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Steam News9 July 20261mo ago

"Lights & Clothing" update out now!

Lights & Clothing - Warm, Cold? Why not both! It's patch time! (Full patch notes below). As with every new patch, we highly recommend doing a "save as" to create a new save file.

In this update8

Full notes

Full Oceaneers update

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

What changed

10 fixes40 additions32 changes1 removal
  • Gameplay
  • Store
  • Balance
  • Performance
  • UI and audio
  • Events
addedLights & Clothing - Warm, Cold? Why not both!As with every new patch, we highly recommend doing a "save as" to create a new save file.
addedLights & Clothing - Warm, Cold? Why not both!The new Lights & Clothing update is now live! Complete with new tech and lighting features!
addedDeveloper Message:The update improves the lighting system, and makes it a defined mechanic that affects things like work speed. In addition to new lights, we've added an accessibility setting to control how dark nights are.
addedDeveloper Message:This update also extends tech and adds new clothing features with new outfits and two new slots on your character sheet for new clothes "lining" items.
addedDeveloper Message:We've been thinking a lot about what we want the clothing system to do, and been cautious about just adding stats to them. We don't want you to be forced to wear specific "best in slot" clothing, especially where temperature is concerned - if you want your chef to wear a chef outfit, then you should be able to.
addedDeveloper Message:So we've added new lining items which can be added to your character to give you bonuses (heat resistance, cold resistance and armor). Once you've put in the effort to equip your colonists with the highest tier lining, this should handle most of the weather, and you can continue to survive in style.
This can be set30%200%This can be set increased, buffWater Ration thirst10080Water Ration thirst decreased, nerfJerky Rack default processing slots54Jerky Rack default processing slots decreased, nerfChange for gulls to drop a feather when kicked510%Change for gulls to drop a feather when kicked increased, buff

Oceaneers changes

addedAs with every new patch, we highly recommend doing a "save as" to create a new save file.
addedThe new Lights & Clothing update is now live! Complete with new tech and lighting features!
addedThe update improves the lighting system, and makes it a defined mechanic that affects things like work speed. In addition to new lights, we've added an accessibility setting to control how dark nights are.
addedThis update also extends tech and adds new clothing features with new outfits and two new slots on your character sheet for new clothes "lining" items.
addedWe've been thinking a lot about what we want the clothing system to do, and been cautious about just adding stats to them. We don't want you to be forced to wear specific "best in slot" clothing, especially where temperature is concerned - if you want your chef to wear a chef outfit, then you should be able to.

Lights & Clothing - Warm, Cold? Why not both!

It's patch time! (Full patch notes below).

As with every new patch, we highly recommend doing a "save as" to create a new save file.

The new Lights & Clothing update is now live! Complete with new tech and lighting features!

Developer Message:

The update improves the lighting system, and makes it a defined mechanic that affects things like work speed. In addition to new lights, we've added an accessibility setting to control how dark nights are.

This update also extends tech and adds new clothing features with new outfits and two new slots on your character sheet for new clothes "lining" items.

Clothes Linings:

We've been thinking a lot about what we want the clothing system to do, and been cautious about just adding stats to them. We don't want you to be forced to wear specific "best in slot" clothing, especially where temperature is concerned - if you want your chef to wear a chef outfit, then you should be able to.

So we've added new lining items which can be added to your character to give you bonuses (heat resistance, cold resistance and armor). Once you've put in the effort to equip your colonists with the highest tier lining, this should handle most of the weather, and you can continue to survive in style.

Backpacks:

The second part of this is backpacks which are now available. Not only do they expand your equipment slots but there are specialist backpacks which do give stat bonuses. These are themed around the jobs you tend to do on expeditions like mining.

Outfits:

Speaking of outfits, we've added 8 new uniforms that you can find. Primarily found as loot in bunkers, or purchased from the clothing trader. We like the idea of more loot in bunkers, as this gives you more benefits of bunker scavenging.

Feedback:

We'd love to get your feedback no the new clothing system once you have spent some time with it. There will be balance tweaks as we go, but we're pretty happy with this direction, and it's something we can expand on with new types of linings.

Overview

  • New Tech: Jellyfish Farm, Moongel Lamp, Conduit Mill, Polyweave Sail, Drying Rack, Packing Rig (upgrade).

  • New Resources: Sunstone Powder, Bioglow Compound, Polyweave Mesh, Copper Wire

  • New Conditions: Bright Light, Darkness

  • New ClothesChef, Farmer, Scout, Captain, Lumberjack, Fisher, Miner and Science Uniform, plus 7 new backpacks and 6 lining items.
  • New Key Features: Light range, Cold & Heat Resistance, Backpacks, Lining Equipment, Armor Stat

What's Next?

We are already working on the next update and current overhauling some aspects of building (including grid based building and the ability to move buildings). We have more planned for the next update, with a focus on higher tier islands, new modules, and module system improvements among other things.

There will be more automation tweaks, QoL and bug fixes as well (keep that feedback coming please).

Patch Notes (0.1.3M)

  • Important: 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.

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

  • ImportantHide & 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.
  • New TechJellyfish Farm is now available, for moongel production.
  • New TechMoongel Lamp is now available, for lighting.
  • New TechConduit Mill is now available.
  • New TechPolyweave Sail is now available.
  • New TechDrying Rack is now available (hide/leather recipes moved here from the jerky rack)
  • New TechThe Packing Rig upgrade is now available for the Tailor’s Table, allowing you to craft backpacks.
  • New Resources: Sunstone Powder (Pulping Station), Bioglow Compound (Fermentation Tank), Polyweave Mesh (Fabricator), Copper Wire (Conduit Mill)

  • New ClothesChef, Farmer, Scout, Captain, Lumberjack, Fisher, Miner and Science uniforms are now available as clothing loot.
  • New Armor Mechanic: Characters now have an Armor value. The Armor value directly reduces incoming damage, but will not reduce damage below 50% of the original damage, and damage is rounded up. E.g. taking 15 attack damage with 5 armor will reduce damage to 10, and with 100 armor will reduce damage to 8.

  • New Conditions: Bright Light and Darkness are given based on the light area the character is in (>70 and <30 respectively).

  • Clothing ChangesWe wanted to make clothing temperatures resistances something you work towards and eventually “solve” with resources and production. For this we have added two new item slots in the character sheet for new “Lining” items. This allows you to keep whichever clothing you want (e.g a Chef’s Outfit”) and apply any lining type to your character to improve their cold/heat resistance, or improve their armor if you want to be a combat Chef. Early game you may have to switch clothing out a little, but mid-late game your characters will start to be equipped to deal with temperatures and not have to change clothing.
  • Lighting Change: The lighting system is now defined by light areas and daylight. The middle of the day provides 100% light, and middle of the night provides 0% light. Light sources (which you build) have a light range indicated by a circle. The amount of light a character has is shown on the character sheet. The character light stat effects sleeping, working and incidents that can occur.

  • Sleeping Change: Sleeping is now affected by the amount of light the character has instead of only whether it is day or night. There are 3 sleeping conditions Sleeping, Sleeping (Bright) and Sleeping (Dark). The amount of energy gained relates to how dark it is when sleeping. The high tier Sleeping pod (coming soon) will be immune to light.

  • Working Change: Work is now affected by the amount of light the character has, with a 20% work speed penalty if working in the dark, and a higher chance to trigger a negative event. There are only a handful of negative events that can occur at the moment but this will be expanded in the future.

  • Insulation Change: The character insulation stat has been separated to Cold Resistance and Heat Resistance instead of a single stat. Cold resistance makes cold temperatures more tolerable, and Heat resistance makes hot temperatures more tolerable. E.g. The default safe temperature is 10-35 C, having +4 Cold Resistance changes this safe range to 6-35C.

  • Backpacks are now available and can be crafted at the Tailors Table with the new Packing Rig upgrade. Backpacks go in the special backpack slot on each character, they increase slots for equipment and some specialization backpacks have other bonuses, typically focused on tasks you will do away from home. There are 7 backpacks available.

  • Colonists will now automatically add Ice Blocks to Rain Collectors as part of Maintenance automation tasks.

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

  • Added a new blueprint to the research tree: [redacted]. The blueprints have also been re-organized.

  • Added a new accessibility option to control how dark night is. This can be set from 30% to 200%. 100% is the default (which is what it was previously), so this lets you have lighter night or even darker nights if you prefer. Note that this is a visual effect only, even when it’s visually lighter the character “light amount” is based on the time of day and whether they are near lights.

  • Added a new game option to change the temperature display between Celsius and Fahrenheit.

  • Added a Manage Upgrades button to the selected building corner information. This will also show the number of outstanding upgrades.

  • Character sheet now shows light %, to show how much light the character is in. This is affected by how much daylight there is plus any light they are in. Daylight goes from 0 to 100% throughout the day, and all lights provide 100% light.

  • Character sheet now shows the new Cold Resistance, Heat Resistance. The safe temperature range is now updated based on these resistances, and the previous insulation stat was removed.

  • Character sheet now shows the characters Armor rating.

  • Renamed Reinforced Cloth to Heavy Cloth

  • Buildings that provide light with the new light system will also show a light circle. Heat circles have also been updated.

  • Light effect from the standing torch is now more visually distinct, and brighter.

  • Cooking Station, Furnace and Goop Furnace now show heat circles. They have always provided heat but this was not previously shown on some buildings.

  • Heat and light details are now shown in building tooltips.

  • Ironwood and Everwood trees can now be harvested by two colonists at the same time (like the Palm Tree).

  • Water Ration thirst decreased from 100 to 80. Potential further changes being looked at.

  • Linen Sail hauling power from 30 to 25.

  • Jerky Rack default processing slots from 5 to 4, and Double Hooks upgrade from +5 to +4 slots.

  • Jerky Rack now visually shows the number of items processing.

  • Refinery now requires fuel for processing.

  • The same micro-event can now occur more often (once every 3 days).

  • TraitLove Handles, Insulation changed to Cold Resist +2
  • TraitString Bean, Insulation changed to Cold Resist -2
  • TraitIron Fingered Chef (from cooking skill mastery), Insulation changed to Cold Resist +1
  • Rafts will now automatically do a disembark command to the nearest island when returning from an expedition.

  • Improved how characters are moved to positions on the raft after traveling which more reliably ensures they are move onto the raft.

  • Rain Collectors now show visually when they have an ice block.

  • Traders no longer sell Strongwood, this was leftover from before the Advanced Research upgrade cost was changed.

  • Change for gulls to drop a feather when kicked increased from 5 to 10%. There is also now a very small chance they will leave a feather when they fly away by themselves.

  • High tier industrial buildings beauty penalty from -5 to -8 (refinery, goop furnace, fabricator, conduit mill).

  • Game options now show two button options for some simple toggle values.

  • Updated objective text in the final region to make it more obvious where to find the scanning device.

  • New animations for the Tailors table, and artwork for the AutoSpool upgrade

  • New animations for the Fabricator, with a new design and sounds.

  • New animations for the Refinery

  • The “Show Autosaves” toggle now starts enabled in the load game dialog.

  • Increase rare and super rare loot chance in all bunker storage rooms by 5%

  • Copper Spear now costs 2 fewer Copper Ingots.

  • Iron Spear now costs 2 fewer Iron Ingots.

  • Yarn (plant fibre) cost reduced from 8 to 6 plant fibre.

  • Yarn (wool) cost increased from 2 to 3 wool, but now gives 2 yarn instead of 1.

  • Palm fronds now give 3 plant fibre when processed, increased from 2.

  • Glass recipe cost reduced from 5 to 4 Sunstones (sand crystals).

  • Sunstone Clusters (sand crystal nodes) increased from 6 to 8 crystals.

  • Sand Crystal nodes renamed to Sunstone Cluster and Sand Crystal resource renamed to Sunstone for consistency with new items.

  • Economy Balance: BioSoil from 320 to 150. Better Herbal Purge value from 300 to 180. Healing Salve from 100 to 250. Medical Biogel from 100 to 200. Sturdy Raft Plank from 100 to 250. Hauling Propeller Kit from 100 to 300. Reinforced Hatch Kit from 100 to 1000. Reinforced Hauling Propeller Kit from 100 to 500. Evercoal from 100 to 150. Iron Ingot from 700 to 400. Copper Ingot from 300 to 250. Leaky Bladder from 700 to 580. Glass Ingot from 1300 to 1000. Sunstone Sash from 1450 to 1100. Rawhide Belt from 950 to 710. Composite Goop from 150 to 250. Machine Part (Advanced) from 1700 to 1400. Machine Part (Metal) from 1700 to 850. Biopolymer Ingot from 700 to 450. Moongel from 150 to 75. Moonburst Candy from 100 to 200. Fish N Chips from 100 to 250. Clean water from 100 to 80. Seafood Chowder from 100 to 150. Cooling Balm from 300 to 200. Reinforced Plank from 1000 to 700. Wood Crate from 250 to 100. Copper Axe from 2000 to 1400. Copper Pickaxe from 3500 to 2550. Copper Shovel from 3000 to 2050. Reinforced Fishing Rod from 2000 to 1250. Metal Pot from 1900 to 1200. Iron Axe from 3300 to 2300. Iron Shovel from 3700 to 3550. Metal Fishing Rod from 3300 to 2950. Stone Block from 400 to 150. Cloth from 150 to 200. Heavy Cloth from 305 to 350.

  • Economy: Yarn from 120 to 80. Wool from 50 to 40. Rope from 50 to 40.

  • Economy: Sunstones from 200 to 150, Glass Scrap from 300 to 200, Glass Ingot from 1000 to 700, Sunstone Belt from 1450 to 1150

  • Fixed a bug where trees in planters could display multiple artwork variations.

  • Fixed islands not updating the building & beauty stats on load until something triggered it.

  • Fixed an issue with islands when loading a game where an island was just about to sink.

  • Fixed recruitable survivors missing eyebrows.

  • Fixed skin color changing back to default when wearing clothing, and clothing visuals not being restored after using the mirror.

  • Fixed missing shadows on the Advanced Rain Collector

  • Fixed raft Sails incorrectly having the Drive Raft action.

  • Fixed colliders and scaffolding on the Medium Raft Dock.

  • Fixed the placement blockers for all Raft Docks.

  • Fixed navigation space on some buildings, including the Forge, Fabricator, Refinery, Fermentation Tank, to prevent characters walking through it.

Looking forward to your feedback :)

PostApocalyptic Survival

Community Translation Changes

See the translation changelog for text changes in this version.

View on Steam

HUGE thanks to everyone putting up the translation mods, you are all amazing. There are now translation mods for Simplified Chinese, Spanish, German, Brazilian Portuguese and Russian.

All you need to do is subscribe to the language mod in the workshop, and enable it in-game.

https://steamcommunity.com/app/3052510/workshop/

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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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Steam News / 9 July 2026

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