# Lethal Company Version 80 - The Blooming Update - Product: Lethal Company (https://whatsnew.fyi/product/lethal-company) - Vendor: Zeekerss - Date: 2026-04-05 - Original notes: https://store.steampowered.com/news/app/1966720/view/516365152240535509 - Permalink: https://whatsnew.fyi/product/lethal-company/releases/2026-04-05-version-80-the-blooming-update What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Added three new creatures native to forest moons: Backwater Gunkfish, Feiopars, and Cadaver Bloom - **added** — Added utility slot for purchased tools - **added** — Added a new Sigurd log: Work - **added** — Added proper foliage to the forest moons - **added** — Added functionality to creature AI to prevent land creatures from walking deep underwater when outside - **added** — Added proper, satisfying animation and sound for the player pushing the lever to leave the moon - **added** — Added visual animation for the main entrance door to the interior of all moons and overhauled sound effects for it - **added** — Added setting to decrease the game's pixel resolution for GPU performance - **added** — Added accessibility option to disable head-bobbing when running and jumping - **added** — Added accessibility option to enable toggle-to-sprint - **added** — Added three new rooms/halls to the factory interior type - **changed** — Completely reworked March's exterior - **changed** — Switched to a version of the main shader that renders in a single rendering pass for better performance and foliage support - **changed** — Readded the Kidnapper Fox with improved territory awareness and behavior - **changed** — Kidnapper Fox cannot spawn at the very beginning of the day - **changed** — Vain Shrouds are more rare than before - **changed** — Weeds will never begin growing nearby the ship but can spread to it from their starting location - **changed** — Old Birds can now break bridges when walking on them as well as Forest Keepers - **changed** — Old Birds can now be stood on while moving and scrap can be placed on their heads - **changed** — Increased time it takes to drown by about one second - **changed** — Mineshaft interior now has more pockets of caves along with the main cave network and limits generation to certain distance from entrance - **changed** — Scrap can now spawn at the end of normal hallways in the factory interior - **changed** — Lights indoors now have basic indirect lighting which can be toggled off in settings - **changed** — When loading while landing the ship, the game loads the interior asynchronously for a longer but more pleasing loading sequence - **changed** — Foliage updates for Vow and Adamance - **changed** — Reduced frequent, heavy memory allocations across the game to reduce lag spikes - **changed** — Optimized memory usage for all creature AI to share the same pool when appropriate - **changed** — Optimized creature search algorithms to make creatures perform better on large maps like Titan - **changed** — Increased head-mounted camera draw distance and turned the camera around - **changed** — Cameras on monitors indoors now display at lower framerate to save performance - **changed** — Interiors now have basic distance culling to save performance - **fixed** — Fixed paycheck UI not scrolling properly through all sold scrap - **fixed** — Fixed player's hand and fingers not quite matching the lever when pulling ship lever - **fixed** — Fixed interactions where creatures could collide with and damage players from outside mineshaft elevator - **fixed** — Fixed creatures not moving towards players in closed elevator when they could be seen - **fixed** — Fixed creatures setting destination unnecessarily causing them to stop and jitter on large maps - **fixed** — Fixed head-mounted camera not displaying the sky and instead showing black void outdoors - **fixed** — Fixed company advertisements displaying inverted sale percentage for shop items between clients and host - **fixed** — Fixed desync between when the collected hologram would display for different players - **fixed** — Fixed Baboon hawks dropping scrap to properly drop it on the cruiser - **fixed** — Fixed players dropping items as result of death to properly drop on cruiser and mineshaft elevator - **fixed** — Fixed Hygrodere not properly morphing to accommodate the environment - **fixed** — Fixed Hygrodere not changing size based on variables - **fixed** — Fixed Hygrodere camping the main entrance when following a player there Hello, Version 80 is out of beta! This update has 3 new creatures for the forest moons (and a returning creature), the utility slot which is a spot dedicated to purchased tools, a few new rooms for the facility interior, a complete rework to March's exterior + foliage updates for Vow and Adamance, new graphics and accessibility settings, and numerous bugfixes, performance optimizations, and small improvements. Version 85 should hopefully come soon and be much more "content-focused", whereas this update revamped many of the game's systems under the hood and fixed numerous small issues that had been bugging me since the game's release (or had been introduced in updates since), and a lot of time was spent on that. I am feeling somewhat relieved though after tackling all that stuff. Patch log: - Completely reworked March's exterior - Added three new creatures native to the three forest moons (though two of them can be found elsewhere). * Backwater Gunkfish * Feiopars * Cadaver Bloom - Added a new Sigurd log: "Work" - Switched to a version of the game's main shader that renders in a single rendering pass (more performant) and allows the usage of foliage and better terrain. (This could not have been done quite as well without help from members of the modding community, so thank you very much.) - Readded the Kidnapper Fox * The fox is now more afraid to leave its territory and more accurately determines the size of its territory. * The fox cannot spawn at the very beginning of the day. * Weeds will never begin growing nearby the ship, though they can spread to the ship from the place where they started. * The Vain Shrouds are more rare than before. However, the weeds will always begin growing on the current moon if you repeatedly "savescum" by disconnecting while not in orbit. - Added proper foliage to the forest moons. - Reduced frequent, heavy memory allocations in many areas across the game to reduce lag spikes - Optimized memory usage regarding all creature AI so that they share the same pool of memory when appropriate - Added functionality to creature AI and settings for creature AI to prevent land creatures from walking deep underwater when outside. - Fixed the paycheck UI not scrolling properly through all the sold scrap. - Fixed the player's hand and fingers not quite matching the lever of the ship when pulling the lever to land. - Added a proper, satisfying animation and sound for the player pushing the lever to leave the moon. - Added a visual animation for the main entrance door to the interior of all moons and overhauled the sound effects for it. Animations can be seen from inside and outside when another player is entering or leaving. - Fixed interactions where creatures could collide with and damage players from outside the mineshaft elevator while it was closed and the player was inside (or vice-versa) * Also fixed some creatures not moving towards the player even when they could be seen in the closed elevator and were still technically in chase. This may also fix cases where creatures did not move towards players if they were standing on certain ledges. - Fixed creatures setting their destination unnecessarily, which would cause them to stop and 'jitter' on very large maps (mostly just Titan). - Optimized creature search algorithms to perform better and more quickly, making creatures slightly less dumb and slow on large maps (specifically Titan) where creatures have to calculate longer paths. - Turned the head-mounted camera around and increased its draw distance. * Fixed the head-mounted camera not displaying the sky and instead just a black void outdoors. - Cameras on the monitors indoors now display at a lower framerate to save costs on performance. - The interiors now have basic distance culling to save on performance especially in large interiors; only rooms near you are rendered. - Old Birds can now break bridges when walking on them as well as Forest Keepers. - Lights indoors now _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/1966720/view/516365152240535509]_