Update 0.12 - The Aftershock is LIVE!
The ground has shifted in City 20, bringing a completely fresh start.
We have overhauled the onboarding experience to give returning veterans a brand-new way to begin their journey, while providing a much smoother introduction for our new players. By integrating new lore, quests, items, and updated NPC behaviors, those early hours in the game are now more engaging than ever.
Your journey now kicks off just after a massive earthquake has sealed off the forest from the rest of the city.
Locked in the forest area, you are tasked with uncovering the truths of your past, finding a way out of the forest area, and ultimately securing your new house in the city!
Here are the full patch notes for Update 0.12 - The Aftershock:
Key Features & World Changes
A Brand-New Beginning
The Forest Lockdown: You are now blocked in the Forest area for the first few hours of the game following the earthquake. The entire forest area has been completely revamped for this new experience, with the exception of the container depot, which remains untouched.
Slums Rework: The Slums have been adjusted to feature a less aggressive environment early on.
Bridge Reconstruction: A new quest revolves around helping the Henchmen build a bridge to finally cross into the main city.
A New Path: Goga will no longer automatically take you to the Raboch faction. Instead, he will push you to investigate and uncover the truth about your own past.
Expanding Lore: Discover a brand-new underground bunker. We have also added major pieces of backstory, introducing insights into your old friend’s past.
Revamped City Center & Your New Home
The Player House: You now have a dedicated space in the revamped City Center, called Dom Truda! Your first task is to clear out the trash, repair the structure, and furnish your new abode.
New City Areas: Added 2 new structures in the city center full of resources and loot!
Market Revamp: The Market area has been revamped with new personalized Market Stalls. To each their own!
More Walls: We added a physical barrier for the L.I.N.A.C. area. Players not ready to explore this irradiated land won’t venture off and die from radiation poisoning as soon as they start the game.
More Dynamic Routines: Citizens will now change their routines and behaviors in response to the forest road being blocked off.
System Reworks
Construction Mode Access: Construction Mode is now much easier to access. A dedicated button will now automatically appear on your UI whenever you are inside your property.
Bulletin Board Overhaul: Quests are no longer auto-accepted. You now have full control to manually review and accept the requests you actually want to take on.
Tool Rebalancing:
Added the Makeshift Screwdriver.
The Makeshift Knife and Hunting Knife are now strictly skinning tools. They won’t function as screwing tools anymore.
Rebalanced durability and strength: Makeshift tools are now slightly weaker, while Metal tools are significantly stronger.
Additions & Quality of Life
Construction Tutorial: Added a brand new tutorial for Construction Mode that triggers the very first time you enter your new house, guiding you through the basics of building your sanctuary.
New Items & Weapons: Added the Machete and various other new items, alongside updated inventory icons for existing ones.
Home Customization: Added a variety of new furniture and storage options to craft for your new home.
More Map Info: The Map UI has been upgraded, adding more information while exploring new areas.
Expanded Map Details: You can now use “More Info” on shops to check the shopkeeper's working hours, or on houses and dormitories to see exactly who lives there. All of this information is linked directly to your Society tab.
Crafting Tab UI Changes: Reduced the crafting slots shown in the quick crafting and furniture crafting interfaces. The separate "Placeable" and “Relocatable” crafting tabs have been completely removed.
UI Text Updates: Made the Text more readable and bigger for smaller screens, like Steam Deck.
Teaching new Mechanics: Added new dialogues and mini-quests to help you better understand core game mechanics, like dismantling or where to find refined materials.
Audio Feedback: Added a wide variety of new UI and interaction feedback sounds across the game to make actions feel more responsive and immersive.
Reading Feedback: Books and documents will now provide clear feedback if you have already read them.
Unknown Message: A strange note has appeared in your inventory… Better taking a look at it.
Shop Upgrades: Shop vendors now have bigger storages for their goods.
Paranoid Whispers: Added a paranoid NPC with strange sounds echoing from their underground deposit...
Hunter Tweaks: Changed the initial Hunter request for the first quest.
Cinematics & Audio: Added a new post-tutorial cutscene and integrated new sound effects across the game.
Bug Fixes & Optimizations
Performance: Fixed major stability issues and crashes reported by the community. Optimized multiple instances where the game would freeze while opening certain UIs.
The Unlimited Blueprint Exploit: Picking up and dropping a manual blueprint book will no longer unlock unlimited blueprints when read (sorry!).
Blockers:
Fixed an issue where the player got stuck if an NPC transporting them fainted.
Fixed an issue causing the player to freeze when canceling the uproot animation with a Sickle.
Smashing an item (Controller A) inside a chest will no longer cause the next 'A' interaction to fail.
NPC AI & Interactions:
Guards will no longer try to kick you out forever when you upset them.
NPCs who want to talk to you will no longer ignore you if interrupted by a loud noise.
Increased the survivability necessities and Behaviours of all NPCs (especially the ones outside the factions)
Sleeping NPCs and the Mad Scientist will now correctly answer the door.
Fixed a rare issue where answering the door made NPCs un-interactable.
Quests & UI:
Fixed an issue with quests permanently lingering in "ongoing activities" even after completion.
Money extortion quest diary notes now update correctly.
Citizen Info mode no longer persists if you are in it while opening the map.
Fixed an issue where item icons would go outside inventory bounds after loading a save with a backpack equipped.
Item icons no longer disappear when hovering them over a Blueprint in the Mechanical Workbench.
Equipment Icon Colors are now shown correctly in the Big Icon above their description in the inventory.
The Torch Holder now has the Slot Item Name and Description shown correctly.
Item Request amount is now shown correctly after you give a partial amount of the item requested.
Affection no longer increases when giving quest items (the affection already increases with the completion of the quest).
World & Environment:
Fixed an issue where repairable structures couldn't be repaired after a load, even if all ingredients were added.
Fixed a rare bug allowing some electric doors to open while the power was completely off.
Fixed an issue where you could walk over the unfinished catwalk in the LAB 01 area after loading.
Farm Plots are now correctly illuminated.
Corpses will now properly decompose after loading a save file.
Fixed Goga’s localization text (he lives in the container depot area, not the market!).
We are incredibly eager to hear your thoughts as you dive back in and experience this fresh start.
If you haven't already, jump into our Discord to share your feedback, report any issues, or just hang out with the community.
www.discord.gg/Bf26uy3T5v
Thank you for your continued support and, as always, see you in the City!
Reviews and comments
Ratings
4.5 out of 5 268 ratings
The archive stored scores, not text — there is nothing written to read yet.
Watch the full features trailer here! Key FeaturesThe Atkers Have Arrived: A new enemy type has entered the city! Be careful out there, they are not to be trifled with.Character Creation: You can now define your own identity before stepping into the city.New Faction Leaders:Mozga: Added the Scientist Leader and Military Leader.Raboch: Added 3 new Faction Leaders.Enhanced NPC Interaction:Better Localize: You can now ask an NPC where every known NPC is located.NPC Locators: We’ve added more places where an NPC can be found when you ask about their location.New Blueprint Tab: A better way to organize your crafting knowledge.New Items: Lore-themed tools and gadgets to study and repel the Atkers.New Quests & MysteriesWe have added a variety of new missions to test your morality and survival skills:Atkers & Lore Quests: New questlines specific to them.New common quests: Quests like money extortion and item retrieve, can be given from NPCsLore & Bulletin: Added new exclusive Bulletin Board quests and quests specifically tied to the deep lore of City 20.Mechanics & SystemsLockpicking: added a minigame in order to lockpick, replacing the previous random chance-based system.NPC vs. NPC Combat: The world is more dynamic. NPCs can now fight each other without player intervention.Reaction to Danger: NPCs now have improved reactions when threats are nearby.Placeable Lifespan: Items like Traps and Campfires now have a limited lifespan and will degrade over a long time.Expanded Conversations: Added \"Locked Topics\" and significantly more \"chit-chat\" variety to make social interactions feel natural.Locked Topics: Befriend NPCs to unlock hidden secrets.Balancing & AdjustmentsWe have tweaked the numbers to ensure the progression feels rewarding and fair:Player Progression: Rebalanced when quests and events trigger in correlation to your actions in the world.Crime & Punishment: Adjusted fines and reputation loss resulting from crimes.Social Balancing: Tweaked affection gains and rewards from personal NPC quests.Hazmat Rarity: Hazmat pieces are now rarer in the open world but can still be purchased from the Emporium.Tool Durability: Tools will now break more easily when used in combat.Campfire Nerf: The campfire can now only cook a small number of specific recipes.Mechanical Workbench: Now is crafted with Wood Logs and ComponentsDisassemble Drops: Rebalanced the loot you receive from disassembling items.“Loot Boxes”: Toolboxes and Suitcases may drop random items when smashed / disassembled.Forest Houses: Expanded the buildable and cultivable areas within these zones.Bulletin Quests: Rebalanced rewards and difficulty for various board quests.
On the spookiest day of the year, we have some great news to share! The October Update - the first milestone on our road to 1.0 - is finally available!Here is a list of the main changes this patch introduces:Gameplay and FeaturesAdded a \"locate NPC\" option which allows you, once an activity is unlocked, to discover the location of any NPCs involved it;Added a brand new map hotkey! You can now access the map by hitting M on your keyboard or by holding the Options button if you are using a gamepad;Increased the maximum number of waypoints you can mark on your map from 2 to 6;Wolves will now also behave aggressively during the day - stay clear of the forests!The Bartender and Radio Speaker NPCs will now work in turns, with different NPCs covering the morning and evening shifts. This increases the total amount of time their respective doors stay open and gives you longer to interact with them; *Improved NPC survival routines throughout the game; *Improvements and FixesReworked and improved some elements of the in-game UI;Rebalanced food fullness values - which will influence how much food you need to survive;Improved some of the in-game option menus;Fixed a handful of technical and loading-related issues;Known issuesThere\'s a chance that Goga might not kick players out after three days - effectively allowing you to use his property indefinitely;When loading an older save, some blueprints might be displayed in different crafting modes - which temporarily gives you multiple ways to craft certain items;When loading an older save, the Bartender and Radio Speaker might be working shorter hours than expected;