In this update4
Full notes
Full Survival Log update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
- Balance
- Gameplay
- Performance
- UI and audio
Survival Log changes
Since the demo launched, we’ve been carefully reading your reviews on Steam, as well as discussions across different communities and comment sections. Some of the feedback was tough to hear — but fair. And we know it comes from a place of wanting the game to be better. We truly appreciate that.
In the lead-up to the upcoming festival, we’ve been iterating almost daily, pushing multiple rounds of updates and balance adjustments. Our current focus is simple:
Make hoarding feel more rewarding
Make stamina last longer
Make the numbers make sense
Most of the recent changes are refinements within the existing framework. They’ve improved parts of the experience, but we’re fully aware that this is still far from perfect. The early-game pacing, pressure curve, the satisfaction of stockpiling, and the balance between survival tension and player freedom can’t be solved by tweaking a few values.
We won’t avoid these conversations. And we won’t rush into impulsive, sweeping changes just to relieve short-term pressure. What we can promise is this: the early-game experience is still being actively refined. We’ll keep exploring more thoughtful, more enjoyable directions for the long term.
Below is a summary of the latest updates:
Storage Experience Improvements
Increased the character’s base carry weight multiple times, expanding backpack capacity so pre-disaster scavenging feels less restrictive.
Added new storage spots at home (cardboard boxes, phone cabinets, and more).
Reinforced household shelves to hold more supplies.
Introduced dismantling mechanics: use a Crowbar to tear down clutter — even abandoned freezer units — to obtain materials.
Stamina Adjustments
Significantly reduced natural stamina drain (roughly half of the previous rate).
Lowered the fatigue trigger threshold, reducing the chance of forced auto-sleep.
Reduced stamina requirements for emergency actions such as repairing doors, windows, and electrical systems.
Removed stamina loss during sleep.
Fullness from eating no longer decays naturally over time.
We’ve toned down overly punishing mechanics to keep survival challenging — without making it exhausting in the wrong way.
Balance & Economy Updates
Reduced prices for selected supermarket items, easing early-game shopping pressure.
Buffed the effects of several foods (Roast Duck Wrap, Frozen Dumplings, Vacuum-Packed Rice, Cod, etc.).
Shortened cooking times for certain foods and lowered their stamina costs.
Reduced the chance of niche or rare foods appearing in wish requests.
Lowered the penalty for failing a wish (now only -5 Mental State).
System Fixes & Stability Improvements
Fixed a rare issue where players could accidentally enter unfinished areas during scene transitions.
Resolved certain interaction logic errors and soft-lock situations.
Fixed a rare UI freeze that prevented menus from closing.
Fixed a bug where zombie siege audio continued playing after the crisis ended.
Fixed an issue where death audio from a previous run could carry over into a new run.
Corrected incorrect save file timestamp displays.
Fixed abnormal scene lighting flickering.
Resolved an issue where certain achievements could not unlock properly.
We’ll continue to take every piece of criticism and every expectation seriously. Thank you for sticking with us and helping shape the game into something better.
More updates are on the way!
Source
Changelog.gg summarizes and formats this update. How we read updates.
