
ADDED
- First person mode.
- Tech tree added. (WIP)
- New ambient sounds.
- The player can now build, modify, and destroy fences. Fences have an autofill option.
- Charlie, a trusty and brave carriage horse. Charlie will await you after you visited Mum’s grave.
- The player can now place decorations like caskets, lamps, or images on the wall. The player can now snap furniture to nearest wall (by holding the SHIFT button).
- The player can now place worktables in the houses. Worktables have their own radial menu with separate items to craft.
- New furniture now exists in the game.
- Indicator info to every wall of the house.
- The player can now destroy a house fully using an Axe.
- Every interactable horse in the game has its own stamina level. The HUD is tracking horse stamina if the player is riding the horse.
- The player can now take off clothes.
- Added a footstep ground tracking system (WIP).
- Added a bridge next to Taxation's embankment.
- Added the option to shift a foundation on the "y" axis.
- Added bigger foundation sizes.
- Gathered some birds and freed them in the biome.
- Mouse sensitivity settings.
- Mouse Invert Y setting.
- Added a heat-effect. (WIP)
- Added a feature of auto-equipping tools of same type if present in the inventory.
- Added a feature to refill lanterns (Present at Ed’s farm).
- Added options for SSR.
- Added options for SSR Transparency.
- Added footstep audio when weapons are equipped.
- Added a new cave location for the “Rich in Stone” quest.
- Added option to build structures/furniture outdoors like benches (new category in radial menu).
- Added a fade option to tips panel.

FIXED
- The farm rotation is now stored and restored correctly after save/load.
- Caught several NPCs and dragged them to the barber to remove their pink hairs.
- Fixed an empty dialogue box for NPCs in the camp when addressed to.
- Fixed the farm state (plant/claim) after an incomplete load.
- Fixed an issue that lock the input when picking up items from farms.
- Fixed missing potatoes on farms after loading.
- Fixed double-farms spawner after loading.
- Fixed overlapping quest info.
- Fixed a camera issue after loading the game.
- Fixed texture issues for NPCs on mid/long range rendering distance.
- Fixed rendering problems for children hair on mid/short rendering distance.
- Fixed a problem with the loading state of Mytree.
- Fixed a problem with an uncuttable tree after loading (Mytrees quest).
- Fixed a problem with players being locked in their own house if they build a prototype and lack materials to build a door.
- Fixed an issue with dropping down after loading if player saved the game on horseback.
- Fixed an issue with Treasure Chest that locked the player input if player was aiming on the chest.
- Fixed several issues with game physics after loading a saved game.
- Removed the camera rotation from the P button.
- Fixed the assignment of new buttons for the wall module selection.
- Fixed a problem with incorrectly stacked food after condition dropped to zero.
- Fixed the quest list by adding missing references to notes panel.
- Fixed the wolf attack collider and changed visibility range.
- Fixed a farm pickup error while the farm was saved with a wrong Boolean operator.
- Fixed Jack Abernathy’s placing animation.
- Fixed Rogers teleportation after the elevator has been fixed and used.
- Fixed a player freeze after finishing crafting.
- Fixed a block when opening inventory/journal after initial dialogue.
- Fixed falling off from the elevator area.
- Fixed invisible walls in houses.
- Fixed a problem with a quest stopping when an issue with the connected journal notes occurred.
- Fixed the bow, which could break in some cases.
- Fixed a problem with the craft hierarchy for the carpentry table and remaining crafting workstations.
- The bed could not be unlocked on carpentry table whilst it was unlocked in Engineer Tech Tree. This is now fixed.
- Could not build iron mine although unlocked. This is now fixed.
- Could not build stone mine although unlocked. This is now fixed.
- Could not build the workshop. This is now fixed.
- Could not build the barn although unlocked. This is now fixed.
- The warehouse interaction location is now fixed.
- The windmill was accounted as well for the “Newcomers” quest. This is now fixed.
- Fixed the Elevator quest.
- Fixed the item icon overlays inventory list.
- Could not build the Well. This is now fixed.
- Could not store items in the warehouse. This is now fixed.
- Could not put items in any storage chest. This is now fixed.
- Seamstress' table was missing on the radial menu.
- Fixed the quest "The chemicals between us."
- Applied several fixes plus z-axis elevation to house foundations.
- Fixed a variety of bugs related to pathing and foundations.
- Fixed a problem with loading destroyed objects.
- Fixed a popup about clothes which froze the UI.
- Fixed the resolution of tips textures.
- Unplaceable foundations.
- Fixed text overlaps.
- Fixed an issue with falling horses.
- Fixed problem with the queue of tips.
- Fixed assets with metal shading LOD.
- Fixed the audio level text display.
- Fixed the cutscene.
- Fixed a problem with missing buildings after loading.
- Fixed an issue with the spawning of multiple horse after loading.
- Fixed disappearing logs.
- Fixed the journals UI.
- Fixed the quest selection.
- Fixed the placement of Taxations assets.
- Fixed the man sitting in mid-air in Hope.
- Various fixes at Roger’s location.
- Repairing object's GUID in scenes.
- Fixed an issue with tree spawning.
- Fixed an issue of reappearing objects after loading.
- Fixed an issue with the gamma slider.

UPDATED
- Tweaks to general performance.
- Updated shaders and FX
- If a player dies to the wolves in “Friend in Need” – the player will be respawned next to Jack.
- Updated the lighting setup extensively.
- Updated the map’s vegetation.
- Updated UI Panels for Inventory/Map/Journal.
- Updated the blood and frost overlay.
- Updated terrain textures.
- Memory optimizations.
- NPC performance optimization, most noticeable in Taxation.
- Extensive terrain changes.
- Increased the draw distance for trees.
- Storage and inventory UI should now scale properly on wide screen formats.
- The carry ability is switching the perspective to third person.
- Farms can now be placed once unlocked in the technology tree.
- Tech-exp necessary to gain a tech point increased from 150 to 550.
- Performance improvements for loading elements on the map.
- Changed texture compression rate.
- The player by default have now wears red Long John.
- There are no more info popups about items after loading the game.
- Pathfinding has been updated (WIP and needs more iterations for improvement in various places).
- Arrows should now stick to animals after being fired.
- Improved footstep synchronization.
- Momma J’s inn was confiscated and locked down by the Marshals. She now resides in a tent.
- Popups right now fade in instead of popping up.
- Moved the chapter trigger to the starting cave.
- Changed ground detection, added a function that requires a foundation to stay on ground.
- Updated the storage UI display.
- Updated items translation, elements in the world, dynamic spawned pickups, tips, buildings, in game info.
- Updated the gamma setting in main menu panel.
- Updated the animal blood effect.
- Changed the logic of the Sense Ability to detect objects better now.
- Map updates (new location + Taxation improvements).
- Changes in HDRI + colorization.
- Increase grid range for tree shadows.
- Increase grid range for NPCs.
- Improvement for Momma J quest.
- Changed Dr. Warp’s position.
- “Rich in Stone” quest re-positioning (WIP).
- Added the gate to place in "outside objects" category.
- Removed the "Tech points" info at start or at loading the game.
- Furniture now stores its last rotation during placement.
- Updated the audio for shooting with a bow/colt (shooting in stone gives different audio-feedback than shooting in ground).
- Updated and improved the riverbank.
- Improved the key-binding layout.
- Changed the settings UI.
- Updated the skill-tree design (WIP).
- Updated Roger’s house.
- Updated all implemented languages.
