Since the last announcement the game has been updated to version 0.3.801. Your data is intact: characters, gear and progress are all in place.
Twelve updates in two weeks. Here is what makes it worth logging back in.
Caravans and expeditions
Trade caravans now travel between settlements: you can escort one for pay, or run into someone else’s convoy on the road. Escorting does not require joining a faction — civilian contracts are open to everyone.
And in the newest update caravans gained expedition assembly — on every route that takes escorts under contract: Traders, New Gambell, Savoonga, the Vault, the Battalion, the Radio Rats and the Headhunters. Escorts used to join one by one and immediately; now you can sign up for a role from the orders board, travel to the marker on the map, mark yourself ready — and set out together when the server opens the shared entry window. Latecomers still have a short while to join; if nobody else signs up, after a time you may go alone.
- Signing up is not yet going: Support supplies, the reward and your place among the participants appear only once you actually arrive on the caravan map. Changed your mind — the request can be withdrawn with no consequence for the quest.
- The radio announces expedition recruitment and reminds you about the entry. After the run a short debrief arrives: how it ended, what was delivered, which role you held and who contributed.
- Assembly does not widen access: a route that would not take you before will not sign you up now either.
Personal rooms
- You can now get a room through a conversation with a faction member — your own people enter free, a guest pays for the visit, and in some places the room can be bought outright.
- Your room can be set as your respawn point, right from the PDA while you are inside it.
Quests and the map
- The destination of an active quest is visible on the global map: a red exclamation mark appears over the place. It shows over places you already knew as well, and disappears once the quest is closed.
- Hidden stashes appear based on the time you spend travelling, not the moment you step onto the map.
- Quest loot is proportionate to the quest: a quest needing two dozen items could previously drop twenty times that.
- Quest items received their own descriptions and art — the Vault keycard, the pre-war battery, the medical kit, the transmitter board and the Ravager trophy no longer all look like the same nameless chip.
- A run of quests was unblocked and repaired: “They Live by Night”, “They Rode by Night”, “Protection of Life”, “No Rest for the Wicked”, “Skirmish in the Night”, “Whisper and Gunfire”.
Combat
- Clipping one of your own no longer makes an enemy: the first hit on a friendly-faction character is forgiven, and a badge only you can see appears above them. A repeat on the same person counts as deliberate; an accidental kill is not forgiven.
- Rifles run off the light firearms skill again, not the heavy one.
- An enemy no longer fires what cannot be fired: before the shot the game checks the weapon is in hand, intact, not jammed and loaded.
- A finishing blow by bleeding is credited to whoever struck it — the experience for that target is no longer lost.
- Shooters keep their distance instead of charging, and an NPC no longer freezes after bumping into a barrel.
- Every hostile target pays out again: there were enemies whose death rewarded nothing at all.
Crafting and gear
- When crafting is refused the game says what is missing: material, tool, station, ability or stat — with numbers, not a blanket “cannot”.
- Tools and materials finally turn up in loot: tube, tool set, spanner, file, insulating tape, glue, whetstone, rubber.
- Weapon descriptions name the combat skill and the calibre — the class of the gun and its ammunition are visible before you pick it up. In barter the description is now as full as in the inventory.
- Installed upgrades are listed in the description — two rifles that look alike can no longer be confused.
- Healing is ordered by strength: bandages weakest, mini-dex stronger, dex strongest. The order used to be inverted.
- A deployed turret is no longer dragged after its owner to another map, and your own working turret can be dismantled.
World, maps and performance
- Frame drops on busy maps are genuinely gone: on the map the complaint came from it is now 120–140 frames instead of nine. Scrolling the map and standing combat no longer cost frames.
- The main gates of Vault ED-17 are solid now, the market roofs in New Gambell lift completely, and the stripes and gaps in the Labyrinth cliffs are gone.
- Pale stripes no longer crawl across the ground at night.
- Places that let you step outside the level, or fall through a cave onto the global map, are closed.
- Medicine no longer all looks alike: healing items are marked red and antidotes green, so you can tell them apart by colour in a fight.
Radio and guards
- The radio works: messages reach other players, and a radio left on the ground or in a camp receives again.
- Faction guards stopped looking identical: each has its own appearance and gear, and the ammunition matches the weapon they carry. Reinforcements no longer appear right on top of you during encounters.
Login, stability and small things
- The login token is remembered at your choice, and losing connection during the intro no longer costs you the run: you can come back and continue within five minutes.
- Server crashes fixed: a radio in personal storage, a bare-handed strike and a dropped connection no longer end the game for everyone in the world.
- Client crashes fixed: looting a body, the character screen, model rendering, the “Koptilka” in the inventory.
- The game starts on Windows 7 again.
- The settings now offer language variants with adult wording — separate Russian and English, where the game speaks harder.
- The character model can be rotated in the character window.
Thanks to everyone sending reports: nearly half the list above came from you. Keep them coming — we read every one.


29 August 2026