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Steam News5 January 20266mo ago

Update 0.1.0

Hey everyone! The udpate is here, here is the list of new features and modifications: Features Adding female ecopunk, women are here!

In this update3

Full notes

Full Ecopunk update

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Repeated intro

Hey everyone!

What changed

3 fixes8 additions0 changes0 removals
  • Gameplay
addedThe udpate is here, here is the list of new features and modifications:
addedFeaturesAdding female ecopunk, women are here! It's randomized at start, so you can have female/male at the beginning (or depending the roll, all female or all male). And newcomers will be also randomized. (for existing saves, your ecopunks will still be male by default, and newcomers will be randomized like a new game)
addedFeaturesAdding provisions system. You can now assign a desired nutritional or water value to ecopunks, on wake up they will take provisions targeting as much as possible the desired values and will take lunch break instead of moving to storage zone to eat/drink. And even when drafted as hunter, they will eat/drink, so you can make longer exploration. Provisions are in a different inventory, so it will not cumbersome the main inventory.
addedFeaturesAdding two "automation" settings, an auto-heal and auto-repair. When enabled, all ill ecopunks and damaged walls will be marked as to be healed/repaired, and future sick ecopunks/damaged walls will be marked automatically.
addedFeaturesAdding direct orders. By selecting one ecopunk and right-clicking on the targeted object, you can give a direct task that will be done immediately no matter what's he's currently doing or jobs. So for instance for exploration, you can select an ecopunk and make it collect a crate after the fight etc... You can see the available orders below (we will add more orders with next updates).
fixedFixFix an issue where all ecopunks got stuck (on a very specific settings)

Ecopunk changes

addedThe udpate is here, here is the list of new features and modifications:
addedAdding female ecopunk, women are here! It's randomized at start, so you can have female/male at the beginning (or depending the roll, all female or all male). And newcomers will be also randomized. (for existing saves, your ecopunks will still be male by default, and newcomers will be randomized like a new game)
addedAdding provisions system. You can now assign a desired nutritional or water value to ecopunks, on wake up they will take provisions targeting as much as possible the desired values and will take lunch break instead of moving to storage zone to eat/drink. And even when drafted as hunter, they will eat/drink, so you can make longer exploration. Provisions are in a different inventory, so it will not cumbersome the main inventory.
addedAdding two "automation" settings, an auto-heal and auto-repair. When enabled, all ill ecopunks and damaged walls will be marked as to be healed/repaired, and future sick ecopunks/damaged walls will be marked automatically.
addedAdding direct orders. By selecting one ecopunk and right-clicking on the targeted object, you can give a direct task that will be done immediately no matter what's he's currently doing or jobs. So for instance for exploration, you can select an ecopunk and make it collect a crate after the fight etc... You can see the available orders below (we will add more orders with next updates).

The udpate is here, here is the list of new features and modifications:

Features

  • Adding female ecopunk, women are here! It's randomized at start, so you can have female/male at the beginning (or depending the roll, all female or all male). And newcomers will be also randomized. (for existing saves, your ecopunks will still be male by default, and newcomers will be randomized like a new game)

Steam post image Steam post image

  • Adding provisions system. You can now assign a desired nutritional or water value to ecopunks, on wake up they will take provisions targeting as much as possible the desired values and will take lunch break instead of moving to storage zone to eat/drink. And even when drafted as hunter, they will eat/drink, so you can make longer exploration. Provisions are in a different inventory, so it will not cumbersome the main inventory.

  • Adding two "automation" settings, an auto-heal and auto-repair. When enabled, all ill ecopunks and damaged walls will be marked as to be healed/repaired, and future sick ecopunks/damaged walls will be marked automatically.

  • Adding direct orders. By selecting one ecopunk and right-clicking on the targeted object, you can give a direct task that will be done immediately no matter what's he's currently doing or jobs. So for instance for exploration, you can select an ecopunk and make it collect a crate after the fight etc... You can see the available orders below (we will add more orders with next updates).

Fix

  • Fix an issue where all ecopunks got stuck (on a very specific settings)

  • Fix an issue when medical bed is dismantled while an ecopunk is on it

  • Fix an issue when an ecopunk dies while a newcomer is joining

Direct Orders

  • Empty inventory

  • Collect object

  • Give treatment (for moderate disease)

  • Transport to medical bed

  • Heal patient (when patient on medical bed)

  • Construct

  • Dismantle

  • Craft

  • Take/Supply composter/well/water collector etc

  • Bury

  • Sacrifice

  • Take provisions

The next update will be the first big feature update and we want to share some infos about it.

For the first big update we want to add animal husbandry, so what to expect? We want to give another way of getting food and resources with husbandry but we want to add more depth on it.

Each farm/tamed animals will have personal stats and visuals (like size, color, resource production) and you will be able to play by mixing/creating races by selecting them, so you can change the visuals and stats of animal by mixing them (making a huge white wolf, a tiny goat that produce a lot of milk...). And let the ecopunks to have animal companions like the wolf that will follow the owner.

It will take some times to implement and it's hard to give a precise date, but we will post our progress on steam and discord regularly, so you can see how far we are in it and you can send your feedback and ideas about it. Of course we will add more QoL and content with it, and hotfixes will not be delayed if necessary.

And also, new localizations are coming soon.

Have a great day/evening, see you soon!

Source

Steam News / 5 January 2026

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