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Steam News15 April 20262mo ago

[Beta] 0.3.5_415.1018

Balance Slightly lowered damage values for ranged and off-hand weapons Personal Experience After playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influ

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Full notes

Full Primitive Society Simulator update

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What changed

0 fixes0 additions4 changes0 removals
  • Balance
  • Gameplay
changedBalanceSlightly lowered damage values for ranged and off-hand weapons
changedPersonal ExperienceAfter playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influenced by weapon counters.
changedPersonal ExperienceThe impact in the mid-to-late game is quite obvious. Before, ranged units had infinite ammo in the mid-to-late game and just turreted, dealing a lot of damage.
changedPersonal ExperienceAt this point, which unit type deals the damage matters. The role of other units in the mid-to-late game has improved significantly. Especially pure damage dealers like the Ghost Mask.

Primitive Society Simulator changes

changedSlightly lowered damage values for ranged and off-hand weapons
changedAfter playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influenced by weapon counters.
changedThe impact in the mid-to-late game is quite obvious. Before, ranged units had infinite ammo in the mid-to-late game and just turreted, dealing a lot of damage.
changedAt this point, which unit type deals the damage matters. The role of other units in the mid-to-late game has improved significantly. Especially pure damage dealers like the Ghost Mask.

Balance

  • Slightly lowered damage values for ranged and off-hand weapons

Personal Experience

After playing it myself, I feel that the early game is not much different from previous versions; the early game is mainly influenced by weapon counters.

Also, 'Hit&Run' tactics definitely can't be used anymore, after all, ammo is so limited.

The impact in the mid-to-late game is quite obvious. Before, ranged units had infinite ammo in the mid-to-late game and just turreted, dealing a lot of damage.

Now that ammo is limited, after throwing a few rounds, they have to go in for melee combat.

At this point, which unit type deals the damage matters. The role of other units in the mid-to-late game has improved significantly. Especially pure damage dealers like the Ghost Mask.

Hope everyone gives me more feedback. I need to collect experiences from all sides for long-term adjustments.

Now we finally don't have to consider the impact of "infinite Hit&Run," so the possibilities for other playstyles become much more meaningful.

-MagPie

Source

Steam News / 15 April 2026

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