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Steam News29 June 20267d ago

New "Lights & Clothing" update on the public test.

Lights & Clothing - Survive in Style! The new Lights & Clothing update, complete with new tech and feature updates, is now on the public test branch for you to try right now.

In this update5

Full notes

Full Oceaneers update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes8 additions2 changes0 removals
  • Gameplay
  • Balance
addedLights & Clothing - Survive in Style !The new Lights & Clothing update, complete with new tech and feature updates, is now on the public test branch for you to try right now . It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.
addedAs with any new version, we always recommend making a new save of your currently colony.Lighting Update : Overhaul of the lighting mechanic, plus a new type of light (that doesn't need fuel), a new [top secret] Float-Tech blueprint, and accessibility setting for darkness.
addedAs with any new version, we always recommend making a new save of your currently colony.Backpacks : Backpacks are now available. 7 backpacks can be crafted at the Tailor Station.
addedAs with any new version, we always recommend making a new save of your currently colony.Clothing : 8 new clothing uniforms can now be found, search those lockers inside bunkers or find your friendly clothing trader. Yes Chef!
addedAs with any new version, we always recommend making a new save of your currently colony.Lining Items : New item slots for lining your clothes to improve cold resistance, heat resistance, and take advantage of the new armor stat which reduces combat damage.
addedAs with any new version, we always recommend making a new save of your currently colony.New Tech : 5 new tech buildings are now available and 2 upgrades. From jellyfish farming to a late game conduit mill, you'll be able to setup production for new and existing resources.

Oceaneers changes

addedThe new Lights & Clothing update, complete with new tech and feature updates, is now on the public test branch for you to try right now . It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.
addedLighting Update : Overhaul of the lighting mechanic, plus a new type of light (that doesn't need fuel), a new [top secret] Float-Tech blueprint, and accessibility setting for darkness.
addedBackpacks : Backpacks are now available. 7 backpacks can be crafted at the Tailor Station.
addedClothing : 8 new clothing uniforms can now be found, search those lockers inside bunkers or find your friendly clothing trader. Yes Chef!
addedLining Items : New item slots for lining your clothes to improve cold resistance, heat resistance, and take advantage of the new armor stat which reduces combat damage.

Lights & Clothing - Survive in Style!

The new Lights & Clothing update, complete with new tech and feature updates, is now on the public test branch for you to try right now. It will spend a short time there so we can gather your feedback and watch out for any significant bugs to squash.

As with any new version, we always recommend making a new save of your currently colony.

We will post the full patch notes and details when this is pushed to the live release, here's a summary:

  • Fahrenheit: You asked. We delivered.

  • Lighting UpdateOverhaul of the lighting mechanic, plus a new type of light (that doesn't need fuel), a new [top secret] Float-Tech blueprint, and accessibility setting for darkness.
  • BackpacksBackpacks are now available. 7 backpacks can be crafted at the Tailor Station.
  • Clothing8 new clothing uniforms can now be found, search those lockers inside bunkers or find your friendly clothing trader. Yes Chef!
  • Lining ItemsNew item slots for lining your clothes to improve cold resistance, heat resistance, and take advantage of the new armor stat which reduces combat damage.
  • New Tech5 new tech buildings are now available and 2 upgrades. From jellyfish farming to a late game conduit mill, you'll be able to setup production for new and existing resources.
  • New Resources: Sunstone Powder (Pulping Station), Bioglow Compound (Fermentation Tank), Polyweave Mesh (Fabricator), Copper Wire (Conduit Mill)

  • Plus a range of Automation Improvements, QoL and bug fixes.

Some important things to note:

  • Light now effects work speed. Characters in an area that is too dark will get a work speed penalty, check the character sheet for how much light they have.

  • Light now effects beds (instead of day/night), sleep faster in the dark.

  • Hide & Leather items have been moved to the new Drying Rack. You'll need to research and build it. Existing items you had queued/processing in the Jerky Rack should still be there.

  • Rafts will now attempt to automatically disembark to the nearest island when they return from expeditions.

Looking forward to your feedback :)

PostApocalyptic Survival

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Thanks to the Community!

A huge thanks to all of the players helping each other out on the forums and in discord. It's really cool seeing tips being shared.

Keep your feedback coming as well, we read it all!

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Source

Steam News / 29 June 2026

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