Update v.0.5.0.36 delivers a massive overhaul to the core progression systems, introducing a fully reworked skill and item system that emphasizes meaningful choices, streamlined growth, and fairer stat progression. Weapons like machine guns and rifles have been redesigned for more distinct roles, while new content, environmental upgrades, and balancing adjustments further refine the gameplay experience. On top of that, this update includes crash reporting, anti-cheat measures, and a wave of bug fixes and visual improvements.
Rework Skill System
DISCLAIMER: Just a heads-up — these skill changes are pretty major! We haven’t focused on balancing just yet, so expect numbers to shift over the coming weeks and months. We’ll be tweaking things based on your feedback and the data we collect. So if something feels off, let us know — we really appreciate your input!
- Reworked all active and some passive skills.
- Level caps & badges: Each tree starts at max level 10. Spend Badges to raise that tree’s cap in +5 steps (15, 20, 25, …) up to 50; skills cannot exceed 50. Badge supply at game start: 13 to raise caps to 15, 12 to 20, 11 to 25, and so on—decreasing by 1 per step—down to 6 for raising caps to 50. The old token system has been removed.
- Each active (non-ultimate) has 1 base skill (1 point), 3 Enhancers (Cooldown, Stamina, Impact with up to 5 points each), and 2 Specializations (choose 1 after investing a minimum of 11 points into that active; costs 1 point). Max per-active investment: 17 points.
- Per-tree totals: There is a theoretical 86 points to spend (51 in three actives, 30 in passives, 5 in the ultimate), but you can only allocate up to 50—forcing meaningful tradeoffs.
- Ultimates: Up to 5 points; every point improves stamina cost, cooldown, and impact. Minimum tree level 46 to invest. With badge-raised caps you can reach level 46 and immediately put all 5 points into the ultimate if saved.
- All invested skill points have been reset. Every player must reassign them.
- Some skill levels of higher-level characters had to be reduced to match the new badge system. We decided to reduce profession skills first.
- Each character receives 3 reset tokens, which can be used to reset invested skill points and reassign them. This does not reduce the skill tree level or refund badges
Rework Item System
- Damage and armor values (primary stats) of higher-quality items are now always better or even than those of lower-quality items.
- Secondary stats (crit chance, crit damage, headshot damage) are now generally higher with better quality — but there is still overlap. It remains possible for higher-quality weapons to have lower values.
- Crafting refinement in the Safehouse has been reworked: you now have to decide whether to use refinement. Using it increases costs but guarantees better primary stats!
- Due to these item changes, HP and DPS of all enemies have been adjusted.
- Armor skill XP gain has changed: you now earn armor XP alongside all other skill XP. Getting hit no longer yields armor skill XP.
Machine Guns rework
- Penetration for Machine Guns (previously tied to Mow’em Down) is now baseline: MG shots penetrate up to 3 targets, dealing 50% damage to each penetrated target. Certain active skills can further increase penetration damage.
Rifles rework
- Only Mk 14 EBR and SVD are obtainable/craftable for now; additional rifles will return in future updates.
- Increased attack speed and standardized magazine size to 20; future rifles will be balanced within this range.
- Reduced headshot damage
- All rifles include a scope (toggle with Right Mouse Button) and can hide damage indicators on targets so you don’t reveal your position at range.
- If hit by a rifle there is no damage direction indicator
- Migration: All other rifles in inventories/backpacks/storage are automatically replaced by an Mk 14 EBR or SVD, while preserving original DPS.
Content
- Added Thatcher equipment set to Thatcher NPCs
- Added Enclave equipment set to Enclave NPCs
- Added props, lootables, harvestables and enemies to few more areas in Ashwater
- Started replacing nature assets with new custom trees and bushes
- Updated shaders and materials of roads, sidewalks, rusted objects and certain vehicles
- Reworked Parkside area around Junction to improve playability
Balancing
- Minimum DPS with max sanity is increased by 20%
- Sanity is reset at -4999 karma instead of 0 karma
- Decreased Crit Damage of all shotguns
- Drop rate for gear and weapons has been slightly lowered in higher difficulty rings
- Drop rate for junk has been slightly increased in higher difficulty rings
- Poison was nerfed (after 2s: 10% damage of max hp, after 4s: 7% damage of max hp, after 6s: 4% damage of max hp, after 8s: 3% damage of max hp, after 10s: 2% damage of max hp, after 12s: 1% damage of max hp…)
- Vulnerable was buffed: 20% -> 25% damage increase
- Increased stamina regeneration by 50%
- Reduced stamina costs for jumping to 0
- Doubled armor bonus for passive skills Sturdy Armor -> STF Treatment and Flexible Armor -> Reactive Mindset
- Reduced stamina costs of Marathon Lungs
- Increased chance to loot items with better values
Further Changes
- Added new shaders for burnt wood
- Added automatic Crash Reporting
- Added Bug/Feedback Report which can be opened with F8 in the game
- Added Mouse Aim Sensitivity
- Added first server side anti cheat measures
- Added Graphic Setting to control the amount of dynamic lights being rendered
- Fixed bug where machine gun skill “Mow em Down” did not work as expected
- Fixed bug where fishable in parkside lake has wrong fishing duration
- Fixed bug in pvp system where gameservers were not able to save gamestate in database as expected
- Fixed bug in render system that caused lag spikes in the first 30 seconds after entering the world
- Fixed bug in skill Vengeful Guardian where status effect stayed active after shield expired
- Fixed bug in skill Pitch Puddle where corspes consumed loads from the puddle
- Fixed bug in trainings mission tooltip
- Fixed bug in weapon keywords tooltip
- Fixed bug in loot chance of Purrch for quest “Feeding the Predator”
- Fixed bug in resource calculation for safehouse trade missions
- Fixed bug where shield bar of in nameplates did not work as expected
- Fixed bug where reloading weapons triggered a false positive in server side cheat detection
- Fixed bug where regular shots of weapons triggered false positives in server side cheat detection
- Fixed bug where certain enemies and equipment pieces might cause black and white render artifacts
- Fixed tooltip of Pinpoint Precision
- Fixed a bug in Furious Fanning
- Fixed Migration issues
- Fixed an issue where the Safehouse UI was not rendered correctly
- Fixed a memory leak in the client
- Fixed bug in skill item audio handling where wrong mixer group was set
- Fixed bug in water cooler interactable where SFX range was not set correctly
- Fixed bug where depth of field calculations in close rooms messed up
- Updated various tooltips of various profession active skills
- Updated music volume for Safehouse
- Updated visuals for Pitch Puddle and improved placing
- Updated label texts in for crafting rooms in shelter
- Updated tooltips of various skills for better understanding (i.e. Battlefield Bulwark, Negating Ward and Ricochet)
- Updated various localization translations
- Hunted Music now shuffles through tracks with pauses during playback
- Humanoid Characters and Enemies can now fade out when standing too close to camera
- You can switch between DirectX11 and DirectX12 in the game settings (Windows)