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Steam News29 June 20266d ago

Physics Improvements & More!

The Walking Trade - Patch v1.1.8 Following the low framerate slow motion fix from a few weeks ago, many have reported some additional jank with the overall physics of the game.

In this update4

Full notes

Full The Walking Trade update

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What changed

2 fixes2 additions9 changes2 removals
  • Gameplay
  • Fixes
removedChangesItems placed on shelves will no longer react to physics until they are removed from the shelf. This means they will always sit perfectly when placed, and cannot be knocked off by corpses, customers or other physics items. Items can still be knocked off shelves if hit by a melee attack, projectile or explosion. Note: This will not automatically apply to shelved items on older saves. You will need to re-shelve the items for them to lock.
removedChangesWhen crafting items, the required resources are only consumed at the end of the craft. Exiting a craft job before completion will simply cancel the job. Resources that are not consumed due to the Resourcefulness upgrade will no longer be moved from their original place.
fixedBug FixesFixed an issue causing staff and customers to get stuck under the sunshade often.
changedBug FixesReduced the floatiness of Carnival and Carcass Balloons to prevent them unintendedly flying away.
fixedBug FixesFixed an issue causing the Day Summary screen to appear before correctly fading in when sleeping.
changedImprovementsMoving defense items (Barbed Wire, Spiked Wall etc.) in Build Mode will now disable all collisions for that item.

The Walking Trade changes

removedItems placed on shelves will no longer react to physics until they are removed from the shelf. This means they will always sit perfectly when placed, and cannot be knocked off by corpses, customers or other physics items. Items can still be knocked off shelves if hit by a melee attack, projectile or explosion. Note: This will not automatically apply to shelved items on older saves. You will need to re-shelve the items for them to lock.
removedWhen crafting items, the required resources are only consumed at the end of the craft. Exiting a craft job before completion will simply cancel the job. Resources that are not consumed due to the Resourcefulness upgrade will no longer be moved from their original place.
fixedFixed an issue causing staff and customers to get stuck under the sunshade often.
changedReduced the floatiness of Carnival and Carcass Balloons to prevent them unintendedly flying away.
fixedFixed an issue causing the Day Summary screen to appear before correctly fading in when sleeping.

The Walking Trade - Patch v1.1.8

Following the low framerate slow motion fix from a few weeks ago, many have reported some additional jank with the overall physics of the game. In this update I’ve attempted to reconcile the physics between all framerates and include some highly requested quality of life regarding physics. I don’t expect the physics to be perfect, but they should hopefully feel a lot more consistent and much less frustrating across all devices.

Changes

  • Items placed on shelves will no longer react to physics until they are removed from the shelf. This means they will always sit perfectly when placed, and cannot be knocked off by corpses, customers or other physics items. Items can still be knocked off shelves if hit by a melee attack, projectile or explosion. Note: This will not automatically apply to shelved items on older saves. You will need to re-shelve the items for them to lock.

  • When crafting items, the required resources are only consumed at the end of the craft. Exiting a craft job before completion will simply cancel the job. Resources that are not consumed due to the Resourcefulness upgrade will no longer be moved from their original place.

Bug Fixes

  • Fixed an issue causing staff and customers to get stuck under the sunshade often.

  • Reduced the floatiness of Carnival and Carcass Balloons to prevent them unintendedly flying away.

  • Fixed an issue causing the Day Summary screen to appear before correctly fading in when sleeping.

Improvements

  • Moving defense items (Barbed Wire, Spiked Wall etc.) in Build Mode will now disable all collisions for that item.

  • Increased physics calculations per second to help stabilize collisions at lower framerates.

  • Improved physics collisions for items to help prevent excessive clipping at lower framerates.

  • Improved physics collisions for batteries on the service desk to help prevent excessive clipping at lower framerates.

  • Improved physics when holding corpses at lower framerates.

  • Reduced load times when displaying the save list in the main menu with lots of saves.

  • Reduced load times when selecting a save from the list in the menu. This will take effect once that save has been saved again as the file structure needs to be changed.

  • Improved crafted items spawn position to prevent excessive clipping when the bench has items on.

  • Individual controller and keyboard settings have been added to specify hold or toggle to activate sprint.

Physics issues can be quite hard to track and resolve as many devices can handle them differently, especially at varying framerates so if you still have these issues or new issues introduced please let me know asap!

Thanks as always, Adam

The Walking Trade

Source

Steam News / 29 June 2026

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