SamuKata
roadtovostok
roadtovostok

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Dev Update (07/10/2025)

Hi!

Here's a quick dev update.

It's been quite a busy few days with the Next Fest Press Preview but everything seems to be going mostly alright in terms of demo stability and I'm quite hopeful that with all this important feedback there will be much stable when version of the Final Demo when the actual Next Fest starts.

I'm currently preparing the Hotfix 2 for the Press Preview and here's the current progression listed:

[ADDED] Border Zone helicopter has now a searchlight mechanic at night
[ADDED] Searchlight mechanic (if spotted) relays your position to all active AI's
[ADDED] Weapon display (Furniture) with sticky placement is available
[ADDED] Weapon display is compatible with Weapons/Mags/Attachment/Grenades/Knives
[ADDED] Three new items has been added to loot generation
[ADDED] Generalist has new furniture items in supply
[ADDED] Item placement has now support for additional item orientation mod
[FIXED] Infinite ammo bug related to reloading magazine with only one round
[FIXED] MP7 was missing item name in Interface
[FIXED] All book items were missing value data, previously priced at 1€
[FIXED] Shelter door transition UI could get stuck when doing manual bullet insert
[FIXED] Using sleep items from containers didn't destroy the item
[FIXED] Slot swap allowed using Secondary slot for Primary-only weapons
[FIXED] Rail position limits could be overridden when swapping optics
[FIXED] Coffeemaster item fell through most colliders
[FIXED] Leaning didn't detect door colliders and player could clip through
[FIXED] Lowest audio slider increments were clamped to 0 volume
[FIXED] Knife inspect had legacy inputs mapped for inspect rotation
[FIXED] Knife inspect allowed attack inputs which activated with delay
[FIXED] Village had multiple door steps / ramps which required jumping from certain angles
[FIXED] Rain VFX particles were visible underwater while diving
[CHANGED] Transitions are now also highlighted with broken map border ribbon near the flag
[CHANGED] Transitions have vegetation around the road to reduce the "empty slope" feeling

In the video clip attached, you can see one of the new additions which is orientation support for the item placement feature :)

Comments

Z-axis unlocked! Such good progress! Now we can have fishing rods and long guns staning upright in a corner.

GrassyKnoll68

This is great! Watched Klean’s stream and saw that he was recommending this particular fix lol I am curious when you plan to make backpacks and other equipped containers usable?

Rex Watkins

Update: I believe the weapon was the "RK-95"

FunGuy

I too have some feedback: when placing a rifle (I'll try to find which one later) it fell through the shelf in the small room of the cabin (the one that is farthest from the entrance and contains the fridge) and disappeared. Other than that, I haven't encountered any bugs.

FunGuy

You’ve done a fantastic job on this demo! It’s turning out great! I have some feedback! When placing an object the distance that the object spawns in from the player character is pretty far and I find that the item will constantly either hit a wall and fall or get stuck under something. I think I’m expecting it to spawn closer to me for some reason. Is stealth implemented? I noticed the footstep sounds are the same for walking and crouch walking.

Achilles

😋👍🏻

n1gthqu3st

Ehh thats awesome, I was always trying to post up my guns up against my wall good addition! This maybe intentional, or not, but is it possible if you can allow the player to sleep multiple times instead of only once everytime they are in the hideout. Don't want to add to much on your plate but maybe if your sleep was related to your energy then that would be cool and then melatonin would make sense for me to use. Keep up the good work!!

Raven


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