DEV

Version 0.1.1674 Patch [Major] – Updates, Fixes, and Improvements

Aloha Thrivers!

We can’t thank our community enough for helping us reach our Kickstarter goal! We’re overwhelmed by the love and support you’ve shown us over the past 3 weeks but there’s still 5 days before the end of the campaign.

Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.

This week made a number of weapon and combat improvements, included a bunch of crafting and construction updates, and fixed a mountain of bugs that our testers reported to us. We’re also including some shots of the amazing bases our community built since our last update. Read below to see everything we’ve worked on.

Updates, Fixes, and Improvements

Weapon/combat Improvements and Fixes

  • Increased max uses on most ranged weapons

  • Increased Damage on Ukupoon by 25%

  • Increased Damage on Compound bow by 10%

  • Upped recoil on Ukupoon

  • Fixed issue where firing flares at a sleeping player in a PVE zone caused the player to disappear

  • Reduced accuracy when jumping/running with 1911

  • Reduced Extended mag ammo boost from 200% to 125%

  • Reduced max range of uzi and optimal range from 30 to 20 meters

  • Increased hipfire spread of M1A by 100% and damage by 50%

  • Added ADSAdjustSpread variable to guns

  • Jumping will now take 100 stamina

Crafting and Construction Updates

  • Minor increase to decay on pickaxes from 30 to 31

  • Bow craft time reduced to 45 seconds

  • Fixed duplicate attachment slot issue when upgrading construction attachments

  • Updated Coconut Shell text to explain it’s a crafting resource

  • Fixed crafting machines allowing fuel to be used in non fuel slots

  • Fixed not being able to recycle containers and totems after they have been upgraded

  • Fixed research benches not working

  • Fixed area of 4×4 where players couldn’t build construction pieces

  • Fixed players not being able to place a new totem in zone 1 after destroying their previous claim

  • Fixed crashes dropping/moving an item being recycled

Game Updates and Improvements

  • Enlarged Bananas

  • Repositioned consumables to fit into hand better

  • Decreased jeans cost to 10

  • Increase quest reward for buying jeans to 15

  • Implemented 30 second pause in draining food/water when you reach max value

  • Created separate vendors for various item types and placed in Thorcon

  • Smoothing out terrain in places to prevent players from falling through holes in procgen houses Merged all wooden wall pieces in thorcon into single mesh

  • Lighting update to Caves and Thorcon

  • Changed inventory context menu to right mouse button

  • The drone will now restart if it’s pawn is destroyed for any reason

Fixes

  • Fixed issue with properly reporting death for inactive pawns

  • Fixed character customizer screen becoming squished after hiding the background

  • Fixed elevator music not stopping for some players

  • Fixed bug with disappearing items

  • Fixed handling of IsClientLoggingIn variable during client login, which caused the client to erroneously show the timeout message if the player successfully logged in but didn’t join a server for 30 seconds

  • Fixed player-to-bank swapping persistence issue

  • Fixed players dying from dying of starvation or thirst while offline

Player Fixes and Suggestions

  • spitfire – Adjust crafting recipe for arrows

  • MoneyBagg – lower npc hp or raise up weapon damage

  • The1rishOne – adjust the head damage from Trophy Collectors

  • Logoes – Let us burn fiber, maybe a faster burn on it.

  • Kitski – Reduce the charcoal and sulfur cost of making ammo or increase the amount of ammo you get when you make it

  • 1ceprime – M1A:Way too accurate from hipfire, More Damage in general, maybe higher headshot multiplayer on this gun too

  • 1ceprime – Uzi: Extended Mag down to 30, 25 Meters optimal range and drop off from there, ADS cof way too tight

  • 1ceprime – 1911: Jumping should reduce accuracy

  • IcyCaress – Character customizer screen becomes squished after hiding the background

  • blazemonger – Buying jeans are part of early tutorial but the price was raised to 90 RAI?

  • Ayka – Tutorial says to Build a Canteen, but what it means is build a Coconut Canteen.

  • Logoes – Sometimes, maybe every 8-9 hits when attacking a player wall the tool doesn’t take damage from hitting the wall but still damages it

  • Omikron – Pressing “N” by mistake while just standing around will show your downed number, only way to get rid of it is by relogging

  • Ferdinandus – Animals not moving

  • Logoes – Objects farther away have some pretty rough blur to them

  • Kyttaen – Mutant spawned/is stuck inside my foundation

  • Logoes – Game crash

  • Cr4zy4ce – Recycle gives materials back for non existent items

  • Mediocregamer67 – Animals spawning on top of cars

  • Ferdinandus – I chopped a big tree and the cuts remained there after it went down and couldn’t move freely on the spot the tree was

  • Jerel Phoenix/Reddthorn – Stuck in dying state

  • zzeinith – Stuck fox

  • Ferdinandus – Ground materials showing up on column on toll booth

  • gunnbr – Bodies floating after base was destroyed

  • Logoes – Mutants not attacking during siege

  • Logoes – Cannibals spawning in base

  • TSStechAngel – Can’t revive your party members who are knocked out

  • Reddthorn/Kitski – Hair stretching out strangely

  • MJMPlays – Items disappearing after picking them off my body using hold F

  • Kitski – Trunks opening strangely

  • spitfire – the global quest to kill mutants, timer ended and the server crashed

  • spitfire – Rabbit running is louder than deer running

  • Logoes/MJMPlays – Dying when I log in

  • Shadowflame – Stacked items and recycling are a little over-productive at times

  • MJMPlays – Unable to die after being knocked out by poison

  • Matt.j (moogobbler1) – Very slow load time when starting

  • MJMPlays – Part of foundation invisible and unusable

  • Kitski – Spawning in stuck in god mode

  • Logoes – Can’t repair or upgrade base

  • MostlyEvil – Safezone isn’t safe u can fire at someone from outside the zone and kill them

  • LazurusRising – Floor issue prevents you from talking to vendor

  • Ferdinandus – When i log in, my hair color is not attached to the hair itself

  • blazemonger – The amount of resources needed for a stack of 100 shells is quite excessive.

  • Logoes – Respawned trees can’t be harvested

  • Shadowflame/MJMPlays – Tree and electrical pole coincide just outside of thorcon

  • Kitski/LazurusRising – Some trees appear to be going down in 1 single hit

  • Logoes – When I get to the ‘craft a canteen’ quest, the quest system stops

  • Najo- Rain barrels staying empty

  • ClockBlockerX – Dying when logging out

  • Logoes – Game freezing

  • Baigs – Floating items around map

  • Logoes – Bob can’t be killed with arrows. Burned through a compound bow and 2 other normal bows and 200 arrows just on Bob and he won’t die

  • Baigs – Near the bridge to Thorcon (ocean side) sometimes you can walk/run across the water instead of swimming

  • liliumsouldem/DRWCFR – Once a totem has been recycled, it cannot be placed again

  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 – Pressing ‘n’ causes a variant of the “bleeding out” screen to pop up

  • MJMPlays – Game crashed when I upgraded a thatch floor to a wood floor

Watch Fractured Veil Gameplay Footage

We fought mutants with 1cePrime

Spent some survival time with Mitauchi

Explored the island with Ayka

And looked at some amazing builds with the one and only StandardDamage

Don’t forget to check out these videos from

BigfryTV talking about survival

running around the island with eNtaK

And some laughs with Anarchy HD.

Community Spotlight

From day one we’ve been driven by the community and your feedback is vital to our development so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next for the game. Our testers came up with some truly amazing builds this week. Here’s a look at some of the awesome new bases that sprung up on the island recently.

Calling All Streamers!

If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

DEV

Version 0.1.1655 Patch [Major] – Updates, Fixes, and Improvements

Aloha Thrivers!

A huge thanks to our amazing community – our Kickstarter campaign is 100% funded! You’ve blown us away with the love and support you’ve shown in these last 2 weeks. Thanks to all of you, we are one giant step closer to making Fractured Veil the survival game that we’ve ALL dreamt of!

We can’t wait to implement more of your great ideas and show you what we have planned for the future of the game. We took a poll about what you’d like to see next and that’s how we decided on our first few stretch goals, so keep your ideas flowing and let us know how we’re doing.

A large majority of you said that you’d like more options for personalizing your base and making your post-apocalyptic shelter stand out. When we hit this first goal players will have access to items that will transform your Hawaiian home away from home and feel more cozy.

We have some incredible momentum going here, so let’s ride that wave all the way to the end and unlock even more amazing content by pumping up these Stretch Goals!!

Huge thanks once again to everyone who helped us get this far. We are so humbled and honored by the support you have shown us.

We’ve made a lot of updates to loot drops, improved the construction and crafting systems, worked out some more AI navigation issues, and fixed a ton of bugs this week. Keep reading below to see everything we fixed and updated.

Updates and Fixes

Loot Improvements and Fixes
  • Added loot to ships and subs in the ocean
  • Replaced non loot corpses with corpse pinatas
  • Added loot spawners and water to cave boss room
  • Changed ammo and attachment drops to prefer less powerful ammo and attachments
  • Reduced spawn rates of SSHAM, canned food, clothing, and canteens
  • Rebalanced medical spawn rates to favor bandages syringes over medkits
  • Rebalanced ranged weapon spawn group to favor less powerful guns
  • Rebalanced tool spawn rates to favor stone
  • Adjusted big bob’s weapon, 127, and rai spawn rates and quantities
  • Implemented dripping blood for hanging bodies
  • Fixed issue with corpses not being lootable
  • Fixed item skins not being loaded into items in containers
  • Fixed bank not being interactable

Drone Improvements
  • The drone will no longer leave its high zoom state early
  • Increased the amount of time between the drone’s high zoom states
  • Fixed bug where the drone wasn’t picking up AI

Construction Improvements and Fixes
  • Reduced Trophy collector head damage to construction pieces during sieges
  • Eliminated damage from non-siege trophy collectors to construction pieces
  • Increased decay to Hawaiian melee weapons from construction
  • Reduced damage from Hawaiian melee, bows, and pickaxe to construction
  • Fixed ‘Hold F’ message showing up for wall torches and lanterns
  • Fixed not being able to recycle totems properly
  • Fixed interacting with barricades opening loot menu

Crafting Fixes and Updates
  • Increased research and purchase costs for guns
  • Increased research, purchase and construction costs for hawaiian melee
  • Added support for multiple fuel types to campfires and smelters
  • Fixed players not being able to interact with the 127 converter and Thorcon smelter
  • Fixed repair bench and crafting bench being invisible in the Thorcon
  • Fixed bug where recipe events could cause the wrong research bench animations to play
  • Fixed broken Leiomano club recipe
  • Fixed holding F on crafting machines not starting them properly
  • Fixed research and crafting benches being ignored for persistence
  • Fixed recycle persistence issue

AI Navigation Updates
  • Improved how manually placed AI pawns activate
  • Adjusted the initial angle of the AI on AI pushing to reduce instances of the blocker being dragged along with the AI being blocked
  • AI that are blocked by other AI can now attempt to push the blocker in multiple directions to free themselves
  • Increased the velocity that AI push other AI with when being blocked
  • Sieging AI that fail to activate will now be automatically cleaned up and replaced
  • Reduced how quickly AI blend in their lower-body movement animations to prevent AI excessively shuffling their feet around when being pushed by other AI
  • Fixed AI being blocked by overlapping components
  • Fixed AI attempting to use navigation requests that were canceled
  • Fixed AI stutter-stepping when receiving partial navigation paths
  • Fixed AI becoming permanently stuck if they failed to generate a valid path twice in a row
  • Fixed melee AI not returning their correct focal point in all movement scenarios
  • Fixed a bug where AI were accumulating velocity while attacking movement blocking actors
  • Fixed a bug where ranged AI would occasionally spin in circles while standing still

Game Updates
  • Updated rivers across the map
  • Added lights around bank
  • Increased light intensity and range for cave tikis
  • Stackable items on the ground will now auto-merge with items nearby
  • Improved replication and client performance after many trees have been cut down
  • Improved distant scene fog, saturation, and color balance
  • Improved foliage distance field settings
  • Increased clothing costs

Fixes
  • Fixed interacting with the sleeping bag bringing up the container menu
  • Fixed interact progress bar being too small for the canteen
  • Fixed material on glasses
  • Fixed foliage not respawning
  • Fixed respawned foliage not taking damage properly
  • Fixed inactive players taking damage in PvE zones
  • Fixed Thorcon Stall Props texture issues
  • Fixed radar icons not working after actor deaths
  • Fixed players being able to damage each other with flares in PvE zones
  • Fixed auto-sort button breaking persistence
  • Fixed the Siege Manager’s ‘random siege chance’ properties getting overridden on start-up
  • Fixed a bug where sieges could be forcibly started on bases that did not have a valid totem
  • Fixed bug where hitting Alt-F4 before next condition update fires caused the server to skip the update
  • Fixed bug where pressing N while not knocked down caused the ‘dismissed knockdown’ dialog to appear

Watch Fractured Veil Gameplay Footage

We spent some time thriving with MarkeeDragon
Went into the darkness with Omnikevfka
Went on a morning run with Ettnix
And of course some survival time with KangGaming

Don’t forget to check out these videos from

BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.

Community Spotlight

From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers also put together some amazing builds (including a Hawaiian hot tub) while exploring the map, here’s a look at some of our favorite shots they shared this week.

Calling All Streamers!

If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

DEV

Version 0.1.1636 Patch [Major] – Siege Improvements and Player Shots and Fixes

Aloha Thrivers!

With your amazing help and support our Kickstarter campaign has already reached 78% of our goal but we need to keep the momentum going all the way to the finish line.

One thing we’ve heard from the community is that you want options focused on Steam keys and quick access. We heard you loud and clear and have introduced 3 simpler backer tiers, focused less on in-game items and more on keys.

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. With the new options available we hope to see many more of you having fun surviving the horrors of the jungle and sharing your great ideas soon!

This was a busy week full of streams, and fixing bugs and implementing suggestions from our testers but we did include some updates to the PVE area and our AI. Check out what we’ve been working on below and some more beautiful shots submitted by our players since our last update.

New Content

PVE Area and Totem Updates

About a week ago we expanded the safe zone around the Thorcon power plant into a larger PVE zone to help provide an area for freshly restored clones to get the lei of the land and learn basic game mechanics.

It’s a temporary fix for a complex conversation about PvPvE we’re having with everyone we get the chance to have it with. There’s no silver bullet to solving it and the more voices we’ve got in the mix, the better. We hope you’ll add your thoughts to our discord chats and keep on asking the tough questions.

This week we continued to make improvements and made sure to fix a few small problems that popped up. Players in the PVE zone won’t have to worry about coconut grenades anymore since we’ve defused them.

Players don’t have to worry about others shooting out their walls while standing just on the other side of the PVE border now and surprise cannibals showing up in your base won’t be an issue anymore.

We also added a few adjustments to how totems work. Totem permissions are now greyed out unless the totem has energy. Players can only place one new totem in PVE zones and bases there can only consist of 4 totems total as well.

Like we’ve said before, we get that balancing mechanics both PVE and PVP players enjoy is one of the biggest challenges facing us ahead and we’re nowhere near done experimenting and testing things out.

We’re trying out a few ideas but with your help, we’ll arrive somewhere in Hawaii where everyone survives and thrives in a way they find the most fun.

AI and Seige Improvements

The mutants were unusually rowdy this week and we made a lot of improvements to how they move, spawn, and work together.

One of the big ones was AI navigation updates so the bunching issues that we were experiencing when large groups of mutants are charging towards you looking for a meal are a thing of the past. 

With any luck, you won’t see mutants getting stuck on corners or failing to attack doors anymore. We’ve fixed a problem with AI not activating when a player is near and while it may seem obvious to you and me, we taught the mutants not to attack the stairs they are standing on now.    

The AI spawning system got a little love this week too. We made some fixes to how the spawning system works so the mutants will stop spawning inside trees, walls, and rocks or on top of things. We tried asking nicely to get off the roof, but they just wouldn’t listen!

We also fixed how many mutants will show up for a siege since it seemed like many of them weren’t getting the invitation before, and we squashed a bug with AI spawning (or not spawning) in our dungeons. The dark and forgotten places on the map are a lot more fun to explore if there are actually things to fight there. 

Here’s everything else new and improved and fixed this week.

Weapon and Loot Updates
  • Jumping will now cancel reloading
  • Players can no longer reload while in the air
  • Added loot drop area to the container screen
  • Sprinting is disabled while shooting guns
  • Increased loot volume counts on all Lahaina tile maps
Payer and inventory Improvements
  • Added nameplates for teammates
  • Added nameplates for non teammates when looking at them for 1.5 seconds
  • Changed incapacitated widget to continue to show the timer after a player presses N
  • Added brightness and sharpness variables to the icon generator
  • Updated arrow icon
  • Added new stamina and health images
  • Added tooltips to all inventory widgets
New Content and Improvements
  • Improved distant DoF
  • Updated Veil VFX
  • Lowered the amount of time a tree stump is alive for to help with cleanup
  • The drone’s fuel now lasts twice as long and fills up twice as fast
  • Enemies will no longer show up on the radar or map as red triangles
  • Added replication to minimap markers
  • Increased interaction distance for vendors
  • Increased water fill rate of containers
  • Added the ability to recycle any placed item (chests, doors, totems, etc) for the player that placed them

Fixes

  • Fixed issue with guns sliding in player’s hands when switching to and from ADS
  • Fixed female first-person hands having texturing artifacts
  • Fixed bug where multiple actions could be bound to the same key in the menu
  • Fixed bug where grenades could do damage in PvE zones
  • Fixed bug where bases in zone 1 could be damaged by players outside of zone 1
  • Fixes to container persistence
  • Fixed a bug where AI were returning the wrong navmesh trace response for movement tests. This also fixes an instance of AI getting stuck on corners
  • Fixed a severe AI activation bug where AI pending activation were not requesting a Nav Invoker even though AI activation required the navmesh to be present
  • Fixed a bug where the navmesh was not prioritizing generating tiles around AI pending activation
  • Fixed issue where containers were being added to inventory mgr too early
  • Fixed crash if a player loaded in with no totem permissions but they were on the totem
  • Fixed bug with AI summoned through siege system
  • Fixed bug with female character faces being distorted
  • Fixed bug where some stumps weren’t sinking into the ground properly
  • Fixed bug where destroyed trees could eventually overflow replication channels
  • Fixed a typo that was causing AI activation to not be prioritized correctly
  • Fixed the ‘AI pending activation’ tag being applied to the wrong AI actor
  • Fixed a bug where the AI activation system could get stuck trying to activate the same AI over and over again
  • Fixed nameplates showing your name instead of the target
  • Fixed the torch being lowered in first person
  • Fixed the machete having inconsistent left-hand animations in first person
  • Fixed bug with trees respawning with 1 hp
  • Fixed bug where ADS was canceling reloads
  • Fixed crash when viewing pawns without a valid playerstate
  • Fixed spawning with invisible overflow item slots in the player inventory UI
  • Fixed bug where some items could be invisible in a player’s inventory
  • Fixed AI being unable to attack constructed doors
  • Fixed our constructed doors not making use of the siege system’s nav modifiers
  • Fixed additional issues with dying from bleeding rather than entering unconscious state
  • Fixed non-player-built water container initial spawns and filling when raining
  • Fixed conflict between yes/no keystrokes when quest dialogs and respawn dialogs are active at the same time
  • Fixed left control not being bindable to actions
  • Fixed AI occasionally attacking constructed staircases that they were standing on
  • Finished fixes for weapon attachments not loading correctly on corpses
  • Fixed another crash related to navmesh multi-threading in the editor
  • Fixed the Trophy Collector’s head projectile occasionally causing log spam when the owning Trophy Collector died
Watch Fractured Veil Gameplay Footage

We had another really busy week full of streams including some new international friends.
We made our Brazilian debut (In Portuguese) with Ultimo Sobrevivente.

Our friend and longtime supporter Sajón Arco returned to explore Hawaii (In Spanish)

Big thanks to our Community leader Fernando Fernandes for taking the lead in both Spanish and Portuguese with both of these two. We could never do this without the help of our amazing mods!

And for French speakers, @Dr_Horse played for the first time!

We also spent some time with TangoTek and Br0dyman.

We had a blast building with The Late Shift featuring BurkeBlack and CrReaM

And a run through the jungle with AllFunNGamez

Don’t forget to check out these videos from
BigfryTV talking about survival
exploring the island with eNtaK
And some laughs with Anarchy HD.

Community Spotlight

From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. We implemented a ton of great player suggestions and fixes recently.

Player Suggestions and fixes
  • [CRSD] Bloody Bob – players with permissions on Totems should have the ability to pick up and move furniture even the Totem
  • Ferdinandus – broken fence in Thorcon area
  • Kitski – thrown spears are instakilling
  • Ferdinandus – mutants never hit if you keep moving while shooting bow
  • Logoes – body never disappearing after death
  • _Adam – Mutants getting stuck together during seige
  • Logoes – Cannibals spawning into base
  • Baigs – random door placement after logging out
  • blazemonger – NPCs not lootable after you die
  • Kyttaen – game crashed after chopping down tree
  • Logoes – construction tool bugged
  • KerryAnneKay – persistence problems after crashing
  • MostlyEvil/Logoes – can’t loot body after death
  • Jake Arver/Shadowflame – cannibals in the Thorcon
  • MJMPlays – loot screen not showing loot
  • GrAmPa-UtoPiAn™❤(De enige échte) – deer stuck in bridge
  • Kyttaen – stack of stone bugged
  • MostlyEvil – bugged beach
  • Logoes – Items disappearing from boxes
  • MostlyEvil – HUD not showing up after respawn
  • MJMPlays – logged in dead
  • Logoes – Mutants spawning on top of base
  • Twerlinger – logging into safezone wall trapping you
  • Najo/Logoes/colt – disappearing doors and missing items in chests
  • Turt Renolds/KerryAnneKay – using a sleeping bag or bed puts you in god mode
  • MJMPlays – can’t recover arrows
  • Logoes – door only has 1hp after login
  • MJMPlays – recycled metal not showing up in inventory
  • The1rishOne/OneGunSalute – can’t repair base
  • MJMPlays – recycled items getting “stuck” in inventory
  • Mrbathsalts – Car doors opening in the wrong direction
  • TheLefty2319 – not getting coconut shells after I consume them
  • Gagtech – Bows are crafting with a visual ammo count of 1000/1000
  • Cr4zy4ce – Flare gun doesn’t reload or shoot
  • MJMPlays – player body not in “dead state” after death
  • Kyttaen – when in a party, the other person/leader, shows your own name
  • Shadowflame – Mutants unable to cross the bridge
  • Ferdinandus – Can’t always see what’s in a sleeping players inventory
  • PCTrojan – I am only able to buy from the vendor on the second level or the clothing vendors
  • Shadowflame – Doors are stronger than the door frames
  • 𝓣𝓮𝓽𝓻𝓪𝓫𝔂𝓽𝓮 – when using the pistol and aiming down sights, the ironsights are not aligned with the center of the crosshairs

Our testers also put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.

Calling All Streamers!

If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

DEV

Version 0.1.1612 Patch [Major] – Veil Updates, Mutant Improvements, and Player Shots

Aloha Thrivers! 

Our Kickstarter Campaign began this week and we couldn’t be more excited and humbled by all the love and support the community has shown us. 

We’ve always counted on you to help us create the survival game of our dreams and with your backing we’re one step closer to making that goal a reality. But we’re not quite there yet. We’re counting on you to help spread the word to your friends and family, far and wide. Let’s keep the momentum going and ride this wave all the way to the Lahaina of our dreams…or nightmares depending on which mutant you encounter along the way!  

To help celebrate Kickstarter week we thought we’d share some of the work we’ve done improving the horrors of the jungle, some veil travel concepts, and some beautiful shots of the incredible bases that were built by our players since our last update.

Mutant Updates

The mutants are always ready to feast, just don’t forget to light their bodies on fire or else you’ll be on the menu.  We made a number of improvements and fixes to ensure that players have something to fear from the local monster population but also don’t just have a mutant spawn right next to them out of nowhere. Everyone loves a good sneak attack, but it wasn’t a fair fight for some players so we squashed that bug. 

We also went ahead and fixed some issues with AI navigation, updated how and where they can spawn in, improved ranged AI, and reduced the length of the Kasha’s ringing noise after a scream to avoid stunning players in real-life. You will notice we fixed an issue with Green Snatchers getting caught in burrow-unburrow loops that must have been awful for their claws, and made some updates to the island’s cannibals (aka neck-brace Annabelles as we like to call them).

Veil travel

The Fracture wiped out civilization and devastated life on the planet but we’ve always planned on letting players rebuild the system in the game and travel between worlds to experience slightly different environments and loot.  

Since launching the Kickstarter, we’re working hard to further develop and show off how players will be able to travel between unique worlds. Like we also say, actions in Fractured Veil have consequences, so it’s important for us to demonstrate that what players do in the game wouldn’t just affect themselves, their surroundings, and their server anymore, but a whole multiverse of interconnected servers. We’re not nearly there yet, but it’s an exciting time and the early stages of how and what that multiverse travel will be.

Our idea is that each world can have its own culture, ecology, and history eventually. Players will be able to trade between worlds, not just communities, and find realities perfect for playing with their friends and play styles, assuming of course that the whole thing doesn’t come crashing down again. Here’s a exclusive peek at concept art of what it might look like when the veils open up.

Veilcorp is not responsible for any deviations from early concepts or injuries resulting from Veil travel. Void where prohibited.

Updates and Improvements

  • Added visibility checks to the loot menu
  • Tool quest and twine quest added and updated
  • Removed ladder sphere overlap checks and updated code to support traces
  • Improved the AI’s navigation

Weapon/Combat Improvements

  • Cleaned up third-person bow animations for the homemade bow and compound bow
  • Adjusted all melee weapon hand positions in third person
  • Added flare gun firing sound
  • Projectiles that get stuck in enemies will no longer show the pickup particle effect
  • Improved aim offset smoothness

Fixes

  • Potentially fixed AI spawning on top of cars and other areas by further improving the navmesh check used to determine if an AI is ready for activation
  • Fixed AI occasionally being activated right next to a player which would cause them to be unexpectedly attacked
  • Fixed vendor bounds issue preventing proper interaction traces
  • Fixed floating hair on dead bodies
  • Fixed not being able to loot corpses
  • Fixed not being able to open the 127 converter UI
  • Fixed clothing vendors not being interactable
  • Fixed eating a coconut not granting a coconut shell
  • Fixed totem UI not updating upkeep cost or time
  • Potentially fixed a bug where Green Snatchers were unburrowing in a location that got them stuck
  • Fixed a bug where Green Snatchers would unburrow and then immediately burrow again without attacking or being alerted by a fire
  • Fixed performance issue in the Throcon due to lights casting dynamic shadows
  • Fixed bug where players couldn’t use the jump key while on ladders to get off
  • Fixed a bug where ranged AI were unable to properly predict movement velocity if the velocity had negative values in it
  • Fixed the 127 Detector floating between the player’s legs
  • Fixed coconut canteen alignment in third person.
  • Fixed skar weapon animations having the mag visible on the floor in third person
  • Fixed crash when clients would receive quest information before being fully loaded
  • Fixed bug where multiple key bindings were set to LeftAlt
  • Fixed arms bending into the torso for multiple animations in third person
  • Fixed ukupoon not playing sounds
  • Fixed jumping animations canceling attack or reload animations
  • Disabled actor pushing from large fallen trees to fix a severe performance issue that could occur when performing overlap checks

Watch Fractured Veil Gameplay Footage 

If you missed the action live this week, watch us have some fun with these fine folks: 

Playing with 1cePrime

Our time with skinnedteen

Celebrating our Kickstarter launch with StandardDamage 

Building with SajonArco

Surviving with j0hnbane

And check out these videos from  

BigfryTV talking about survival  and

exploring the island with eNtaK

Community Spotlight

From the early days we’ve been driven by the community and your feedback is very important to us so keep it coming!  If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Our testers put together some amazing builds while exploring the map, here’s a look at some of our favorite shots they shared this week.

DEV

September Dev Update – Improvements, Bug Fixes, and Play Shots

Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7. In addition to a bunch of updates and bug fixes, we thought we’d show off the big collection of screenshots that players have submitted to us. They built and defended dozens of bases, killed hundreds of mutants, and explored miles of Maui this week.

Updates and Improvements

Animations

  • Imported updated reload animations for the micro uzi

  • Added the ability for weapons to supply their own custom jump animations

  • Improved prone moving animation blending

  • Added custom top half animation overrides per item

  • Updated drop item animation speed and triggers

  • Added new 1911 animations

  • Added new skar animations

  • Added new melee animations

  • Improved first-person equip and unequip animations for the homemade bow

  • Improved homemade bow nocking, charging, and firing animations and feel

  • Third person zipline animations are now forced to the proper rotation

Item Updates

  • Players can now pick up clothing items and equip them if they are encumbered

  • Added recipes health pistol

  • Added health pistol weapon

AI

  • AI will now attempt to prevent their mesh from excessively clipping through walls

  • Further increased the Kasha’s aggro distance

  • Regenerated spawn points for all of the AI Spawner Volumes around Lahaina

  • AI Modules now have a generic function for hiding their owning character without conflicting with other actor hiding systems

  • AI will now remain hidden and inactive until they are able to detect any valid reachable destination.

  • Optimized the memory performance of the AI Distance Update loop

  • Improved the Melee AI attack and movement overlap distances

  • Adjusted our AI’s net update and tick rates

Construction

  • Added the ability to snap foundation pieces half grid height up or down

  • Added hologram arrow mesh when placing construction walls and door frames

  • Added improved slot opening and closing for construction

  • Restored auto upgrading construction pieces to the last selected upgrade type with the upgrade tool

Gameplay and Player Improvements

  • Improved attach location of the hands when ziplining

  • Improved a Decay Service hitch by having the system loop smaller actor lists

  • Restored old player movement and braking values

  • Reduced the volume of the siege starting sound

  • Setup scaled up meshes for female hair and clothing

  • Updated UI for new knockdown (incapacitated) processing, hooked up timer in UI

  • Changed corpse decay time from 15 mins to 45 mins

  • Added the ability to auto-start new quests once the previous one is completed

  • Added 6 starting quests

  • Hold ‘F’ to burn bodies will now only function if the body has no items in it

Fixes
  • Fixed various crashes in weapon code

  • Fixed totems forcing net updates too often

  • Fixed two AI crashes that were caused by the AI Controller assuming they always had a pawn

  • Fixed bug where the player’s hands would go invisible after placing or holding a placeable item

  • Fixed a bug where dead AI could block the player’s collision

  • Potentially fixed a bug where dead AI would remain in their idle animation

  • Fixed players getting stuck at the top of the zipline

  • Fixed micro uzi using new animations with the old mesh

  • Fixed weapon ammo counts showing wrong values

  • Fixed bug where an item could be recycled multiple times at once

  • Fixed server crash when hitting an actor without a valid component with a projectile

  • Fixed quests triggering NetMultiCast functions on the player controller which could cause other players to experience all types of random things

  • Fixed triangle and square foundations being able to place in the same spot

  • Potentially fixed a bug where AI Spawner Volumes were ticking outside of the editor

  • Fixed a persistent 1.5-4ms frame cost related to cloth simulation stat tracking

  • Fixed a server crash that could occur due to an invalid container inventory component

  • Fixed issue where AI wasn’t damaged by fire actors

  • Fixed bug with turn in quests not granting rewards

  • Fixed randomizable car doors opening rotations

  • Fixed house containers not filling with spawned items

  • Fixed issue where logging out controller/pawn can fail to swap active pawn for inactive

  • Fixed bug with item based quests giving double credit

  • Fixed bug with the turn in place animations canceling upper body animations

  • Fixed damage indicators not working

  • Fixed bug with foundation pieces breaking the instant they were placed

Watch Fractured Veil Gameplay Footage

If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva
Building bases with NerdParade
Our time with StandardDamage
Exploring with SteelRain27
Our stream with Rockzillah
Playing with Mammoth
A streamer party featuring wak4863,
Derbee02FireSpark81, and BlinkBlinkGames

Community Spotlight

From the early days, we’ve been driven by the community and your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next. Here’s a look at just a few of the player-submitted shots we’ve received recently.

If you want to learn more about Fractured Veil head over to our Discord server.

DEV

August Update – Part II

Aloha Thrivers,

This is part two of our jammed pack update make sure to head over to our Steam page to see part one.

Our Kickstarter Campaign is just around the corner and we’re excited to share where we see the game heading with the backing of your support. In the meantime, we’ve added a huge amount of new content and upgrades to keep the momentum going. Here’s the second half of our August update.

Coconut Grenades

For the past several months we’ve had one player request more than any other by a wide margin, it’s not even close. You’ve told us, many, many times how badly you wanted exploding coconuts in the game. We heard you loud and clear…coconuts can now go BOOM.

Main Screen Redesign

If you haven’t logged in for a while you’re in for a nice surprise. We’ve completely redesigned the starting screen.

Not only does it look better but you can check out some interesting character statistics like number of kills, time played, number of people you’ve eaten, distance traveled, quests completed, and chests opened.

Character Customization Update

Some of our OG testers will remember this character screen

The new screen has a bit more color and texture to it, making it more Hawaiian and fun. There’s still numerous body type options, but now you can adjust the background and lighting options and turn off the UI to get a better look at your character during the design phase.

You can adjust overall body hair, size, muscle tone, and there are now facial feature options too numerous to count.

There’s even a section to choose what underwear and fanny pack (aka bum bag) options best fit your personal survival style.

Crafting Redesign

We’ve completely redesigned the crafting screen and UI.

Old timers will remember when creating weapons and tools looked like this.

The new look/UI is much more intuitive and easier to use.

Research Bench Redesign

We also made some big improvements to the research bench design for all your crafting needs.

The research system still works in pretty much the same way. Take an item you want to be able to craft, add it, the required amount of Rai (money), and energy to the research bench. Wait while the item is being analyzed….

And out pops a blueprint which you can study and learn how to make that item. The process looks better and is a lot easier to navigate and organize now.

Weapon Vendor

We love a good throwback and shared this concept drawing of a gunsmith which will be inside the Thorcon Power Plant, the game’s starting area and future NPC settlement.

There aren’t a lot of options for your gun repair and modification needs after the Fracture, but we still want the Thorcon Gunsmith to run a quality establishment and have been working on the tools of her trade.

We’ve put together drill presses and grinders from ruined pieces and spare bits.

Dismemberment System

The new dismemberment system gives your mutant head-shots a satisfying and gory ending but that’s not all.

You can also blast off arms…and legs if your aim is true. Clearing the island of mutants has never been more fun or bloody.

New Industrial Area

Hawaii offers us so many different types of environments to play with – mountains, jungle, and shores with sandy beaches. But this is the apocalypse people, so it’s time to add a new industrial area where future mutants will emerge and toxicity could be a thing.

Mines Dungeon

Finally, we made some big improvements to another one of our dungeons, the Mines.

We’ve updated the lighting and textures, added props and loot, built some new rooms to explore and added some survivor graffiti to the place

A bunch of mutants have taken over the old tunnels offering a big challenge for anyone trying to explore the upper tunnels or caverns below.

It’s still a work in progress but the top level can be a lot of fun to explore as long as you bring some friends and a lot of bandages.

Fixes

Character Fixes
  • Fixed the player inventory mesh not updating clothing changes in real time
  • Fixed bug where a circle would appear on the HUD while using an item
  • Fixed Ihe weapon not lining up properly with the player’s hand when throwing
  • Fixed bug where equipped items could be invisible to other players
  • Crafting multiple items at once will now split them up properly
  • Fixed recipes that required energy always returning that the player was unable to afford it

 

Gameplay and AI Fixes
  • Fixed a crash that could occur when a player landed from a fall
  • Fixed odd mesh with world grid being left after hanging body destruction
  • Fixed some text being truncated in the main menu
  • Fixed construction sounds and destruction effects not playing for clients
  • Fixed projectiles showing up as machetes
  • Fixed character icons not updating after creating a new character
  • Fixed bug where fire actor would sometimes stay alive on pawns that died or vanished
  • Fixed crash when opening a house container
  • Fixed not being able to purchase items at vendors
  • Fixed the research bench not playing the complete animation properly
  • Fixed vendor names not showing in the vendor UI
  • Fixed a bug where the order in which ingredients were listed in a recipe could cause the recipe to appear affordable when it otherwise wasn’t
  • Fixed AI failing to be blocked by barricades- stuck in walls-small objects

 

Item Fixes
  • Fixed bug where attaching and detaching items could break the UI
  • Fixed bug where viewing multiple chests would show incorrect items if too many chests were present
  • Fixed stack and sort button not working
  • Fixed canteen sizes not updating in the inventory UI
  • Fixed item durability not rendering correctly in multiple widgets
  • Fixed the Coconut Grenade ‘flickering’ out of existence on impact
  • Fixed metal, spiked, and concrete barricades not properly applying a navmesh modifier
  • Fixed VFX not showing up when a grenade detonates another grenade
  • Fixed flare going out on impact
  • Fixed positioning of 1911 when prone
  • Fixed a bug where hit clothing items were taking durability damage twice
  • Fixed first person offset bug with the coconut grenade
  • Fixed upgrade tool not functioning

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

August Update – Part I

Aloha Thrivers!

We’ve been hard at work updating the game and integrating your suggestions. Our Kickstarter Campaign is just around the corner and we’re excited to share where we see the game heading with the backing of your support. In the meantime, we’ve added a huge amount of new content and upgrades to keep the momentum going. We are breaking up the amount of stuff we’re showing off so we’ll have another update early next week just to cover everything.

Your feedback is very important to us so keep it coming!  If you’re interested in helping out head over to our discord let us know! We love hearing your ideas and talking about what’s coming up next.

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.

Ammo Vendor

We’re adding a bunch of vendors to the game’s starting area, The Throcon Power Plant. Our goal is to make everything a player might need to survive and thrive for a price available through various vendors.

Here’s a look at one of the latest, an ammo vendor.

We tried out a few different configurations to see what would fit best.

Here is a mock-up of what it would look like inside.

Inventory UI

We’ve completely overhauled the inventory to make it better looking and the UI easier to use and more intuitive.

Before: Some of our original testers will recognize the look and feel between the old inventory

After getting some feedback, and talking a lot about what works best, this is the new version.

Flare Gun

We’ve introduced flare guns in the game. They’re great for signaling other players or distracting the drone if it is focused on you when you’re trying to be stealthy. They do attract mutants and other players can see them but that can work to your advantage if you have people sneaking around your base with bad intentions during the night.

Of course, if you’re more concerned about aesthetics than tactics, there are very few things more beautiful than being chased by a group of burning mutants.

Breakable Loot and Bodies

We’ve made looting a lot more fun by adding a breaking system to the items you find exploring the map. You can break bags, boxes, crates, and bodies.

Even the hanging bodies you find around the map fall apart when you damage them enough. We’re not encouraging you to do it, and you may not like the treats inside, but hitting one of the “mutant pinatas” will make stuff drop out now.

Construction Destruction

While we were busy making things break in new and interesting ways we decided to add a destruction feature to player constructions because sometimes tearing stuff down can be just as fun as building something up. Attacks on your base won’t cause your construction pieces to disappear anymore; they actually fall apart.

Sometimes the results can be very dramatic, just look at how much air this piece of foundation gets.

Sewer Dungeon

Lastly, we’ve given our sewer dungeon a big facelift and added a few more passages to explore.

The place has come a long way since the days when everyone had one choice of clone.

We’ve improved lighting and textures, added more dangers and rooms to explore, and put a fresh coat of slime on the walls to make your time down there as enjoyably horrifying as possible.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

July Development Update and New Content

Aloha Thrivers! We’re excited to share our progress and the latest updates in the game. We worked on vendors, a new beach area, an overhaul of the foliage and the neighborhood around the Comm Tower, storm effects and lots more.

Your feedback is very important to us so keep it coming!  If you’re interested in helping out head over to our discord let us know! We love hearing your ideas and talking about what’s coming up next.

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.

New Beach Area

We built out a beautiful new beach area for players to explore.

With abandoned research buildings on the beach

And the jungle.

There are even ruins of an old neighborhood, perfect for exploring or taking shelter from mutants and the elements.

Foliage Update

We’ve made some big improvements to the foliage including more realistic-looking meadows bordering the jungle.

Player’s will find new types of plants and trees to harvest across the map

And we even added coconuts.

Vendor Stalls

We continue to build out a survivor marketplace inside the game’s starting area, The Thorcon Power Plant. Our goal is to have a thriving safe zone where players can get everything they need to help them make it outside the walls of the building. Here’s a look at a clothing stall we’ve been working on from the original drawing to a final paint-over.

Storm Effects

With all the beauty work we’ve done we decided it was time to grunge a few things up.

Beaches will now show the effects of storms

With more debris washed up on shore and an occasional reminder of those who didn’t win the struggle to survive.

Respawn Bed Update

Our Thorcon overhaul moved up a level into the spawning area this month. We’re giving our restoration beds a facelift taking into consideration what a player could find combing the ruins for parts.

Here’s a before and after showing the difference between a new respawn bed and the lightly used jury-rigged version.

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

May Development Update and New Content

Aloha Thrivers! We’re back with another update and are happy to share that this month we made some customization improvements based on your feedback, added some new vendors, and made Maui a little more deadly in some areas and harder to survive. 

If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and [url=https://discord.gg/fracturedveil]let us know[/url]! We love hearing your ideas and talking about what’s coming up next. 

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.

Character Customization Updates: New Clothing and Improvements

We kicked off this month by removing the old Hawaiian shirt, cargo pants, and bucket hat outfit that was standard issue since the early days of alpha. A lot of players asked us when we were going to give folks more options.

So we added a bunch of new clothing options and even glasses so you can better see the bullets coming.

We Improved the look and feel of the first person meshes and animations as well.

There are many more options for making your character look unique now and we included a feature that can make your facial hair color match the hair on your head.

New Content: Vendors

The lone vendor in the Thorcon Power Plant has some competition now. New outfits and an array of weapons and gear (such as various clothing options) are purchasable from these three.

Vendors can be found across the map now for your survival needs. At the top of the tallest towers, to the worst neighborhoods in Lahaina.

Wherever you are, there is a sometimes friendly vendor location near you.

New Feature: Sleep

When a player logs out they no longer disappear into a void, they go to sleep. All your stuff will persist when you’re not playing the game, but your body is vulnerable while you sleep. So, you have to make good choices about where you decide to lay your head if you want to keep it.

New Content: Tree Classes and Tool Requirements

We’ve created a tiered system for trees and different tool requirements for harvesting them.

Your trusty shark-toothed pan (Killet) and stone axe are enough to harvest small and medium sized trees.

You’ll need a metal axe to handle large trees.

The ancient vine-covered giants require a saw-toothed axe to topple now.

New Feature: AI Zones and Updates

This month we introduced zones radiating out from the Thorcon that get more dangerous the further you explore. The area around the power plant remains mostly safe for players, but the island’s other inhabitants get more dangerous as you move away from the starting area. 

The zone closest to the Thorcon is filled with cannibals. They’re not too hard to manage as long as you burn everything you kill and don’t let them eat a corpse to power up.

Trophy Collectors are added to the mix in the next zone.They try to pin down players by throwing rotting heads that explode into clouds of toxic gas.

Move out a little further and you’ll start finding butchers and groups of mutants.

The groups get bigger and the mutants get tougher the further you go.

We also updated the toughest mutant currently shuffling around the island, Big Bob.

Bob’s attributes got an overhaul and we increased his charging speed.

Don’t let the cane fool you. He’s spry enough to catch just about anything if he’s hungry enough.

Miscellaneous Updates

Environmental Updates

  • Improved foliage distribution and collision
  • Improved rain occlusion

Harvesting Update

  • Adjusted drop rate of coconuts and bananas

Game Update

  • Added safe zone message when logging out and ‘Teleporting, please wait…’ after initial login

AI Update

  • Improved AI movement, pushing, and avoidance system

Player Update

  • Increased Stamina recharge rate while crouching
  • The Respawn Penalty no longer affects the player’s carrying capacity

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.

DEV

April Development Update and New Content

Aloha Thrivers! Spring is in the air and we’re hard at work helping the flowers and mutants bloom across the island. We’ve spent a lot of hours on playtests and tweaking gameplay based on your feedback last month, but we’ve still had time to include a bunch of new content for you! 

Your feedback is very important to us so keep it coming!  If you’re interested in helping out head over to our discord let us know! We love hearing your ideas and talking about what’s coming up next. 

Here’s a look at some of the biggest improvements and news about the latest features you’ll find in the game.

Thorcon Improvements

Many of you told us how hard it was to get started in the game’s starting area.

Finding your way out of the Thorcon Power Plant and into the world was a headache.

We added arrows, decals, and lighting to help you find your way out.

Normally we wouldn’t suggest following a shark but in this case the graffiti points the way to freedom.

Massive Foliage Update

Back in 2017 this was the original concept for the jungle of our dreams.

This is what the wild’s looked like a few weeks ago.

And this is what the jungle looks like now.

As you can see it’s a huge improvement.

The difference around the starting area is night and day.

The plants are not only bigger and more vibrant

But they now sway in the wind when a storm is about the roll through.

New Harvesting and Crafting Content: Coconuts and Canteens

Players have a chance to find coconuts when they harvest trees now.

This offers a healthier meal option than decades old canned food or cannibalism. 

You can also craft them into a handy all natural canteen perfect for a late night cocktail.

New Starting Area Content: Power Lines and Substation

The Thorcon Power Plant got wired up this month to help tell the story of how this iconic building used to power the island before the Fracture wiped out civilization.

We added walls to help secure the substation and keep the mutants from getting stuck on a transformer.

You can find the Veilstation on the other side of the map if you follow the powerlines.

Even though it’s huge, Veilcorp’s main facility is much harder to find through the new lush foliage.

New Construction Features: Tiered Totems and Shields

Currently, totems help players claim a plot of land to build on and can prevent your base from decaying if you keep them filled with resources.

We added tiered totems and totem shields this month to make them more useful if you’re willing to spend the resources.

There are now 6 different tiers of totems that players can build inside their bases.

Totem shields create an invisible force that attackers have to wear down before they can access or damage your totem.

Totems get tougher as you upgrade and they provide buffs to construction pieces attached to the foundation in a radius surrounding them.

New Content: Thorcon Dungeon

Last summer we added a dungeon area inside the Thorcon.

It remained empty with some placeholders for a while why we worked on more important things like making the game run at a playable frame rate without crashing.

Now that we’ve achieved that goal we went back to work on the Thorcon dungeon.

Things are looking a little different inside now.

There’s still work to be done but it’s a fun place to run around with a group as we work on upgrades and other hidden places for players to explore.

New Feature: Character Customizer

For a really long time, your character was just another face in the crowd with no customization options other than taking off a piece of clothing.

Your character may be a clone in the game, but you don’t have to look like one anymore.

There are a few clothing choices currently available from our vendors and we plan to unveil more “Apocalypse Casual” options soon.

Miscellaneous Updates

 Combat Updates

  • Adjusted sprint stamina usage and increased recovery while standing, crouching, or going prone
  • Increased damage output of shotgun
  • Added movement speed modifier to all weapons
  • Updated melee distances
  • Updated melee weapon damages

Construction Updates

  • Changed Thatch doors to use wood resistance values
  • Doors are now part of the totem damage mitigation
  • Lowered the structural damage pans do

Loot Updates

  • Added SSHAM cans to loot tables across the map
  • Made some trash smeltable

Harvesting Updates

  • Pickaxe can now be used to harvest meat from bodies
  • Increased harvest rate of axes
  • Added tree classes and tool requirements to harvest large and huge trees
  • Doubled wood dropped by a tree and stone from rocks
  • Increased sulfur, iron, and twine drop rate

You can learn more about the game and get all the latest updates by going to our Discord server or checking out our Steam page.