Full notes
Full Reclaim Earth update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Store
- UI and audio
Reclaim Earth changes
This update took longer than usual because I had to redo the entire human NPC brains. Now their behavior is much more complex and sometimes funny.
Smarter Humans
Survivors now have professions (Doctor, Farmer, Firefighter, Software Engineer, Teacher, and ~15 more) that shape their starting skills and behavior
Traits system — colonists can be Glutton, Lazy, Alcoholic, Fast/Slow Walker, Entertaining, etc., affecting performance and mood
Backstories, and thought bubbles — humans express their current state through emote bubbles (eating, working, fighting, fleeing)
Needs & status system — tracked sleep, calories/hunger, and recreation drive behavior, with happiness modifiers and timed status effects
Smarter about defensive tasks. When bugs enter a tower requiring human operators, they will now run to the tower.
New Buildings & Structures
Bonfire — social hubs that boost morale and recreation
Administration building - provides UI to help growing colony. Expect more buildings of this class soon.
Dirt and Stone roads — Finally! Humans prefer to route using roads, and it provides a movement boost to them and to you as well!
Deployable Items (new system). First deployable items added: deployable spikes and crude mine — placed defensive traps that can be deconstructed/cleaned up
Other
Human Inspector / Stats panel — view a colonist's traits, needs, status, and sleep/calorie stats
Updated intro cutscene
Save UI gating + modal, save-aware exit flow, and wishlist modal
Lots of bug fixes
Source
Changelog.gg summarizes and formats this update. How we read updates.
