In this update2
Full notes
Full Forest Doesn’t Care update
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What changed
- Events
- Gameplay
- UI and audio
- Balance
- Compatibility
- Performance
Forest Doesn’t Care changes
Months ago, Forest Doesn't Care was a quiet place.
People came here to walk.
To breathe.
To pick mushrooms.
To disappear from the real world for a while.
Since then...
the forest has been changing.
Not just growing.
Changing.
Today we're releasing the biggest update in the game's history.
New story events.
Living wildlife.
NPCs with their own routines.
A redesigned survival experience.
New mechanics.
Hundreds of improvements.
Thousands of fixes.
But one thing hasn't changed.
The forest still doesn't care whether you're ready.
Welcome back.
THIS IS JUST THE BEGINNING AND IT WILL CONTINUE!
And for those who are more interested:
Gameplay & Progression
Reworked the core onboarding experience with starting items, a bandage, an early equipment quest, and a stronger introduction from Max.
Improved the quest structure and journal by adding lore notes, a mission completed widget, and preparing updates for quest and notes menus, tabs, headers, and icons.
Enhanced tutorials and guidance with reworked tutorials, skill availability notifications, world hints, and smarter hint logic.
Updated the sleep, night skip, and spawn systems. Sleeping bags and shelters now behave more naturally, while the spawn/respawn system is more reliable.
Rebalanced core survival by adjusting stamina consumption, hunger and thirst behavior, the player's vulnerable early game, and the availability of basic melee weapons.
Continued improving food, mushrooms, fish, and consumable effects, including timers, skill points, animations, and first-person transitions.
Updated clothing and equipment logic, including transparency masks, accessory compatibility, holsters, backpacks, headgear, and flashlights.
Expanded character customization with new hairstyles, tattoos, facial morphs, dirt effects, eye blinking, and overall MetaHuman improvements.
Combat & Weapons
Improved the core melee combat system with new melee weapons, attack animations, and refinements for fists, pistols, and two-handed weapons.
Enhanced close-range combat for ranged weapons by adding melee attacks for bows and firearms, along with better weapon behavior in confined spaces.
Rebalanced melee stamina consumption and fixed issues related to attack spamming.
Improved the shotgun with proper reloading, groundwork for reload interruption, and damage fixes.
Refined weapon traces, recoil, sights, crosshair visibility, and firing logic across multiple weapon types.
Continued improving bows, arrows, spears, and grenades, including projectile retrieval, throw mechanics, animations, damage, and embedded arrows.
Increased combat impact with new blood decals, stronger hit reactions, and improved impact effects.
Improved nighttime combat by refining weapon and enemy flashlights, making encounters easier to read in the dark.
AI, Enemies & PvE
Continued major AI improvements, including target focus, attack behavior, navigation in specific POIs, and overall AI optimization.
Reworked multiple encounter scenarios, ambushes, and triggers across houses, caves, camps, and story locations.
Expanded tribal enemy variety with whispers, improved audio, modular equipment, new spawn locations, and archer improvements.
Improved the behavior of wolves, crocodiles, rats, boars, bears, birds, frogs, and other wildlife.
Added a Bird Reaction Spawner, allowing birds to react visually and audibly to gunshots throughout the forest.
Fixed numerous issues related to enemy deaths, ragdolls, invisible corpses, and damage reactions.
Continued expanding NPC systems, trading, dialogue, and story events.
World, Level Design & Survival
Performed a major polish pass across the world by fixing roads, paths, bridges, collisions, cave entrances, level issues, and problematic areas.
Updated the visuals of several key locations, including the base, towers, swamp, cabins, caves, witch area, camps, and various POIs.
Added more environmental detail through clutter, storage areas, loot, foliage, grass, water droplets, debris, and denser world decoration.
Fixed floating rocks, nests, mushrooms, spawned objects, and various foliage placement issues.
Improved weather transitions, wind strength, leaf behavior, and material wetness for better visual consistency with weather and audio.
Updated water interaction with improved waves, splashes, floating debris, rain effects, and better readability of dangerous conditions.
Continued improving camp and survival systems with craftable rain shelters, camp loot, starting areas, and backpack distribution.
Expanded the world with additional story and atmospheric elements to make exploration more rewarding.
Interface, UX & Accessibility
Refined the main menu, game modes, mode naming, and navigation between Singleplayer, Multiplayer, and Character Editor.
Updated the UI style across multiple screens with cleaner buttons, thinner lines, improved readability, and fewer unnecessary popups.
Improved journals, menus, tabs, and loot sections with better spacing, labels, icons, headers, and overall information hierarchy.
Expanded inventory tooltips with item descriptions, stats, container names, and clearer loot context.
Began implementing accessibility improvements, including mouse inversion, head bob settings, and HUD readability enhancements.
Fixed multiple issues affecting HUD visibility, markers, and fullscreen widgets across different game modes and scenes.
Removed or redesigned unnecessary debug and temporary interface elements, including REPORT BUG, temporary windows, and redundant notifications.
Animation, Camera & Cutscenes
Improved animations for melee attacks, crafting, getting up, consumables, bows, the shotgun, Max, and multiple NPC scenes.
Fixed several issues affecting transitions between first- and third-person views, including foot offsets, hand placement, shadows, and crouch camera behavior.
Improved third-person presentation during running, inspection, looting, eating, dialogue, and buggy driving.
Continued polishing cutscenes and sequences, including the introduction, ending, cave scenes, tower scene, and several story moments.
Fixed conflicts between cutscenes, the HUD, inventory, attachment menus, dialogue, and player death.
Continued improving camera shake, NPC look-at behavior, head bob, crouch vignette, and the Climbing System.
Refined first-person hand animations, shadows, and the overall visual presentation of the player character.
Audio & Atmosphere
Performed a major audio pass on weapons, including the sniper rifle, AWP, AK, Deagle, shotgun, shot trails, reloads, and impact sounds.
Improved melee audio with better swing, hit, body impact, flesh, body fall, and overall strike weight.
Expanded footstep audio for wood, leaves, grass, sand, bridges, water, and rainy conditions.
Refined ambient sound design, including ambience, breathing, character voice lines, bark components, tribal whispers, animal sounds, and environmental scenes.
Removed or replaced weak crafting, inventory, door, dialogue, pause, crackling, reverb, and unnecessary spawner sounds.
Better synchronized weather with audio through improved wind intensity, leaf movement, storm ambience, and denser forest soundscapes.
Technical Changes & Multiplayer
Implemented numerous technical fixes for collision, fake meshes, foliage, distant meshes, LODs, skeletal meshes, and problematic overlap areas.
Optimized NPCs, camps, distant actors, and specific events by reducing unnecessary ticks, improving long-distance behavior, and refining spawn control.
Moved selected interactions to dedicated collision channels for improved performance and more predictable gameplay.
Fixed replication issues, character movement, controls, client-side jumping, alarms, and various networking problems.
Improved multiplayer with better session handling, friend-only access, game mode naming, quests, and network-specific UI states.
Removed leftover technical objects and development placeholders, including player starts, debug actors, and temporary admin elements.
Source
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