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FlockeSchnee: (from Steam)
Wildermyth update for 27 March 2025
Updated In-Game Music + The Wildermyth Original Soundtrack is Here!
Patch 1.16+556
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bjgamer: While I also got the update flag for this, it should be noted:

- Offline Installers are currently still 1.16+554, not updated
- Currently the Soundtrack is Steam Only
? I just downloaded the updated offline installer.
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bjgamer: While I also got the update flag for this, it should be noted:

- Offline Installers are currently still 1.16+554, not updated
- Currently the Soundtrack is Steam Only
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FlockeSchnee: ? I just downloaded the updated offline installer.
Interesting, it wasn't there for me several minutes ago, even though I had the update flag. I'll clear cache and check again.

That did it, it shows now. Thanks! :)
Post edited March 27, 2025 by bjgamer
high rated
Scarlet Hollow

Updated to Scarlet Hollow The Roads Untraveled Version 1.2d for Windows, Linux and Mac.

Changelogs from SteamDB:

March 13th Hotfix

Catching up on reported issues on the discord server.

March 17th - A new encounter

Added a small scene to each "skip the library" variant route in Episode 2 to introduce Doctor Kelly and smooth the transition into dinner on Wednesday for those playthroughs.

Up to date on bug fixes from discord.

March 18th Patch Notes

Added the ability to think about Doctor Kelly in the shower on Wednesday.

Up to date on fixes for reported issues.

EDIT: Thursday, not Wednesday, my b. We'll add some Wednesday shower thoughts next patch.

March 19th

Fixed an error where instead of being able to think about Doctor Kelly in the shower on Wednesday, you instead could think extra hard about her in the shower on Thursday.

Shower thoughts are now correctly distributed.

Up to date on reported issues in the Discord.
high rated
Factorio

Updated to 2.0.42 for Windows, Linux and Mac.

Changelog from SteamDB:

Version 2.0.42 released as stable

Minor Features

• Added additional information to Landing pad, Platform Hub and Cargo bay in factoriopedia. more

Graphics

• Added more variations to small explosion to improve the visuals when many small entities explode at the same time (happens a lot when a space platform is hit by a larger asteroid).

Bugfixes

• Fixed equipment grid ghost interaction for entities that move in some cases. more
• Fixed a crash when named logistic sections are removed when entities are removed due to mod removal. more
• Fixed that finite infinite levels would show wrong in the technology GUI in some cases. more
• Fixed that display panel text wasn't parametrisable by blueprint parametrisation. more
• Fixed that switching to remote view while shooting would keep shooting. more
• Fixed consistency issue related to downgrading blueprints that contain assemblers that when downgraded can no longer craft the recipe. more
• Fixed trains station tutorial would crash when adding a schedule record. more
• Fixed that space platform hubs would not auto-trash items correctly. more
• Fixed a crash when asteroid collector tried to mine an unminable asteroid chunk.
• Fixed migrating logistic containers into storage chest could leave them inconsistent. more
• Fixed that fusion generators were highly sensitive to entity update order. more
• Fixed that rockets might not launch if there were manual filled rockets and multiple platforms wanting the same items with at least 1 being full. more
• Fixed a crash related to drag building ghost belts and script reviving entities. more
• Fixed a crash when upgrade-reviving ghost entities that have gui open. more
• Fixed a proxy container attached to mining drill module inventory would not wake up inserters when modules are inserted or removed. more
• Fixed display panel text was not showing up on screenshots. more
• Fixed selector combinator gui was showing input value in the output count signal slot. more
• Fixed following robots lifetime modifier was not working with fractions. more
• Fixed demolishers were unable to destroy open gates. more
• Fixed spoil to trigger was not spawning correct amount of entities.
• Agricultural Tower soil fertility visualisations now renders "growable with different soil" even when acceptable tile is covered by deconstructible tile more
• When placing growable tile, Agricultural tower growing spot is highlighted even in a case where tile is placeable as replacement of non-growable tile (e.g. overgrowth soil on landfilled apt wetland tile)
• Fixed a crash and some other zoom-related problems if the window size is exceptionally large. more
• Fixed items on splitters were changing sides when rotating. more
• Fixed decider combinator gui conditions highlighting. more
• Fixed blueprints being able to rotate entites that are not rotatable based on their prototypes more
• Fixed that blueprint building parametrisation gui didn't accept unit postfixes and formulas. more
• Fixed that blueprint parametrisation number value edit didn't accept unit postfixes and formulas.
• Fixed wire distance checks when entity uses rotated selection boxes. more
• Fixed deconstruction planner with quality entities selected would not show quality on the icon. more
• Fixed modded technologies with finite amount of levels could fail to show levels info. more
• Fixed that blueprint parametrisation was able to change number in a storage chest filter. more
• Added more context to blueprint parameters in trains. more
• Fixed changing space platform hub's inventory bar was not waking up input inserters. more
• Fixed pipe connection sprites of some machines not working together with storage tanks and pumps. more
• Fixed tooltip for recipe parameters to not show "made in". more
• Fixed lamps with color set by control behavior would not use color for one tick after loading a save. more
• Fixed cutscenes would reset player zoom level when finishing. more
• Fixed some tooltip lines would clip outside the tooltip frame. more
• Fixed that the character would keep mining when entering remote view. more

Modding

• Changed working_visualisations to enforce that the provided array is contiguous.
• Added FluidBoxPrototype::volume_reservation_fraction.
• Added ExplosionPrototype::delay and ExplosionPrototype::delay_deviation for adding an artificial delay to an explosion effect.
• Added ExplosionPrototype::explosion_effect which triggers after the delay has passed instead of when the explosion entity is created as with EntityPrototype::created_effect.
• Added TechnologyPrototype::show_levels_info.

Scripting

• LuaEntity::infinity_inventory_filters and remove_unfiltered_items now support infinity-cargo-wagon.
• LuaControl::walking_state now reads and writes spider-vehicle walking state if the player is driving one.
• Added LuaEntity::cargo_pod_origin which stores which station entity the pod departed from. (Migrated existing pods from before this version do NOT retroactively gain this information)
• Added 'spoil-result' and 'plant-result' filter to ItemPrototypeFilters.
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Geralt_of_Rivia: Sudeki

Update to V1.0.

No changelog.
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gog2002x: I'll just add, there is a size difference for offline installers.

Old release was 4.0 GB (2 files)

New release is 4.9 GB (3 files)

Not sure what was added or changed though. (I do have both installers, but only installed the new release this time)

Also, I didn't seem to have a manual with the old files, but the new release does have a manual (and 2 other files) in the "Extras" section.
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No, the old version consisted of five files and was 4.64GB big. See screenshot.

And the extras (avatars, manual and wallpapers) have also been here back then since I downloaded them in 2014 as well.
Attachments:
Post edited March 27, 2025 by Geralt_of_Rivia
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MarS666: No Man's Sky -> 5.60_Relics_140919
The NMS devs didn't include the missing offline installer patch in sequence when they updated, so I opened a ticket. Will let you guys know what GOG says this time about it when I get a response.
Post edited March 27, 2025 by Braggadar
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gog2002x: I'll just add, there is a size difference for offline installers.

Old release was 4.0 GB (2 files)

New release is 4.9 GB (3 files)

Not sure what was added or changed though. (I do have both installers, but only installed the new release this time)

Also, I didn't seem to have a manual with the old files, but the new release does have a manual (and 2 other files) in the "Extras" section.
.
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Geralt_of_Rivia: No, the old version consisted of five files and was 4.64GB big. See screenshot.

And the extras (avatars, manual and wallpapers) have also been here back then since I downloaded them in 2014 as well.
You must have a really old version, cause there was probably an update before the delisting and there's only 2 files in my version. I'll post a screenshot tomorrow after I swap to my Win7 SSD later tonight. ( 1 file is the standard exe small file and the bin file is almost 4 GB, but shows up as 4 GB when looking at the properties of both files together)

[I have to admit, it's weird we both have 2 different versions, since I figure you're someone who keeps on top of updating your games. I guess we'll be able to compare the files tomorrow regarding size, number of files and the date I DL'd it]

I don't know about the manual, I may have just forgotten to download it. Thank you for confirming that though.
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Edit:
@Geralt_of_Rivia

Here's the screenshot I mentioned. The top half shows the 2 files from the pre-delisting download (was in 2019). The bottom half shows the new re-listed version with 3 files for comparison. The version you have might be a far older version or so it seems. UPDATE: Looking at your image again, it's the old numbering system, before the started using the current one. I think during that change, they also merged some files. After I finish playing the re-release, I'll try installing the old de-listed version and see if it installs w/o issue. It'll take a while though lol.

Some observations:
The old de-listed file versions (top half) are off by 1 number and it's higher than the re-release (bottom half). Not sure why the newer version would have a lower version number. I guess you'd have to ask GOG on that one.

Also, you may notice the bin file for the de-listed version (top half of image) was downloaded a day later. While I'm not sure 100%, I believe it was due to a bad bin file and I had to re-download it after a failed install the previous night. I have had that happen a few times, so I think that's the case here.
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Attachments:
Post edited March 28, 2025 by gog2002x
high rated
No Man's Sky

Updated to 5.61_Relics_141040 (Galaxy & Offline Installer)

Changelog from the official website:
Relics - 5.61

March 27, 2025.

Hello Everyone,

Thank you to everyone playing No Man’s Sky – Relics, especially those taking the time to report any issues they encounter via Zendesk or console crash reporting.

We are listening closely to your feedback, and have identified and resolved a number of issues. These fixes are included in patch 5.61, which is now live on Steam and will be coming to other platforms as soon as possible.

Bug Fixes

• Fix an animation issue with pet accessories for the living fossil companion.
• Fix an issue that caused explosive damage to have no effect.
• Fixed an issue that prevented NPC ships from landing.
• Fixed a crash that could occur when base building.
• Fixed a multiplayer crash on PS5.
• Fix loading mods causing corrupt game data such as failing to load into saves.

We will continue to release patches as issues are identified and resolved. If you experience any issues, let us know by submitting a bug report.

Thank you,
Hello Games
high rated
Myst

Updated to 3.0.3 (Galaxy & Offline Installer)

Changelog from SteamDB:
3.0.1 --> 3.0.3 Update Notes

(the first three Rime hotfix patches, with the latest one pushed live at 7:25PM Pacific on March 27th, 2025)

Majors

• Fixed the hut in Rime not defrosting under certain conditions.
• Fixed the sky in Rime not properly loading in if you had Hide Vehicle Transitions enabled.
• Fixed a note being displayed in Spanish when German language was selected.
• Fixed some input issues related to the aurora machine.
• (SPOILER) Fixed an issue where some folks with save games with an already-deleted extruder image in the imager on Myst Island were prevented from visiting Rime.
• Fixed the imager device in Rime displaying incorrect imagers under certain circumstances.
• Fixed the aurora device displaying incorrect colors when loading a save game.
• Improvements implemented to the lens device color dial in Rime.
• Fixed an issue where the aurora device might display a different value than before when performing a save/load.
• Changes made to improve visibility on some notes in Rime.
• Fixed a weird “stretch” issue that could occur on some people’s displays when being around the imager device in Rime.
• Set up a Safe Spot in Rime so that Teleport to Safe Spot will function properly there.
• Added color context subtitles to all non-golden-path color puzzles in Rime.
• Fixed gamepad icons not properly displaying when launching the game & before entering a game.
• Fixed being unable to access the new place of protection on Myst Island when using shoulder buttons on gamepad on a required puzzle.

Minors

• Fixed some missing lights in the Rime hut.
• Fixed being unable to turn pages in the Rime journal with gamepad LB + RB (or equivalent) buttons.
• Fixed the safe on Myst Island displaying incorrect values when using a combination of gamepad buttons to interact with it.
• Fixed some books appearing and disappearing when they should not be under certain conditions.
• Fixed the first page turn sound in a book not playing.
• Adjusted some LODs.
• Addressed some shadow issues in Rime.
• Adjusted shortened translation for February for Portuguese (Brazil).
• Adjusted the lighting around the lamps in Rime.
• Fixed the aurora audio restarting if the player is behind the tower while the audio is playing.
• Improved the appearance of some textures and meshes in Rime for all platforms.
• Fixed a typo in Sirrus’ journal in Rime.
• Fixed an issue where the overhead device in the imager room in Rime might not start up correctly.
• Fixed some logic issues with the imager in Rime.
• Increased the size of the controller diagram when on a 4K screen.
• Removed a floating mesh in the distance in Rime.
• Fixed German sound context subtitle overflow in the mazerunner in Selenitic.
• Minor tweaks made to hide flying animals in some displayed images somewhere in Rime.
• The telescope in Rime will now immediately show the user something interesting when they initially walk up to it to look through.
• (VR Only) Fixed the aurora slider controls in Rime moving a bit when you initially grab them.

Thank you all for your support of Myst and of Cyan Worlds as a whole.
Post edited March 28, 2025 by Hustlefan
high rated
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surfer1260: Pillars of Eternity

Standalone installer updated:
[Windows] 3.7.1.1411 ⇒ 3.8.0.87535
[Mac] 3.07.0.1318 ⇒ 3.8.0.87535
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MarS666: They forgot Linux :(
The linux version is up now.
high rated
Quilts and Cats of Calico update for 28 March 2025
from version 53 to 55. No changelog.



The Colonists update for 28 March 2025
from version 1.9.11 to 1.9.11.2. No changelog.



Cultist Simulator update
from version 2024.7.b.3 to 2024.11.c.1. No changelog.
Post edited March 28, 2025 by FlockeSchnee
high rated
Stellar Tactics


Patch notes - A few fixes and updates
NEW - You can now toggle between fullscreen and windowed mode in the video options menu.

NOTE: If you use desktop scaling it could cause problems with the screen resolution after changing from windowed to full screen (right-click desktop->"Display settings"->"Scale and layout" above 100%). You have two options:

Re-launch the game after switching from windowed to full screen (or changing the in-game resolution).
Permanent fix - right-click the game EXE "StellarTactics.exe", selecting "Properties"->selecting "Compatibility"->"Change high DPI settings" and checking the "HighDPI scaling override" checkbox. The default state for the game is full screen.



UPDATED - After defeating the Brood Mother in the Aznari Ruins after the Dauntless, the door is automatically opened.


UPDATED - Default SMGs are now generated with single and burst fire. Mods can expand this to single, burst and full auto.

UPDATED - Removing a trigger group will now restore the original weapon fire modes. This is NOT RETROACTIVE. Any OLD weapons that were not generated with this newly saved data will default back to single fire mode and a message will be displayed in the log. Re-equip a trigger group to set your fire modes on old weapons. Backup fire mode data is now generated for new crew weapons when creating a new game, loot dropped going forward, crafted weapons going forward, new NPC recruit weapons and special characters that join your crew (Rhamus/Jensen) going forward.

UPDATED - Some changes to game startup sequence and asset pre-load.

UPDATED - Dauntless areas now generate the in-game map with all areas exposed. Fog of war still active.

UPDATED - Some ground missions now add indicators to the mini-map for objects that you need to interact with.

FIXED - The Dauntless hacking tool mission from Rodger Crayson would not place the hacking tool in inventory occasionally when looting the cabinet. Looting the cabinet no longer places the hacking tool in inventory - instead, it moves the mission forward. You must speak with Crayson after looting the cabinet and he will place the hacking tool in your inventory.

FIXED - Multi-stage procedural missions generated by station NPCs could lockup the game if inventory was full when receiving the final reward.

FIXED - Multi-stage procedural missions abandoned by the station NPC before completion could rarely lock up the game when generating rewards.

FIXED - Trade contracts were occasionally generated for bad target stations. That is, a trade contract could send you to pick up or deliver a contract at a station that did not exist. If you have an existing contract that has a bad destination, just delete the contract. Going forward, bad stations are scrubbed from save data when a save game is loaded so this "should" not be an issue in the future. If you see this again, please let me know.
high rated
Tunguska: The Visitation - Enhanced Edition

Updated to 1.93-4_1

Changelogs from SteamDB:

Now LIVE! Limited Time Easter Event

Dear Ghoul Hunters,

Happy Easter! With 1.93 update, you can now participate in the Easter Egg Hunt event in Tunguska! This even will run from March 13 to April 27.

You can start searching for Easter eggs at any time and there's no need to start a new game. There are 20 varieties of Easter eggs in total, 10 of which can be found around the map among the grass, and the other 10 inside ravens that you can shoot down from the sky.

Bring the Easter eggs you found to Father Romanoff who lives underground at the gas station. He will pay you for each, and after brining all 20 varieties to him, he will give you a special reward!

Good luck, and have fun!

Update 1.93-1 Patch Notes

• Move one of the Easter eggs to another location so that player doesn't have to reach the end of the main quest to collect all the eggs

• Fixed a bug with the "Kraikretten key" possibly falling through ground when dropped

Update 1.93-3 Patch Notes

• Added the 5120x2160 resolution support

Update 1.93-4 Patch Notes

• Adjusted the explosive damage of landmines already present on the maps (against the player)

• Added 2560x1600 resolution support

• To reduce the amount of inventory management work, I made it so that under the following circumstances, the game will try to put the items back to player's backpack; and if anything can't fit, they'll be dropped on the ground with a warning message:

1. When closing the trading menu while some items are in the "sell" grid
2. When closing the serum crafting/cooking menu while some ingredients are in the "ingredients" grid, or if a serum is in the "product" box
3. When closing the workbench menu while any items are in the input/output grid
4. When closing the farming menu while any seed/fertilizer are in the boxes

Quick bug fix

I finally found the issue with Easter egg #9 missing. This update fixes it, but for older saves the egg might be gone. So in this update I made the birds also drop egg #9 so that the egghunt can be completed. Sorry about the trouble!
high rated
House Party

Standalone installer updated: [Windows] 1.3.3.12895 ⇒ 1.4.0.13073.
Standalone installer updated: [Windows] 1.4.0.13073 ⇒ 1.4.0.13093.
1.4.0.13090
(Stable Release 3/28/2025)
• Supporter Pack Pre-Release Patch!
• Added emissive texture support for custom skin modding.
• Improved skin shader performance.
• When changing to a new top that is a dress, the customizer will attempt to change back to your previously selected bottom, when then switching back to another top that is not a dress.
• Fixed an issue that would cause skin to get discolored in some places when changing tint.
• Fixed an issue that caused some hairstyles to not show up in the mirror.
• Fixed an issue that caused players to only be able to share 21 designs with the in game design sharing tool.
• Fixed an issue that caused the player character’s hair shadow to be missing.
• Fixed an issue that caused _ and : to not count as special characters when registering for an Eek! Account.
• Fixed a bug that caused the Design Sharing pop-up to get stuck after a failed upload.
• Fixed missing kitchen colliders.
• Fixed an issue that caused Amala’s BGC when she’s at the gate to be heard all over the house.
• Fixed game not unpausing after pressing done on the audio settings pop-up.
• Fixed the head shadow issue with the player’s head in intro cutscene.
• Fixed some null ref issues.
• Fixed some customizer issues that caused items to go back on sometimes.
• Fixed an issue that caused a bra to be hidden in the customizer when changing from to a top that hides the bra, and then back to a top that does not.
• Fixed part of the succubus accessories not being able to change color.
• Fixed an issue that caused the towels not to be grabbable.
• Fixed sporty bra being disabled under tops that can show a bra.
• Fixed an issue that sometimes caused the game to crash if a DLC was missing.

1.4.0.13073
(Beta Release 3/27/2025)
• Added emissive texture support for custom skin modding.
• Improved skin shader performance.
• When changing to a new top that is a dress, the customizer will attempt to change back to your previously selected bottom, when then switching back to another top that is not a dress.
• Fixed an issue that caused _ and : to not count as special characters when registering for an Eek! Account.
• Fixed a bug that caused the Design Sharing pop-up to get stuck after a failed upload.
• Fixed missing kitchen colliders.
• Fixed an issue that caused Amala’s BGC when she’s at the gate to be heard all over the house.
• Fixed game not unpausing after pressing done on the audio settings pop-up.
• Fixed the head shadow issue with the player’s head in intro cutscene.
• Fixed some null ref issues.
• Fixed some customizer issues that caused items to go back on sometimes.
• Fixed an issue that caused a bra to be hidden in the customizer when changing from to a top that hides the bra, and then back to a top that does not.
• Fixed part of the succubus accessories not being able to change color.
• Fixed an issue that caused the towels not to be grabbable.
• Fixed sporty bra being disabled under tops that can show a bra.
• Fixed an issue that sometimes caused the game to crash if a DLC was missing.
Supporter Pack Updates:
• Added voice acting for Amy, Ashley (missing two lines), Brittney, Katherine, Lety, Madison, Patrick, Stephanie, and Vickie.
• Added male and female versions of new Derek cutscene.
• Added 3rd new female outfit for all customizable female characters.
• Added some missing item icons.
• Improved disco pants performance.
• Fixed Rachael’s gloves not hiding.
• Fixed missing inventory thumbnail for taped nerdy glasses.
• Fixed an issue that caused gloves to cause part of the arms to be missing with dresses.

1.4.0.13021
(Beta Release 3/14/2025)
• Fixed an issue that caused the player’s hair shadow to be hidden.
• Fixed an issue that caused players to only be able to share 21 designs with the in game design sharing tool.
Supporter Pack Updates:
• Added new underwear and shoes to go with the 2nd female outfit.
• Added tuxedo shirt for all customizable male characters (unlockable by achievement).
• Added two new sets of glasses for all customizable characters. One set of taped nerdy glasses is unlockable by achievement.
• Improved Derek’s new story arc.
• Polished Ashley’s new story arc.

1.4.0.13003
(Alpha Release 3/7/2025)
• Fixed an issue that caused some hairstyles to not show up in the mirror.
Supporter Pack Updates:
• Added first Alpha version of Derek’s new story arc.
• YouTool instructional cartoon now had audio.
• Improved Ashley cutscene.
• Fixed an issue that caused Ashley’s new cutscene to crash

1.3.4.12988
(Beta Release 2/28/2025)
• Added new Ashley Cutscene.
• Fixed an issue that would cause skin to get discolored in some places when changing tint.
• Fixed some characters missing new alternate clothing options.
• Added water main handles.
• Added 2nd new female outfit.
• Added wrench models.
• Added wrench interactive item.
• Added “Floor Towel” interactive item.
• Added various sounds for new interactive items.
• Moved the duct tape from the Doja Cat DLC to the base game.
• Added pondering pose for all characters.
• Added YouTool interactive item.

1.3.4.12945
(Alpha Release 2/07/2025)
• First Alpha Build including the Supporter Pack
• New Ashley Story Arc
• New Male and Female Outfits

1.3.3.12895
(Stable Release 10/25/2024)
• Fixed an issue that sometimes caused player controls to freeze after cutscenes.
• Fixed an issue that could cause House Party to freeze when designs were saved with the name “Default”.
• A few other minor bug fixes.

1.3.3.12880
(Stable Release 9/20/2024)
• Minor graphical and clipping bug fixes.
Flotsam (Early Access)

Updated to 0.9.0 (Galaxy & Offline Installer)

Changelog from Steam:
0.9.0: Radio Technician OUT NOW!

Hey Drifters,
This update is a big one! In 0.9.0: Radio Technician we’ve tackled a bunch of interconnected features to improve the overall play experience. It sets the stage for the narrative, improves key features like morale and town movement, and updates the entire world. There’s a lot to cover, so check out the changelog for the full list!

What's next?

Our original intent was to let this patch simmer on experimental for a long time and slowly update the narrative as we go, but! Since the patch has been widely well received on experimental and has huge changes to the overall game experience, we decided to put it live starting with the Radio Technician's narrative.

Now, that means we'll be hopping on experimental again soon to test additional narrative, quests for specialists, drifter stories and more.

Early Access 0.9.0: Radio Technician

This patch focuses on improving the overall play experience by tackling a bunch of interconnected features all at once. It sets the stage for the narrative, improves key features like morale and town movement, updates the world, and smooths out the gameplay. This patch is a huge step towards developing the game towards the 1.0 release. Note: the narrative will be released in small chunks over multiple patches. This patch only includes the introductory quests and the Radio Technician.

Narrative

• Did extensive work behind the scenes to implement scenarios, quests and narrative. This is the groundwork for the narrative as we develop towards 1.0.
• Without spoiling: Added an introductory quest that unfolds after rescuing a certain drifter with an idea to reach more people. This quest line will gradually expand in upcoming patches.
• Without spoiling: Added a first small 'encounter' quest that reveals more about the drifters you rescue. More of these will be added in upcoming patches.
• Added various new landmarks tied to quests and specialists.

Pollution

• Pollution has returned! Some regions now have pollution levels.
• Currently these regions are: Polluted Woods and City. Both of these regions will only come into play later in the game.
• Drifters swimming in polluted waters will gradually accumulate pollution.
• Certain buildings, like the Desalinator, will generate a pollution cloud when used in polluted regions.
• Certain resources, like Seaweed, will be polluted in these regions and must be cleaned before they can be used to produce non-polluted food.

World

• Scouting now reveals both the current region and it's neighboring regions.
• Scouting can now spot drifters and other notable landmarks in neighboring regions. The Watchtower no longer spots drifters during the night.
• The map now displays the town's maximum movement range.
• New Region: Shallows. A fully flooded area with no landmarks, contains flotsam and fish.
• New Region: Farmlands. Previously part of the 'rural ruins' region, now a distinct region with farmland landmarks and its own unique resources.
• Updated Region: Rural Ruins. Now a compact village region, where various goods can be found.
• New region: Polluted Woods. Previously part of the Woods region, now a pollution-afflicted variant with it's own unique resources.
• Overhauled all regions to better reflect their identity and have more logical resource distribution.
• Remade all maps applying new region structure.

Drifters

• The time will now speed up by 25x when all drifters are sleeping, effectively skipping the night when nothing occurs.
• Reworked Drifter Morale:
• Morale no longer affects experience gain directly but now modifies their work and movement speed! However, drifters working with high morale (and thus work speed) will still result in more experience gain, as they finish their work quicker.
• Morale now ranges from 0 to 100, with 100 as the maximum. (Previously, morale could go negative 10 and positive 10) All morale modifiers have been adjusted accordingly.
• Drifters now have a morale modifier for Expertise. This is a morale modifier based on their level. Resulting in low level drifters having a high morale boost, which slowly becomes drops as they grow in level.
• Removed the "Exhaustion" morale modifier. Instead, drifters now have a negative morale modifier when they are without a home.
• Rebalanced the work-speed modifiers gained from the Drifter's attributes, as morale now also modifies work-speed.
• Drifters now prioritize tasks more efficiently. Additionally, they are more responsive to priority changes.
• Greatly improved efficiency for drifters doing workshop assignments.
• Additionally, you can now set priorities on each workshop.
• Adjusted the order of all drifter's assignments to improve base efficiency.
• Reintroduced level-based experience scaling: Higher levels now require progressively more experience to level up. Previously, every level required a flat experience amount.

Town Movement

• The Town Tugger now only increases the town's weight capacity, thus the town's movement range is now solely determined by the energy storage capacity.
• Due to this change, weight tiers now increase gradually and are never lowered by building additional Town Tuggers. The previous named weight tiers, like "light," have been replaced by 20 numbered weight tiers that increase movement costs at specific weight thresholds.

Food

• Food has undergone a significant rework due to huge pressure on food production as the game progressed into mid-game. The pacing felt too harsh once 'ordinary' food was required, so we've aimed smoothed this out.
• All food recipes have been either rebalanced, removed or new ones have been created to create a more gradual progression.
• Wild Farmland landmarks now only yield potatoes by default, the only crop to survive the garbage floods. Tomato, wheat, and corn landmarks are now rare.
• Added a new food quality: "Tasty". This bridges the gap between "Ordinary" and "Yummy," easing the transition during mid-game.
• The Fishing Chair has been reworked to fulfill its original intended purpose. While previously it could slowly fish infinite Nibbler fish, it can now fish any type of fish within the town's swimming range.
• The Chop Shop and the food "Fish Chops" have been removed, as they no longer serve any purpose.
• The Unbottler now requires Eel-ectricity to function.
• Added new specialist: The Farmer.

Resources

• Goods have now been split into "Plastic Junk", "Wood Junk" and "Electric Junk". Each have to be recycled in the Recycler for their scrap variant.
• Tools have now been split into "Demolition Tools", "Chopping Tools", "Precision Tools", "Power-Tools", "Pumps" and "Ladders". Different tools now unlock different resources from landmarks.
• New construction: Power-Tool Maker. This building requires Eel-ectricity to make powerful Tools.
• Overhauled the Tech Tree.
• New construction: Wood Plaza(s). These are wooden Park Variants to introduce decorations earlier in the game.
• New decorations: "Simple Decorations". These are decorations made using Plastic and Wood Junk.
• Removed Seaweed Spores, Seaweed can now be grown using only Seaweed, similar to other crops.
• New crop: Pine Tree. It grows slowly and can be harvested for Drywood.

Misc

• You can now attach buildings to parks and fields.
• The Build Menu has now been split into a Build Menu and a Decoration Menu, making it easier to place and remove decorations.
• You can now directly report bugs in the game by going to the Pause Menu and using the bug-reporting tool.
• LoadWindow now displays the path to the saves directory when the explorer button is clicked on any platform other than windows.
• Greatly improved the overall performance of the game.
• And many more various small improvements and fixes.

Glossary

• Fixed issue where incorrect information was displayed in the Glossary regarding Weight, Research Requirements and more.
• Updated the Glossary to display all available information on Buildings and Resources.
• Improved the Glossary’s visuals for better readability.

Fixes

• Fixed issue where Drifters did not receive a morale boost from researching if it was their affinity.
• Fixed issue where a Drifter would remain displayed in the HUD.
• Fixed issue where a Seagull landmark had a Drifter on it instead.
• Fixed issue where pathfinding could break, resulting in lag spikes.
• Fixed issue where the game would lag due to a large number of daily report notifications being restored.
• Fixed issue where rescuable drifters appeared as 'NULL' after loading a save.
• Fixed issue where drifters would get stuck when a workshop was deconstructed.
• Fixed issue where producers were unable to produce items after an item that was being produced got cancelled.