Attention inmates! We've heard some of your feedback with regards to the recent dev updates. Seeing as the vast majority of the team has been (and still will be) focused on bugfixing by the time we get to 1.0, we wanted to do something a bit different this time around.
Since we've publicly released the latest community address a couple of days ago, we thought it would be much more beneficial for our community to double down on the Q&A section and address the most pertinent questions and feedback that you've left us. First off, here's the link to the community address for those who've missed it:
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Now that you've got a refresher on the address itself, we're off to the Q&A section to get those burning questions answered:

- The things listed in Q2 will come with the 1.0 release. As for the specific release date, you'll just have to wait for it a little longer.

- Official mod support is not coming with 1.0. Once we get there, we'll start to think about when and how it could be eventually included.

- There will be no option to switch between the ''old'' and ''new'' spawning system. The encounter system is here to stay as the old one was very taxing on the overall performance of the server and the game in general. As for its functionality, you'll be pleased to know that it has been further modified and tweaked for 1.0 and you will find that it greatly improved. However, if this will still be a deal-breaker for you, the released server files will enable you to easily open up a server with custom settings which mimic ''old'' puppet spawn settings.

- These systems were not mentioned specifically, but have been heavily impacted by our bugfixing and quality-of-life efforts. A lot of improvements were made to these, as well as to many other mechanics. The same that was written in the previous comment with regards to the puppet spawns can be applied to yours as well.

- Walking puppets are way too easy to pick off. Especially if you're adequately geared. Jokes aside, we saw a fair amount of requests that puppet movement speed setting. We can't confirm anything specifically with regards to that, but it is not off the table entirely and might find its way into the game at some point after 1.0.

- The trucks you are mentioning were not originally present there. This is just a sliver of the updates that were make to the map and the settlements which make them feel more immersive.

- We're aware that the inventory rework is one of the most requested features, but it is definitely not a small one in scope. In order to make sure that we fully realize it, test it out and implement it, we need time. With 1.0, we want to be more realistic and transparent about the features we are delivering, and at this moment, moving the inventory rework earlier in the year is simply not...well...realistic. Also, the same person that will be working on the inventory rework is now working on the release of the server files, so I'd wager that's a good trade-off, wouldn't you agree?

- Maybe some seasonal content, but nothing major. As well be going into 1.0, we'll strive for these structured periodic releases that are polished, optimized and bug-free.

- The NPCs are currently made as an additional threat on your survival journey, and as a boon as they will be carrying some sweet loot if you manage to best them. Other NPC functionalities will be coming as part of first post-launch update in Q3 of this year.

- We can't rule out the possibility of wipes entirely after 1.0, but what we will strive for is to make them as infrequent as possible.

- Unfortunately, we ran out of time to make them modular and reintroduce them back into the game. Can't say much more on that I'm afraid. We'll get them back in there with subsequent updates.

- The same can be applied with the second comment. We never claimed that mod support will surely and definitely come into the game. We said that we'd consider adding it sometime after 1.0.

- The wipe that will take place will be a full one, meaning that characters and stats are also getting wiped. It's an unfortunate necessity, but one that must be made in order to ensure proper implementation of all the changes that we are introducing into the game, and to ensure a level playing field for newcomers. Lots of characters got boosted by exploits over the years so we need to make sure to address them as well.

- Thank you Sarah for the kind words. Our aim is to provide the best possible experience for all players and we believe that we are going in the right direction to facilitate just that. It's been a long road, but our biggest and most important milestone is just ahead of us and we're thankful to have shared the journey with our devoted fans <3
That’s all folks, see you next week and make sure to keep an eye on the following platforms:
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Fratman