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Steam News16 May 20261mo ago

V0.22 Major Human Overhaul

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.

Full notes

Full Reclaim Earth update

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

What changed

0 fixes3 additions7 changes0 removals
  • Gameplay
  • Performance
  • Store
  • UI and audio
addedSurvivors now have professions (Doctor, Farmer, Firefighter, Software Engineer, Teacher, and ~15 more) that shape their starting skills and behavior
changedTraits system — colonists can be Glutton, Lazy, Alcoholic, Fast/Slow Walker, Entertaining, etc., affecting performance and mood
changedBackstories, and thought bubbles — humans express their current state through emote bubbles (eating, working, fighting, fleeing)
changedSmarter about defensive tasks. When bugs enter a tower requiring human operators, they will now run to the tower.
addedNew Buildings & Structures
changedAdministration building - provides UI to help growing colony. Expect more buildings of this class soon.

Reclaim Earth changes

addedSurvivors now have professions (Doctor, Farmer, Firefighter, Software Engineer, Teacher, and ~15 more) that shape their starting skills and behavior
changedTraits system — colonists can be Glutton, Lazy, Alcoholic, Fast/Slow Walker, Entertaining, etc., affecting performance and mood
changedBackstories, and thought bubbles — humans express their current state through emote bubbles (eating, working, fighting, fleeing)
changedSmarter about defensive tasks. When bugs enter a tower requiring human operators, they will now run to the tower.
addedNew Buildings & Structures

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

Steam News / 16 May 2026

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