SHOW
NEW25 changes
WORLDA new First Rain A new world to start over in, with real terrain to walk: Camp Seven, the Township, Meridian, logging roads and river valleys, in tall pines, wildflower meadows and grass that moves in the wind. Far ridges fade into rain-country haze, ground blends the way real ground does, and your steps sound like what's underfoot. You wake at Camp Seven, which is a sanctuary.
WORLDA forest that's alive Trees, plants and grass share one wind and darken in the rain. Sunny meadows drift with pollen and midges, ravens watch from the gate towers, crickets sing in the open, a bell rings at the Township at dusk and dawn, and Meridian hums at night. Boulders can be mined for stone and cleared to make room for a camp.
WORLDPeople at Camp Seven Eight people live in camp and keep their own day by the world's clock: work, meals at the fire, the evening radio, lamps at dusk, their cabins at night and shelter in the rain. Walk up and they greet you; press E to talk. They react to what you did out there and say things you can overhear.
WORLDMachines with jobs Machines on First Rain are doing something you can watch: a hauler collects the Township's tithe at dawn, another carries timber to Meridian, patrols walk the roads, two search a burnt-out camp, and a caller tends a relay at the substation. On-duty machines show a cyan eye and leave you alone until you start something. Idle ones chirp, click and whirr.
COMBATRob the tithe convoy Haulers travel with on-duty machines and the Linked, armed people who walk with the tithe, talk among themselves and fight back if provoked. Break the hauler's grille plate and engine cell to stop it, or clear its escort and take it at the driver's door, and its haul is yours. Then take what the Linked were wearing: their clothes go into your pack as armour you can wear. The next dawn's convoy brings an armed Warden.
WORLDBreak the relay, read the burnt camp Break the relay at the substation (plate, then core) and nearby callers can't call their packs for three days. In the woods off the ridge road, a survivor's camp lies burnt out, with a journal on the crate.
WORLDAnimals to hunt Hares, grouse, black-tailed deer, elk herds, a rare black bear and trout live on First Rain, and they move like animals, with knees that bend and feet that stay planted. The elk bull and the bear fight back. Where an arrow lands matters: the head or the heart drops a deer, a body hit leaves it bleeding until it lies down. Hold E on a kill to butcher it; a clean kill gives more.
WORLDTracking and hunter sense Animals leave footprints, and wounded ones leave blood. Press Tab for hunter sense: the world dims, nearby trails glow along the way an animal went, and E follows that one alone. Your scent drifts on the wind where you can see it, and animals smell you by the same rule, so approach with the wind in your face. They notice you gradually: stand still when a head comes up. Tracking is a new skill, and it widens how far you sense them.
WORLDForage and cooking that matter Eighteen kinds of wild food to find, from blackberries and hazelnuts to crayfish and camas, plus Camp Seven's garden beds and hens. Watch out for false chanterelles. A leaf on the compass marks forage near you. Over 20 new recipes at the campfire give timed boosts (Max HP, stamina, mending, warmth), three at once from different dishes. A new Drying Rack makes jerky and smoked fish. Raw meat and fish spoil, and bad food makes you Sick.
COMBATSneak past machines Machines no longer spot you the instant you're near. Each one notices you over a few seconds, turns to look, walks over, and only then attacks. Light, cover, how you move and what you walk on all count: crouching and rain hide you, sprinting and heavy armour give you away, and a lamp at night shows you. An eye by your crosshair shows how easy you are to see and how far your steps carry; a ? over an enemy means it noticed something, a ! means it has spotted you.
COMBATShake off a hunter Hunting machines follow what they can see and hear. Break line of sight and one goes to where it last saw you, then searches along the way you ran, with a searchlight at night. Stay hidden and it gives up after a while. A fleeing animal is loud enough to draw one, and a caller that spots you still whistles its whole pack awake, so deal with the caller first.
COMBATMachines that read better The Whistle Punk blows a real steam whistle from a brass whistle on its mast. Armour plates tip out and sag with each hit. Machines get through the forest without snagging on trunks, and the Bull is a fairer fight: its plates take fewer hits, and it goes down in far fewer.
COMBATA new HUD Everything on screen is redrawn. Your face, armour and health sit bottom-left, with notches at Hurt and Critical. What's in your hand sits bottom-right, with a strip of your keys when you switch. The compass is a glass bar across the top, where shape says what a mark is and colour says whose. The crosshair carries your stamina, the bow's draw, your reach and where hits come from. When nothing's happening the HUD steps back; hold Alt to bring it all up. Options › Interface sets how much stays on screen.
COMBATHits and machines you can read Hits on one part stack into one number, and the word for what changed (PLATE OFF, LEG OFF, SPOILED) sits by the crosshair. A machine fighting you shows its tier, name and role, its plates and its health; the part under your crosshair is bracketed and named.
WORLDPrompts and hints on the thing What you can do with something shows beside it: the key, the action and what it gives. A hold fills a ring, and something you can't do turns red and says why. Look at a tree with the wrong thing in your hand and it shows which key takes out the right tool.
WORLDKeys 1-8 hold anything Any number key can hold a weapon, a tool, the torch or a bandage. Set them in the pack by dragging, right-clicking or pointing at an item and pressing a number. A new survivor starts with the spear on 1, the bow on 2, the torch on 7 and bandages on 8.
WORLDThe pack, rebuilt I opens a new inventory: search it, filter it, keep favourites, sort it your way, see food spoiling, and compare anything with what you'd replace. Your level, attributes and all twelve skills sit on one side. Chests open beside your pack with SORT, TAKE ALL and PUT ALL, and looking at a chest gives you R QUICK DEPOSIT.
WORLDCrafting, building and the map, redrawn Stations sort recipes into favourites, ready to make and one step first. B's build menu shows each piece with its cost and what you have, and says FITS, SHORT or BLOCKED as you place it. The map (M) shades the real ground, hatches over what you haven't seen, and gives a card for any place you click.
WORLDThe Salvage Ledger The real machine stands in the Ledger, turning, for any machine you've met. Pick a part to see how to take it step by step, and what you'd get by how clean it was.
COMBATDown and Dead screens Down, you see a draining ring, who's coming and how far, and the keys: crawl, Z to call for help, hold Space to give up. Z shows your party where you are. Dead, you see what killed you, what you left in your pack, and how to wake at your bed or find your pack on the map.
WORLDBig moments wait for the fight Level-ups, skill-ups, new places and party invites hold until the fight is over. Status icons show hunger, wet, cold, your meals and the rest, each with the time it has left.
SOCIALChat, party and crews Chat fades when you're not using it; Enter opens it with its channels and a history you can scroll, and /m whispers. H shows what was said around you. Your party sits top-left with health and direction, and a downed friend off screen stays pinned to the edge. The PARTY and CREW pages are redrawn, with everyone on the world in one table. Subtitles and sound captions are in Options.
WORLDOptions, title and your own worlds Options has seven tabs, including Subtitles and Accessibility. The title screen has CONTINUE, your worlds, and the newest patch note. New worlds let you pick Normal, Casual or Hard or set each rule yourself, change them later, and delete a world with a confirm. A new survivor picks a mannequin look until real character creation arrives.
SERVERYour account in the game Press Play in the launcher and the game knows it's you: your survivor belongs to your account, not your computer. First Rain asks for a signed-in launcher at the door, and a server that turns you away says why.
SOCIALFeedback from inside the game: F8 Press F8 anywhere, say what happened and send. A picture of your screen (you can turn it off), where you are, your setup and the game's recent log go with it, so we can find the problem without asking you for files.
FIXED8 changes
SERVERA smoother server The server sends you only what's near you: machines within 250 m, drops and piles within 100 m, and a chest's contents only while you have it open. Saves no longer hold up the world, felling a tree no longer redraws the forest for everyone, and sounds load as you arrive instead of on first use. Server memory stays steadier too.
COMBATNo more snap-backs On a server, rolling, crossing your carry limit and running out of stamina mid-sprint no longer pull you back.
WORLDPicking up what you cut Stones and logs can be picked up as soon as they land, about a quarter second sooner.
WORLDA/S/D on Linux On some Linux desktops (KDE Plasma on Wayland among them) only W moved your survivor. The game now opens through X11 by default.
COMBATCombat fixes The spear strikes the part under your crosshair, and a roll can break out of a heavy charge, for more stamina. A hunting machine's eye opens twice as often. Guns load from your pack as soon as they go on a key. The Linked have to see you before they shoot, their first shots miss, and they no longer shoot through the hauler.
WORLDBuilding fixes Holding E on someone else's frame helps build it. Foundations stand on slopes, with a skirt down to the low side. You can stack walls for a second storey. Furniture starts facing you, with an arrow showing which way it faces.
WORLDThe canteen Your canteen sits in a food slot and you drink from it when thirsty. Fill it at the creek by holding E.
WORLDWorld fixes Kills stay on the ground where they fell, instead of sinking out of sight. Animal calls fade with distance. Textures stay sharper. You no longer get stuck on window sills or dead machines. The ridge road reaches the log landing's mast, and stray debug drawings are gone.
KNOWN ISSUES0 changes
Nothing in this area.



