or injected: how much radiation the dose dropped or how much health came back, and under it the effect itself with its item icon and a timer, blinking through its last ten seconds
Step into the radiation band at the edge of the map and a warning blinks in the middle of the screen with an arrow, telling you which way the lethal dose is
The clock chimes on the hour with a single beep, and through the last hour of a sortie it rings like a real alarm, four short beeps and a pause, with the red lamp flashing exactly in time with them
The kung charger really shocks you now: hold E and it twitches you from a random side with every discharge
Music in your hands warbles while the charger is zapping you, the same way on every screen in the crew
The button that leaves a location is now held for two seconds with a progress bar, the way the bar departure already was, so nobody drives the crew off by pressing it once
Shining your flashlight straight at a monster gives you away even from inside a bush, the bush hides your body, not your light
A Pasechnik sends its swarm at a silent player from a metre and a half, not three, it used to catch you through a thin wall and a floor above
A Liho hits for 60 health instead of 50
The hour when monsters head over to guard the truck now depends on how dangerous the location is, 20 to 23 on the easiest and as early as 15 on the hardest
The doll is carried by the waist with her head up, and the record player lies flat on an open palm with the lid open and the record facing up
A Liho no longer finishes off the player it just knocked down: it backs off and leaves you alone for a few seconds, even where its grid has nowhere to run
Monsters no longer move into the truck for good: one that ran in after you walks back out down the ramp once you leave, then patrols around the truck
Bush rustle no longer goes wild at the edge of a bush, it used to restart dozens of overlapping copies
Charger arcs ride along with the truck instead of staying parked where you started
Monsters that fit through the kung door run into the truck up the ramp, making noise inside no longer means watching a Netopyr sniff the outer wall
A mimic boards the truck, walks to the ramp and climbs inside instead of shuffling against the side
Every street monster picks its own hour between four and ten in the evening to walk to the truck and circle it waiting for you
The Televizor breaks your PDA when it reaches you, for the rest of the sortie it opens to cracked glass, no map and no signal
Monster spawning is rebuilt from scratch, monsters are no longer tied to a map or a dungeon theme, each species has its own weight for the surface and for dungeons and each location has a power budget for the day
The surface carries two to three times a dungeon's budget, so even difficulty 1 gives 4 to 5 monsters across a location and days with nobody at all are gone
Monsters arrive through the whole day instead of all at dawn, and the very first day of a run carries half of them
A species that came out on your last sortie is half as likely on the next one, and a Sipun now joins difficulty 1, so the easy runs stop repeating the same three monsters
Each species has its own place: Zhmurka, the Televizor and the Lebedka stay indoors, the Sohaty and the Netopyr are outdoors only, Tyaga and Naplyv sit in radiation patches next to the expensive loot, and magpie flocks build themselves up to four birds
A Sipun charges its pounce twice as fast, 0.44 seconds instead of 0.8
The name tag fades in and out twice as slowly
Near the truck a mimic stops playing its act, it used to spin in place, fall off the ramp or freeze staring at you
Monsters no longer appear inside the truck, push into its side, or wander into the deadly map edge on their own
The name over a hovered player fades out properly instead of vanishing, and stays on them until the last pixel
Clients pick up loot the instant they press E, the host only confirms it and hands the item back to the world if it refuses
Clients put loot on the truck shelf instantly instead of watching it appear a ping later
Knocking another player down is honest on both screens, the pusher decides the fall and the victim waits up to 0.35 s for them to actually arrive, so nobody gets floored by someone still a meter away
A client's own actions no longer wait a ping: truck door, charger arcs, flare launch, tossing a body, stepping on a mine, buying in the bar and picking a course
Shooting a monster as a client makes it flinch on the spot
Being knocked down by another player throws you a meter and a half while you fall instead of dropping you on the spot
The bar counter takes an item at any point you aim at, even right on top of another one
While a living mimic shares your floor, teammate markers are hidden entirely, a missing marker used to give the mimic away
Joining a run in progress before 10:00 game time drops you out of the truck alive, later than that you spectate until the road, and joining while the crew is at the bar always means spectating
Sortie difficulty does not repeat two days in a row, the weather is picked so the total comes out different
Monsters come out onto the surface two hours earlier on difficulty 2 to 5
The surface on difficulty 2 is no longer empty, power ceiling by night is 4 instead of 1 and the hourly roll is 12% instead of 6%, so somebody walks outside on four days out of five
Mimics come out earlier, their hour is rolled anywhere in the five hours below their threshold instead of three
The server name in the list is the host's name instead of Gamma Team for everyone
The currency sign next to your money in the save list is amber, like the price tag on loot
The run settings panel in the save menu has a solid backing, it used to blend into the radiation sign behind it
Dying inside the truck counts your body as delivered right away, you used to have to drag it out and carry it back in
A body carried in a backpack slot counts as hauled out, only a body on the shoulder used to count
Bodies no longer ride into the road scene, whether they made it out is settled the moment the truck leaves
Run and sale results reach a client who finished loading the road after the host
Loot resting in the truck rides along with it on clients, it used to trail behind the moving truck
Ladder climbing is visible on other players, they used to slide up without an animation
Loot picked up by a client keeps its numbers (rounds, battery charge, hidden price, the already delivered mark), loot delivered on a previous run used to count all over again
An ammo pack picked up by a client is no longer emptied, the pistol simply would not reload from it
An empty ammo pack no longer vanishes from the slot when you press reload
Shelf placement follows the cursor exactly, and pointing at an item already on the shelf gives no place prompt, the ray used to pass through it and drop your item behind
Placing an item into the bar window no longer thuds twice for clients
Bar orders come out onto free cells of the tray, two flashlights bought in a row used to spawn inside each other
Buying in the bar can no longer silently fail with no money taken while someone else is holding the buy button
Gear the crew already bought cannot be paid for a second time
A teammate down in a dungeon no longer shows on your surface map
Sound no longer stays muffled like underwater after you spectate, the death filter used to hang on the mixer until you restarted the game
Truck wheels turn for clients while it drives around a location
The camera no longer flies across the map at the start of a location
Weather on a location no longer changes the second you press depart, yesterday's difficulty only counts once the truck is back on the road
A melee swing hits one target, the best one in its path, instead of everyone in the arc at once
Magpies fight back, hit one of the flock and they remember you for 90 seconds and keep coming even when you have nothing left to steal, a lone magpie still keeps away
The HUD preview in settings fits a 16:10 laptop screen, it shrinks instead of disappearing
Text chat on Enter, messages only reach players nearby, Mimics use the chat too