In this update6
Full notes
Full UNHUMAN update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Security
- Gameplay
- Maps
- UI and audio
- Balance
- Performance
UNHUMAN changes
UNHUMAN Demo — Patch Notes (April 29)
A combined patch covering two waves of player feedback. Critical exploits closed, every map and enemy now has its own visuals, drag-and-drop overhauled, elemental weapons buffed, and a long list of QoL improvements.
Critical Fixes
Sell + Salvage exploit closed. Items staged for sale at a trader can no longer be salvaged in parallel — the salvage option is hidden whenever a sell queue is active, preventing duplicate rewards.
Right-click context menu disabled during raids. Players could open the inventory mid-raid and sell or inspect items from the right-click menu — no longer. The menu is fully blocked while a raid is active and returns to normal afterward.
New Visuals
Each map has its own 4K background. Silent Expanse, Frontline Outskirts, Greyhall District, Rustveil Transit, Deadflare Zone, Redline Fields, Blackstar Hold, Eclipse Bastion, Oblivion Nexus, and Ironfall Perimeter — all unique now.
Each enemy has its own POI portrait. 21 unique icons covering scavs, drones, raiders, troopers, mechs, and the three named bosses (Blackstar Warlord, Eclipse Core, Nexus Avatar).
Boss markers now use their own portraits instead of the generic enemy icon, with the existing pink rarity tint preserved.
Raid map atmosphere reworked. The dark overlay was lightened so map detail shows through, and a soft green CRT glow now radiates from the center.
Balance
Elemental weapon drop chance: 10% → 25%. Burning, Frozen, and Electrified weapons drop more than twice as often from raid loot.
Elemental Catalyst success rate: 10% → 25%. Using a Catalyst on a weapon now infuses it 1-in-4 times instead of 1-in-10.
Elemental Catalyst is now available on all maps (was T3+ only) and drops 2× more frequently from raids. Early-game players can finally experiment with elemental damage.
Mining Rig anchor + glitch code drop rate increased. Anchor 1% → 5%, Glitch 1% → 5%. Still rare, just less rare.
Bug Fixes
Boss double-spawn fix. Rapidly clicking the "CLICK TO BEGIN" intro overlay on boss maps could spawn duplicate bosses. The overlay is now locked after the first click, only one boss spawns regardless of how fast you click.
Modify (Tech Table) now selects the correct item. Right-clicking an item in your loadout and choosing Modify could end up selecting a different item in the terminal due to a filter mismatch between the menu action and the terminal's item list. Both now use the same filter and use direct item reference matching, so the item you picked is exactly what gets selected.
"Zero Stamina Consumption" prototype affix now actually works. The flag was cached at raid start and never refreshed on equipment swap. Sprinting with a Combat Stim proto armor now consumes no stamina, as advertised.
Melee prototypes no longer roll "Infinite Magazine". A melee weapon doesn't use ammo — the affix was a wasted prototype slot. It's now excluded from the melee pool.
Core Container salvage menu entry removed. The option was visible and would play a "Salvaged" toast, but did nothing. It's now properly hidden.
Drag-and-drop alignment fixed across the board. Dragging a multi-slot item from a non-corner cell (e.g. grabbing an AR mag from its bottom) used to require diagonal cursor movement to land correctly. The drop position now matches exactly where you grabbed the item.
Stash drag highlights no longer wrap to the wrong edge. Hovering a wide item near the right edge no longer paints invalid red highlights on the left column.
Trader "Your Stash" drag bugs cleaned up. Items now show a proper drag preview and can be moved within your trader-side stash view.
Rotated item drag preview keeps native aspect ratio. Asymmetric items like the 4×3 backpack no longer get squashed into the rotated cell shape.
[R] rotation indicator no longer appears in drag previews.
Enemies on Rustveil, Deadflare, and Redline now show map-specific portraits. A leftover map-ID mismatch from an earlier refactor was silently disabling enemy variety in three out of six normal maps. Fixed.
Enemy names match their portraits. You no longer see "Scav Drifter" art with the name "Reaper" — name and visual are tied to the same template.
Ambush and trap-spawned enemies use the same per-map portraits as regular spawns. Lurkers from triggered traps now look like the map's actual scavenger types.
Quality of Life
Loadout screen now has quick-nav buttons. SKILLS, TERMINAL, TRADERS, QUESTS, and OPERATIONS shortcuts on the right side of the loadout subtabs let you jump between sections without going back to the hub.
Inventory Storage upgrades persist through Prestige.
Tutorial healing is now free. No more cost barrier during your first runs.
GPUs can now be salvaged. Right-click any Mining GPU → Salvage. Tier-based chance to recover special tech currencies:
Tier 1: 10% Optimizer AI
Tier 2: 25% Optimizer AI / 5% Unstable Glitch Mote
Tier 3: 50% Optimizer AI / 15% Unstable Glitch Mote
Prestige unlock screen redesigned. No longer auto-dismisses. The new terminal-green panel lists the augment slot, Corruption Level cap, and number of new quests unlocked — close it when you're done reading.
Skill tree shows what each attribute gives. A small panel in the bottom-right corner lists per-point gains: REFLEX (+1 Handling, +0.5 Evasion), BODY (+3 HP, +0.2 Armor), TECH (+0.5% Elemental DMG).
LOADOUT shortcut button added to skill tree header, next to BACK.
Map and enemy assets preload at startup for snappier raid entries.
Polish
Magazine descriptions (DMR, Shotgun, SMG, AR, Bolt) translated to English.
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Discord: https://discord.gg/3JF6MtYgsy Wishlist the full game: https://store.steampowered.com/app/4289340/UNHUMAN/
Source
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