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Shoot, stab, burn, poison, tear, vaporise, or crush ragdolls in a large open space.

Latest · by mestiezWebsite

Changelog

Updates and Workshop

Good morning, good afternoon, good evening, and good night everyone!

The incident

I am not completely done with my confusing, disorganised, haphazardly assembled task list, but I've gotten far enough that I can finally reopen the Workshop without having anything to worry about. Please enjoy and I am genuinely sorry for having it closed for so long.

I'm going to be paying close attention to the Workshop with my eyeballs. You might notice some changes in how the game works, and especially in how it deals with mods. First of all, mods no longer auto-update. They need to be manually approved if their contents have changed. This might cause some issues with mods that edit their contents during runtime. They have to be approved every time you load the game. This is something I have to address in collaboration with modders. This should be resolved at some point. The vast majority of mods work fine.

Extra special thanks to mishanya, who has guided me and helped me directly with the mod loader throughout all of this.

What have we learnt from this?

  • I have to pay more attention

  • Wow, I sure need more moderators

  • I can't do this on my own

  • I should've listened

  • Please be careful on the Steam Workshop

Updates

The game has updated to 1.27.7, which provides important changes and improvements which are probably not all that exciting to most of you.

[1.27.7] - February 6 2026

Added

  • Added Stack<>, Queue<>, and others to mod import list

Changed

  • Trust cache now takes mod content hash into account

  • Mods no longer auto-update. They need to be manually approved if their contents have changed.

[1.27.6] - February 4 2026

Added

  • Various new security measures for mods

  • Upgraded mod C# version to C# 9

  • Included AssetBundles, PostProcessing, and Ceras in the mod assembly list

  • BeforeSpawn. This function is called right after the object is instantiated.

Changed

  • Renamed PerformMod to PerformAfterSpawn.

  • AfterSpawn can be null if BeforeSpawn is not, and vice versa


Thank you for reading.

Security Update

Hi everyone!

Please update your game. Whether you are on the default, beta, or alpha branch, ensure your game is updated to the latest version. You can do this by [url="https://help.steampowered.com/en/faqs/view/0C48-FCBD-DA71-93EB" buttoncolor="#b637fb"]verifying game files. Keep your game updated as I publish more improvement constantly.

After some talking and reading, I can say with decent certainty that the mod spread by uploading itself onto the Steam Workshop by overwriting your own uploads. It also reset your preferences, deleted contraptions, and reset your achievements. It seems to have had no other effects or means of spreading.

I've been publishing patches that prevent this mod (and mods like it) from being loaded. If you are on the latest version of the game, it's safe to open (even with mods).

As for the Workshop, unless Steam responds to me soon, I still can't provide an estimate on when it'll be reopened. However, once a large enough percentage of you have updated the game, I can open the Workshop anyway, but modders will have to manually rollback their uploads. Still, this should be postponed for as long as possible in case Steam is able to mass-rollback the Workshop.

More resources:

1.27 patch 5

Added
  • Better gib physics SFX
Changed
  • Improved dripping SFX
Fixed

[list FhofgehpgherUloevqUnyyjnl]

  • Minor collision issues

  • Excalibur issues

1.27 patch 4

Hello :)

Added
  • Excalibur

  • Blood splats on dismemberment

  • Some new dismemberment sounds (new tear sfx and blood dripping sounds)

  • New procedural shatter masks

Changed
  • Increased visible damage on dismember

  • Adhesive coupler no longer sticks to phase-linked objects

Fixed
  • Objects that were previously incorrectly unaffected by time scale or volume settings are now fixed

  • Energy sword boiling effect underwater

FIRST POST OF 2024!

People Playground 1.27

If you are having issues with your camera, uninstall Cloddymod.
1.27 - October 21 2023
Added
  • New map: Reactor A5

  • Decoupler

  • Adhesive Coupler

  • Pointer

  • Counter

  • Office Chair

  • Office Desk

  • Office Computer

  • Office Monitor

  • Naval Mine

  • Chain

  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, Timed Gate, and pistons

  • Blunt impact can now emit blood particles

  • Blunt impact have a chance to cut the skin open

  • Sound effects for bullet cracks and whizzes.

  • Grid and angle snap size settings with optional keybinds

  • Bus window can shatter

  • Some ambient sounds in the main menu

  • "Artery sections", where cuts and shots will emit a larger, more focused bloodstream

Changed
  • Bullet holes age more visibly and eventually cause larger bruises

  • Casing ejection particles no longer scale with the weapon

  • Closed suspicious mod rejection loophole

  • Made tempered glass shatter quicker

  • Changed map selection buttons

  • The hand grenade now correctly loses its pin and lever when armed

  • Increased default physics iterations to 32

  • Increased maximum physics iteration count to 256

  • Increased minimum physics iteration count to 8

  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor

  • Improved fragmentation explosion crushing behaviour

  • Organisms can now fully restore their blood levels on their own

  • Missile Launcher missile will now explode when shot with a sufficiently large round

  • Increased headshot fatality rate

  • Slightly increased bullet knockback force

  • Made sentry turret AI more consistent

  • Doubled the lethality of the landmine

  • Changed water surface explosion SFX

  • Lowered wood bullet impact volume

  • Increased ricochet sfx spread

  • Reduced blood impact mist

  • The flamethrower and fire extinguisher now has slight recoil

  • Updated several item descriptions to color code different types of signals

  • Made detail view explosive killzone a vector image

Fixed
  • Mods occasionally failing to upload

  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments

  • Humans could live having all their blood replaced with a tasty beverage

  • Zombies healing wounds

  • Cardiopulmonary bypass machine collision serialisation working incorrectly

  • Attachments detaching when weapon is activated using activator electrode

  • Incorrect servo description

  • Immobility field - sentry turret interaction weirdness

  • Heart rate monitor showing 70 bpm when it shouldn't

  • Broken plate debris not showing up when flipped

  • Some more safety

  • EscapeRichText loophole


I expect a few hour-after patches lmao

I need to remind myself to never make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.

... is what I said after 1.26 after which I decided to create the most elaborate map so far. I can't promise anything, but I'll try harder to make updates a little smaller and more frequent. I hope. Thank you for your patience (if you had any).

1.27 preview

Preview 1.27 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.

Note that this build does not include the activation rewrite.

This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
  • New map: Reactor A5

  • Decoupler

  • Office Chair

  • Office Desk

  • Office Computer

  • Office Monitor

  • Naval Mine

  • Chain

  • "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate

  • Blunt impact can now emit blood particles

  • Blunt impact have a chance to cut the skin open

  • Sound effects for bullet cracks and whizzes.

  • Grid and angle snap size settings with optional keybinds

  • Bus window can shatter

Changed
  • Casing ejection particles no longer scale with the weapon

  • Closed suspicious mod rejection loophole

  • Made tempered glass shatter quicker

  • Increased default physics iterations to 32

  • Increased maximum physics iteration count to 256

  • Increased minimum physics iteration count to 8

  • Made it easier to select objects inside other objects by prioritising the smallest object under the cursor

  • Improved fragmentation explosion crushing behaviour

  • Organisms can now fully restore their blood levels on their own

  • Missile Launcher missile will now explode when shot with a sufficiently large round

  • Increased headshot fatality rate

  • Slightly increased bullet knockback force

  • Made sentry turret AI more consistent

  • Doubled the lethality of the landmine

  • Changed water surface explosion SFX

Fixed
  • Mods occasionally failing to upload

  • Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments

  • Humans could live having all their blood replaced with a tasty beverage

  • Zombies healing wounds

  • Cardiopulmonary bypass machine collision serialisation working incorrectly

  • Attachments detaching when weapon is activated using activator electrode

  • Incorrect servo description

  • Immobility field - sentry turret interaction weirdness

  • Heartrate monitor showing 70 bpm when it shouldn't

  • Broken plate debris not showing up when flipped

  • EscapeRichText loophole

Recent changes, in case you didn't know

Hello everyone. Sorry if you expected a fantastic content-filled update today, this is just a list of every update since 1.26 because I noticed not everyone was aware that the game is always being updated, whether it shows up on Steam News or not.

If you want to stay up to date (for real) then you're better off joining the Discord server or reading the blog. Steam News is cool and everything but it exists in a weird limbo between the immediate interactivity of Discord and the complete lack of it on the blog. There is information on there that isn't available anywhere else.


1.26.6 - March 4 2023
Added
  • Some extra checks when uploading items to the Workshop to prevent unclear failures

  • When a mod is uploaded from within the game, it is modified slightly to make it harder to blatantly reupload

  • Limb.StrengthMultipliers, a float array that is used to adjust the final motor strength of the limb. Empty by default.

Changed
  • Renamed "Blood vessel wire" to "Liquid conduit"

  • Objects held by humans (etc.) will no longer collide with the human until it is distant enough or 15 seconds have passed. This prevents, for example, dropped weapons from freaking out when its wielder is killed.

Fixed
  • Layer editor showing up when it shouldn't
1.26.5 - February 15 2023
Added
  • WaterBehaviour.Ignore, IgnoreObject(gm), and StopIgnoringObject(gm)

  • You can now toggle the detector beam visibility in the context menu and added a enabled light

Changed
  • Increased EMP chance for regular atom bomb
Fixed
  • That wire layering bug when editing layers

  • Organism temperature response being way too abrupt

  • EMP from nuclear weapons not passing through objects for some reason

1.26.4 - January 22 2023
Changed
  • For modders: the Lasered message is now OnLasered and takes a Messages.ILasered.LaserArgs as a parameter. Please implement the Messages.ILasered interface.

  • You can double click a mod to toggle it

Fixed
  • Map objects occasionally creating spawn particles

  • Tank tank problems (Tank)

  • Some UI problems

1.26.3 - January 18 2023
Added
  • Laser receiver double trigger

  • Suspicious mods can now be "trusted". Observe.

  • Mods can now come with a README.txt, which can contain TMP rich text which will be displayed on the right side of the mod list screen. Think of it as an extended description. More information on the wiki.

Changed
  • Minor tweaks to body temperature management (body is now less effective at resisting external heat than it is external cold)

  • Being on fire causes skin damage and is less likely to cause someone to lose consciousness

  • Organisms burn longer

Fixed
  • PPG modding wiki bug fix to do with rendering method overloads

  • Thermal vision display not showing lava temperature

  • Broken limbs incorrectly invoking damage functions (leading to a stopped heart not being lethal occasionally)

  • Procedural fragments disappearing after every limb is crushed

1.26.2 - January 5 2023
Added
  • Thermal vision now also displays the temperature of the object under the cursor
Fixed
  • Weapon attachment undo

  • Red barrel fire now takes no-collide into account

  • Gore fragments are now always removed with the organism

  • awdawdawdawd

1.26.1 - December 31 2022 🎆
Changed
  • Explosive barrels will no longer ignite obstructed objects

  • Wrench description is now more accurate

Fixed
  • Layering issues regarding objects with multiple sprites (lagboxes, ion cannons, etc.)

  • Syringes behaving incorrectly if pasted/loaded while lodged into a liquid container

  • Attachment point blob in detail mode being visible at the wrong time

  • Flare showing spawn particles on use, sometimes

  • Deflated tyre appearing inflated after deserialisation

  • Organisms slowly descending if the surface they stood on is disintegrated or otherwise removed unexpectedly

People Playground 1.26

1.26 - December 29 2022
Added
  • Wooden Binding

  • Jet Engine

  • Freezing limbs will now damage tissue

  • Metal scraping sparks

  • Activator Electrode

  • You can now edit object rendering layers (context menu option & optional keybinds)

  • Local fire propagation on large flammable objects

  • Procedural gore fragments on crush (disabled by default, enable in settings)

  • Functional weapon attachments (capacitor, explosive, scope, laser, flashlight)

  • Tyres can pop/deflate

  • Burnt leaves will now slowly disappear

  • Brain damage can be disabled in settings

  • "Toggle UI visibility" optional keybind

  • ModAPI.SerialiseJSON, ModAPI.DeserialiseJSON, ModAPI.DeleteJSON

  • Nitroglycerine will explode when the container is charged by something like a battery

  • The optional OnUnload static method is now called when the application is closed for all loaded mods.

  • Bullets can now dismember limbs in addition to them already crushing limbs

  • Fire Extinguisher is a little more animated

  • ModAPI.RegisterCategory

  • Catalog now supports custom categories

  • ModAPI.OnWireDestroyed, ModAPI.OnPinDestroyed, ModAPI.OnLinkDestroyed

  • BallisticsEmitter.OnTracerCreation is a UnityEvent that can be used to customise a tracer round when it is created

Changed
  • Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.

  • Bullet damage is now based on speed alongside distance and cartridge damage

  • Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.

  • Life syringe stops seizures

  • Drastically lowered chance of brain damage, it should be a rare occurrence

  • Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.

  • Slightly improved tesla coil arcs

  • Increased water impact damage

  • Bullet casings now shrink when despawning

  • Deflated tyres slightly deform when in contact with an object

  • Oxygen deficiency may cause brain damage

  • Low blood pressure may cause brain damage

  • Lowered brain damage posturing time

  • Increased crush-by-gunshot chances a bit

  • Seizures can stop the heart

  • Slightly lowered entity impact damage

  • Bleeding particles collide with the world when Fancy Effects is enabled

  • Fire Extinguisher is a little heavier now

  • Increased thermal pulse intensity from nuclear explosions

  • Increased drag underwater

  • Made androids less vulnerable to explosives

  • Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.

  • Changed sharpness velocity threshold calculation. Lower softness values are now more effective

  • Improved wood impact VFX

  • Improved thruster SFX

  • Improved propeller SFX

  • Improved ricochet SFX variety

  • Improved fire extinguisher particles

  • Lowered audio range of mini thruster

  • Improved pumpkin destruction effect

  • Decreased cannon shockwave

  • Falling embers now collide

  • Made acid less effective on androids

  • Laser colours can be much darker

  • Explosions can now completely crush bodyparts if "procedural fragments" is enabled

  • Increased G1 SMG, SMG, and Minigun spread

  • Increased LMG heat up speed and added a little glowy bit at the end (will automatically be removed when overridden with a mod. Use ModAPI.KeepExtraObjects())

Fixed
  • Older contraptions having firearms with incorrect reflection sounds

  • Stupid memory leak to do with custom human textures

  • Ray cannon going insane on void & other maps occasionally

  • Fragility slider not showing enough digits

  • Crossbow bolts spinning forever

  • Some energy sword problems

  • Item persistence bugs (normal sized bug) (you may have to do the achievement again)

  • Tree collision

  • Human feet are no longer unnaturally resistant to being crushed

  • Phase link slightly affecting center of mass

  • Phase link being deletable without being visible

  • Minor performance improvements to do with phase links and other tools

  • Some deletion stuff

  • Flamethrower wouldn't burn stuff up close sometimes

  • Pin hover stuff

  • The game will now delete older logs as to keep a maximum of 25 logs in the log directory

  • Menu escape issue

  • Bug where limbs would cool down when dead despite blood flowing through them

  • Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken

  • Electricity particles not scaling with the object

  • Some major liquid system problems

  • Automatic firearms shooting two bullets as their first shot sometimes

  • Weird deletion message stuff

  • Things can no longer breathe when submerged in ice

  • Humans unable to grab things after copy/pasting

  • Other minor bugs

Removed
  • Android instant death on dismemberment
Additionally
  • Many changes and improvements to the modding wiki.

  • Aspa102

  • You should read our weekly blog for updates on all our projects

  • I need to remind myself to never make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.

happy new year (socially acceptable end of interaction)

1.26 preview

Preview 1.26 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.

This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.

Click here to read the realtime changelog.

1.26 - Definitely not August ?? 2022
Added
  • Wooden Binding

  • Jet Engine

  • Freezing limbs will now damage tissue

  • Metal scraping sparks

  • Tyres can pop/deflate

  • "Toggle UI visibility" optional keybind

  • ModAPI.SerialiseJSON and ModAPI.DeserialiseJSON

  • The optional OnUnload static method is now called when the application is closed for all loaded mods.

  • You can now edit object rendering layers (a little box will appear in detail view, but there are also optional keybinds)

  • Bullets can now dismember limbs in addition to them already crushing limbs

  • Fire Extinguisher is a little more animated

Changed
  • Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.

  • Bullet damage is now based on speed alongside distance and cartridge damage

  • Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.

  • Life syringe stops seizures

  • Drastically lowered chance of brain damage, it should be a rare occurrence

  • Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.

  • Slightly improved tesla coil arcs

  • Increased water impact damage

  • Bullet casings now shrink when despawning

  • Oxygen deficiency may cause brain damage

  • Low blood pressure may cause brain damage

  • Lowered brain damage posturing time

  • Seizures can stop the heart

  • Slightly lowered entity impact damage

  • Bleeding particles collide with the world when Fancy Effects is enabled

  • Fire Extinguisher is a little heavier now

  • Increased thermal pulse intensity from nuclear explosions

  • Increased drag underwater

  • Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.

  • Changed sharpness velocity threshold calculation. Lower softness values are now more effective

  • Improved thruster SFX

  • Improved propeller SFX

  • Improved ricochet SFX variety

  • Lowered audio range of mini thruster

  • Improved pumpkin destruction effect

  • Decreased cannon shockwave

  • Falling embers now collide

  • Laser colours can be much darker

  • Increased G1 SMG, SMG, and Minigun spread

  • Increased LMG heat up speed and added a little glowy bit at the end

Fixed
  • Older contraptions having firearms with incorrect reflection sounds

  • Ray cannon going insane on void & other maps occasionally

  • Fragility slider not showing enough digits

  • Crossbow bolts spinning forever

  • Some energy sword problems

  • Tree collision

  • Human feet are no longer unnaturally resistant to being crushed

  • Phase link slightly affecting center of mass

  • Minor performance improvements to do with phase links and other tools

  • Some deletion stuff

  • Flamethrower wouldn't burn stuff up close sometimes

  • Pin hover stuff

  • The game will now delete older logs as to keep a maximum of 25 logs in the log directory

  • Menu escape issue

  • Bug where limbs would cool down when dead despite blood flowing through them

  • Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken

  • Electricity particles not scaling with the object

  • Some major liquid system problems

  • Weird deletion message stuff

  • Other minor bugs

Where the hell have you been? Again?? Yes I was and am working on another game as well. It is a lot of work okay. New cool game wow this is cool

People Playground 1.25

1.25 - July 13 2022
Added
  • Split up settings into more categories:

  • General

  • Gore

  • Visual effects

  • User Interface

  • Video

  • Audio

  • Goreless mode: no blood, no gore

  • Brain damage and relevant poses. Permanent unless treated.

  • Entity fragility multiplier in Gore settings. Make humans (etc.) more or less fragile as you play.

  • Dismemberment could now expose stringy tissue that will loosely hold the limbs together

  • Limbs with enough flesh on them may eject chunky particles when shot, similar to brain-matter particles

  • Cobblestone wall

  • Stone brick wall

  • Stone brick

  • Ray Cannon

  • Liquid Duplicator

  • Cardiopulmonary Bypass Machine

  • Minor extra details to the default bullet impact effect (only visible when Fancy Effects is enabled)

  • Foliage leaves sway ever so slightly

  • Dimly lit objects are now desaturated to prevent unnatural looking brightness from vibrant objects

  • Burned foliage will now shimmer and char

  • Destroyed concrete now has loose, sharp rebar

  • Some more bullet ricochet sound variants

  • Some particles to limb crushing effects

Changed
  • Beam rifle beam will now crush limbs if they can't be sliced off

  • Brain matter particles are sometimes red

  • Detaching the head from the torso will instantly kill the organism

  • Flamethrower will heat things up less quickly

  • Worm staff wounds now are counted as stab wounds in the entity inspector

  • Decreased bleeding rate when most skin is gone

  • Energy Sword no longer sets everything on fire instantly

  • Doubled activation propagation limit

  • Firearm casings that are ejected now scale with the weapon

  • Blaster weapon muzzle flashes

  • Siren texture

  • Minor changes to fire particles

  • Changed Sentry Turret gun sound

  • Sentry Turret now targets torso over anything else

  • Human blood regeneration is slower

  • Achievement icons updated to current sprites

  • Made the plate stronger

  • Tritium can heal a dead brain

  • Blood no longer regenerates if the limb is bleeding or dismembered

  • Bandages' redness is now based on bleeding intensity

  • Impact damage on organisms is now much more dangerous. It can propagate through from the impact limb to other connected limbs to roughly approximate what would happen in real life.

Fixed
  • Auto healing again

  • Immortality serum

  • Acid is more effective and consistent

  • Burn wounds regenerating despite "auto heal injuries" being off

  • Heart rate monitor inaccuracy

  • Saving broken pistons being all messed up

  • Disassembler still discharging despite being broken

  • Firearms not always passing in the Cartridge

  • Slider slider width not adjusting to the actual scale

  • Impact intensity averaging calculation now removes outliers

  • Sentry turret no longer targets dead limbs if the human is still alive

  • Beam rifle beam is no longer effectively infinitely thin

  • Flamethrower going through walls occasionally

  • Flamethrower going through very small gaps

  • Fire extinguisher and flamethrower particles scale with the object

  • Critical drag tool bug

  • Tempered glass

  • Syringes and other small sharp things getting stuck inside people and potentially breaking their bones

  • Energy Sword impact vfx position

  • Weird debris issues to do with undoing

  • Minor performance improvements

  • Decimator will no longer occasionally be extremely loud when deleting multi-part objects

Removed
  • "You can set your collision mode to "Discrete" for a significant performance boost!"

1.25 preview

Preview 1.25 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.

This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.

Click here to read the realtime changelog.

Added
  • Split up settings into more categories:

  • General

  • Gore

  • Visual effects

  • User Interface

  • Video

  • Audio

  • Goreless mode: no blood, no gore

  • Dismemberment could now expose stringy tissue that will loosely hold the limbs together

  • Limbs with enough flesh on them may eject chunky particles when shot, similar to brain-matter particles

  • Cobblestone wall

  • Stone brick wall

  • Liquid Duplicator

  • Cardiopulmonary Bypass Machine

  • Minor extra details to the default bullet impact effect (only visible when Fancy Effects is enabled)

Changed
  • Beam rifle beam will now crush limbs if they can't be sliced off

  • Brain matter particles are now red

  • Detaching the head from the torso will instantly kill the organism

  • Flamethrower will heat things up less quickly

  • Worm staff wounds now are counted as stab wounds in the entity inspector

  • Decreased bleeding rate when most skin is gone

  • Doubled activation propagation limit

  • Firearm casings that are ejected now scale with the weapon

  • Blaster weapon muzzle flashes

  • Changed Sentry Turret gun sound

  • Sentry Turret now targets torso over anything else

  • Human blood regeneration is slower

  • Achievement icons updated to current sprites

  • Made the plate stronger

Fixed
  • Auto healing again

  • Immortality serum

  • Acid is more effective and consistent

  • Burn wounds regenerating despite "auto heal injuries" being off

  • Heart rate monitor inaccuracy

  • Saving broken pistons being all messed up

  • Disassembler still discharging despite being broken

  • Firearms not always passing in the Cartridge

  • Slider slider width not adjusting to the actual scale

  • Impact intensity averaging calculation now removes outliers

  • Sentry turret no longer targets dead limbs if the human is still alive

  • Beam rifle beam is no longer effectively infinitely thin

  • Flamethrower going through walls occasionally

  • Flamethrower going through very small gaps

  • Critical drag tool bug

  • Weird debris issues to do with undoing

1.24 patch 5

Some more small changes and fixes.

1.24.5 - May 24 2022
Added
  • Cyrillic font support
Fixed
  • Logging oversight
1.24.4 - May 24 2022
Changed
  • Hover thruster max height is now 10 km
Fixed
  • Brain-death being way too hard to heal

  • Androids being impossible to revive sometimes

  • Liquid exit tolerance & reliability

  • Tritium permanence

  • Auto-healing

1.24 patch 3

1.24.3 - May 23 2022
Added
  • Burn damage can heal

  • Adrenaline undoes numbness

Changed
  • Bullet-holes can be a bit smaller
Fixed
  • Even more burning issues (endless burning)

  • Regeneration speed being way too slow

  • Brain-dead state not working correctly

  • Tempered glass undo not working

1.24.2 - May 22 2022
Fixed
  • Burning issues

  • Inspector issues

  • Other issues that are too small and numerous to list

1.24 patch 1

1.24.1 - May 22 2022

A small patch to fix issues people have encountered & bonus additions.

Added
  • "Heart stopped" in living entity inspector if the heart has stopped working

  • "Brain-dead" in living entity inspector if... yeah

Fixed
  • Human water impact damage is no longer excessive

  • Error in bullet-damage-by-distance-calculation

  • Bullet-wound damage response curve. The contrast between small round damage & big round damage is greater and more noticeable.

  • More electrocution issues

  • Android durability being almost infinite

Gore update - People Playground 1.24

1.24 - May 21 2022
Added
  • Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.

  • Painkiller syringe

  • Humans will pass out when they experience too much g-force

  • Boat motor reverses on red signal

  • For modders: support for transparent liquids

  • For modders: Liquid.GetDisplayName()

  • For modders: BloodContainer.ForceCalculateComputedColor

Changed
  • Completely rewrote body shader (this may make humans from older contraptions look weird)

  • Blunt damage causes bruising (new look)

  • Bullets make bullet holes

  • Stabbing makes stab wounds

  • Touching hot objects & friction causes burn wounds

  • You can switch back to the legacy shaders in the general settings menu

  • Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.

  • Bullet impacts on bodies of water are more intense

  • Stopping time has a shorter transition

  • Androids are more durable

  • Minor rendering optimisations

  • Other minor optimisations

  • Changed bullet hardness & damage distance calculations

  • Limbs don't drain their liquid as fast when bone is exposed

  • Humans don't panic as easily when shot

  • Humans wince more when shot

  • Humans and gorses regenerate blood slowly, if they're alive

  • Bullets have 50% more impact force

  • Tritium glows when seen in transparent containers

  • Made punctured lungs more dangerous

  • Increased g-force resilience

  • Decreased human drown time

  • Boiling bodies of water have no buoyancy

  • Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.

  • G-force damage no longer occurs when the organism was frozen

  • Improved distant large explosion sound

  • Changed AK-47 sfx

  • Changed AR sfx

  • Changed Submachine gun sfx

  • Changed Shotgun sfx

  • Changed Sniper sfx

  • Swapped old Rifle sfx for sniper SFX

  • Improved Gorse collision

  • Increased explosion shrapnel lethality

  • Made Ultra Strength Serum more potent

  • Decreased bleeding particles intensity

  • Minor tweaks to entity body temperature maths

  • Increased body bullet impact sound volume

  • Gave liquids nicer names

  • Made human pain animation a little less rigid

  • Organisms rot slower

  • Increased minimum impact damage threshold for limbs

  • Heat capacity is now calculated using object mass in addition to size & material properties

  • Lowered object to air heat dissipation

Fixed
  • Android circuit layer transparency

  • Improved limb liquid circulation

  • Fireworks detail view radius visible for too long

  • Concrete debris suddenly disappearing

  • Made rescaled living entities a little more stable.

  • Boat motor saving issues

  • Slider disintegration issues

  • Unnecessary memory usage

  • Electrocution issues

  • Workshop upload dialog box being weirdly sized

  • Fluorescent bulb glow overlay appearing in front of everything

  • Issues :(

  • Detectors emitting signals even when broken

  • Human flesh layer not covering all bones

Removed
  • Removed coagulation concentration calculation

1.24 preview

Preview 1.24 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.

This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
  • Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.

  • Painkiller syringe

  • Humans will pass out when they experience too much g-force

  • Boat motor reverses on red signal

  • For modders: support for transparent liquids

  • For modders: Liquid.GetDisplayName()

  • For modders: BloodContainer.ForceCalculateComputedColor

Changed
  • Completely rewrote body shader (this may make humans from older contraptions look weird)

  • Blunt damage causes bruising (new look)

  • Bullets make bullet holes

  • Stabbing makes stab wounds

  • Touching hot objects & friction causes burn wounds

  • You can switch back to the legacy shaders in the general settings menu

  • Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.

  • Bullet impacts on bodies of water are more intense

  • Stopping time has a shorter transition

  • Androids are more durable

  • Minor rendering optimisations

  • Other minor optimisations

  • Changed bullet hardness & damage distance calculations

  • Limbs don't drain their liquid as fast when bone is exposed

  • Humans don't panic as easily when shot

  • Humans wince more when shot

  • Humans and gorses regenerate blood slowly, if they're alive

  • Bullets have 50% more impact force

  • Tritium glows when seen in transparent containers

  • Made punctured lungs more dangerous

  • Increased g-force resilience

  • Decreased human drown time

  • Boiling bodies of water have no buoyancy

  • Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.

  • G-force damage no longer occurs when the organism was frozen

  • Improved distant large explosion sound

  • Changed AK-47 sfx

  • Changed AR sfx

  • Changed Submachine gun sfx

  • Changed Shotgun sfx

  • Changed Sniper sfx

  • Swapped old Rifle sfx for sniper SFX

  • Improved Gorse collision

  • Increased explosion shrapnel lethality

  • Made Ultra Strength Serum more potent

  • Decreased bleeding particles intensity

  • Minor tweaks to entity body temperature maths

  • Increased body bullet impact sound volume

  • Gave liquids nicer names

  • Made human pain animation a little less rigid

  • Organisms rot slower

  • Increased minimum impact damage threshold for limbs

  • Heat capacity is now calculated using object mass in addition to size & material properties

  • Lowered object to air heat dissipation

Fixed
  • Android circuit layer transparency

  • Improved limb liquid circulation

  • Fireworks detail view radius visible for too long

  • Concrete debris suddenly disappearing

  • Made rescaled living entities a little more stable.

  • Boat motor saving issues

  • Slider disintegration issues

  • Unnecessary memory usage

  • Electrocution issues

  • Workshop upload dialog box being weirdly sized

  • Fluorescent bulb glow overlay appearing in front of everything

  • Issues :(

  • Detectors emitting signals even when broken

  • Human flesh layer not covering all bones

Removed
  • Removed coagulation concentration calculation

People Playground 1.23.9

Some fixes for things + I want to go for walk. Zullen we nou gaan of niet?

1.23.9 - April 14 2022
Fixed
  • Centrifuge bug on low settings

  • "Sharing violation" error while compiling mods

1.23.8 - April 12 2022
Changed
  • Should be impossible for the compiler server to stay alive

People Playground 1.23.7

1.23.7 - April 11 2022
Added
  • Faster mod loading / compilation

  • Small Boulder

  • Fluorescent Lamp

  • Invisible particle projectors are now visible in detail view

Changed
  • Instant death poison is instant again

  • Made bottle stronger

  • Boat motor no longer electrocutes everything when charged

  • Boat motor now breaks at 800 degrees Celsius

  • Organism inspector now considers an organism with a dysfunctional brain to be fully dead.

  • Minor changes to blood pressure calculation

  • Detached limbs no longer have a heartbeat lmao

  • Spotlights emit some softer light too

  • Mod compiling is now more compatible with older systems

Fixed
  • Decal layer stuff

  • Android arm layer stuff

  • Substructure lift layer stuff

  • Minor optimisations

  • Physics audio volume inconsistencies

  • Minor change to a bus texture 🟥

  • Emergency stop button on lift not working sometimes

  • Celsius*


Note for Windows 7 users

Your operating system is obsolete. But if you want to keep using it anyway, you will probably need a little update: KB3063858 for 64 bit (probably what you need) KB3063858 for 32 bit (if your computer is older than you)

People Playground 1.23.6

1.23.6 - April 3 2022
Added
  • "Dynamic" collision mode. Dynamic mode switches between discrete and continuous based on velocity. It serves as a middle-ground between the two, being more reliable than discrete mode but not as CPU-hungry as continuous mode.

  • Android "skin" can be burnt off, just like pre-temperature-update versions

  • Boat motor

Changed
  • Minor optimisations to do with dragging

  • Slowed human internal temperature transfer rate

  • If the heart is stopped or blood flow is blocked, organisms no longer lose all blood pressure immediately

  • Made organisms more vulnerable to hot/cold environments

  • Minor changes to metal impact VFX

  • Save files containing foliage are now much smaller and will take less time to load/save

  • Leaves will resize with the rest of the foliage

  • Ceiling turret is no longer invulnerable to heat

Fixed
  • Weapons (and other things) not saving their position properly when held by a ragdoll

  • Some spelling inconsistencies

  • Black hole not doing the black hole thing sometimes

  • Modded liquids will now correctly cause a contraption to require mods

  • A bug, believe it or not

  • Crate debris fuckery

  • Bug to do with piston correction

  • Winch connector thing being weird when flipped

  • Android arm decal rendering

  • Moving foliage around in pause mode will now bring leaves with them

  • Problem to do with car doors being broken and then being copy-pasted

People Playground 1.23

1.23 - March 28 2022
Added
  • Substructure map

  • Mechanical Belt

  • Resizable Housing (colorable box that maintains a correct texture when resized)

  • Bottle

  • Power Hammer

  • Trees

  • Bushes

  • Magnum Revolver

  • Bazooka

  • Liquid centrifuge

  • Spot light

  • Normal wheel

  • Particle Projector

  • Key triggers now clearly show what key they're assigned to in Detail View. They can also be given a description.

  • Contraptions now have an "info" button. It'll show you required mods and some other useful information.

  • Some more bone breaking sounds

  • "Slowly heal injuries" is now toggleable

  • "Open in Workshop" button, if applicable

  • Thumbnail size warning on Workshop upload

  • "Ambience Highpass" setting. It allows the player to set a highpass cutoff frequency for the ambient noise. This is useful if you suffer from crackling audio issues.

  • Search bar in mod menu

  • Better explosion shrapnel. Some explosions will now emit shrapnel (invisible, behave identical to bullets)

  • More wooden strut stress SFX

  • Optional "Choose object under cursor" keybind. It's like Minecraft middle click.

  • Made soap work just by sliding too

  • Fire embers (only visible when Fancy Effects is enabled)

  • Laser pointer colour can be changed

  • Organisms have a chance to walk a bit when shot

  • When shot in the head, there is a chance for visual brain matter to fly out

  • Distant SFX. Guns and explosives now have special sounds that are heard when they're distant.

  • Clearing everything will now reset the map too

  • Overwriting a contraption that you've uploaded to the Workshop and then uploading it again will update the existing Workshop item.

  • Destructible machinery can now be made indestructible using the context menu

  • Flamethrower flames and fire extinguisher... puffs (??) now collide with objects, they have no effect on things behind walls

  • Contraptions that depend on mods will now have a list of required mods added to the description. There is no way for me to automatically add required items to the Steam upload. You need to do this yourself.

  • For modders: LiquidMixingController. Visit the modding wiki for more information.

  • For modders: the SkipSerialisationAttribute can now be applied to a class as well. This will exclude the entire component from the serialisation process.

  • For modders: A Map object now has InstantiateOverride. This is an Action that, if not null, will be called on map load instead of instantiating the Prefab. The proper container is provided as a parameter.

Changed
  • "Biohazard" category is now "Chemistry" (FindCategory treats them as the same)

  • Made metronome more consistent

  • Renamed "Wheel" to "Wooden Wheel"

  • Minor changes to metal hit effect

  • The exact colour of the LED Bulb can now be set (this replaces all other LED Bulbs)

  • Broken electronics spark SFX

  • Pistons will keep pushing/pulling. They can no longer be forcibly moved by other objects without them returning to their target state.

  • The Tank is no longer a solid block of metal. It has an engine and gas tank, just like the car, and its turret base is detachable.

  • Made humans heavier and stronger

  • Blood will no longer spill out when a limb is stabbed. Instead, most of the blood will stay inside until the sharp object is removed.

  • Reordered some buttons on the contraption button in the toybox

  • Made the nitroglycerin explosion more powerful again

  • Minor changes to minigun behaviour

  • Made bell a bit less loud

  • Changed minigun SFX

  • Minor change to rocket launcher SFX

  • Small change to sniper rifle SFX

  • Changed 120mm cannon SFX

  • Changed tank cannon SFX

  • Increased tank barrel weight

  • Increased tank cannon recoil

  • Decreased tank suspension strength

  • Decreased tank speed

  • Tank muzzle blast is a little more dangerous and is much larger

  • Decreased ambient sound rate on Humongous

  • Decreased bullet drop

  • Phase link is now only visible in detail view

  • Increased default mod compilation duration limit and increased maximum loading time from 60 seconds to 120 seconds

  • Selection outline is a little less vibrant

  • Minor changes to human bruise colour

  • Minor changes to human blood impact

  • Increased grenade fuse from 2 seconds to 4 seconds

  • Mods that use the "Application" identifier are marked as suspicious

  • Rockets launched from the standard rocket launcher will slow down more underwater and will get stuck inside immobility fields

  • Decreased activation signal amount warning sound rate

  • Increased activation signal limit

  • Layering changes to the tank

  • Lowered impact force of bullets on very hard objects (like bulletproof plates)

  • Minor changes to brick impact VFX

  • Decal sorting order stuff

  • Made that little orange thing in the corner of outdated contraptions a bit smaller

  • Small wood impact is a little louder

  • Made sliding sound less loud

  • For modders: deprecated Hover.collider and all wire colliders

  • Removed very low frequencies from ambient hum

  • Pistons now stop working completely when broken

  • Made some bullet impact SFX a little less loud

  • Increased "stop animation on damage" damage threshold

Fixed
  • Absolutely terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pink / disappear after paste or load. This should also fix a whole bunch of other problems to do with the serialisation of specific objects.

  • An awful design flaw to do with continuous activation signals. This should not introduce any unexpected behaviour unless you expect something to be broken. Some contraptions may rely on this inconsistency, and they will break. Most contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation signal limit warnings.

  • Improved fast moving wire performance

  • Debug messages doing the DRAG SELECTED thing.

  • Glass no longer increases detector range if placed in front of a mirror

  • Zombies moving even though they're dead (more deader)

  • Other minor performance improvements

  • Fixed an LED bulb issue that you never noticed

  • RemoveLiquid bug that can cause liquid underflow

  • Some pumpkin stuff

  • Weird explosion miscalculation (CreatePulseExplosion)

  • Minor firearm bugs

  • Liquidentifier going nuts in lava

  • Bicycle is now made of metal too, just like the others

  • Bug where explosives could trigger other explosives infinite times

  • Some deletion stuff

  • Soap problems

  • Water making the entire map float

  • Outlet liquid decal issues

  • Contraption synchronisation can time-out (20 seconds per item, just to prevent an infinite loop in case Steam loses its mind)

  • Toybox scrollbar stuff

Removed
  • Removed liquid pressuriser sound

  • Removed rotor sound

  • Expanded gore is gone

Help me my cool tank is corrupt

Specific items from 1.22 are no longer compatible with 1.23. These items are:

  • 120mm cannon
  • 30mm cannon

If your 1.22 save has any of these items, it will no longer work in 1.23. To recover these, just load them in 1.22 and remove the cannons. Save the contraption in 1.22 and load it up in 1.23. Then you can just add the cannons again.

1.23 preview

Preview 1.23 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.

This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
1.23 - ?? be patient please
Added
  • Substructure map

  • Mechanical Belt

  • Resizable Housing (colourable box that maintains a correct texture when resized)

  • Bottle

  • Power Hammer

  • Trees

  • Bushes

  • Magnum Revolver

  • Bazooka

  • Normal wheel

  • Particle Projector

  • Key triggers now clearly show what key they're assigned to in Detail View. They can also be given a description.

  • Contraptions now have an "info" button. It'll show you required mods and some other useful information.

  • Some more bone breaking sounds

  • "Slowly heal injuries" is now togglable

  • "Open in Workshop" button, if applicable

  • "Ambience Highpass" setting. It allows the player to set a highpass cutoff frequency for the ambient noise. This is useful if you suffer from crackling audio issues.

  • Search bar in mod menu

  • Better explosion shrapnel. Some explosions will now emit shrapnel (invisible, behave identical to bullets)

  • More wooden strut stress sfx

  • Optional "Choose object under cursor" keybind. It's like Minecraft middle click.

  • Made soap work just by sliding too

  • Fire embers (only visible when Fancy Effects is enabled)

  • Organisms have a chance to walk a bit when shot

  • When shot in the head, there is a chance for visual brain matter to fly out

  • Distant SFX. Guns and explosives now have special sounds that are heard when they're distant.

  • Destructible machinery can now be made indestructible using the context menu

  • Flamethrower flames and fire extinguisher... puffs (??) now collide with objects, they have no effect on things behind walls

  • Contraptions that depend on mods will now have a list of required mods added to the description. There is no way for me to automatically add required items to the Steam upload. You need to do this yourself.

  • For modders: LiquidMixingController. Visit the modding wiki for more information.

  • For modders: the SkipSerialisationAttribute can now be applied to a class as well. This will exclude the entire component from the serialisation process.

Changed
  • "Biohazard" category is now "Chemistry" (FindCategory treats them as the same)

  • Made metronome more consistent

  • Renamed "Wheel" to "Wooden Wheel"

  • The exact colour of the LED Bulb can now be set (this replaces all other LED Bulbs)

  • Broken electronics spark SFX

  • Pistons will keep pushing/pulling. They can no longer be forcibly moved by other objects without them returning to their target state.

  • The Tank is no longer a solid block of metal. It has an engine and gas tank, just like the car, and its turret base is detachable.

  • Made humans heavier and stronger

  • Blood will no longer spill out when a limb is stabbed. Instead, most of the blood will stay inside until the sharp object is removed.

  • Reordered some buttons on the contraption button in the toybox

  • Made the nitroglycerin explosion more powerful again

  • Minor changes to minigun behaviour

  • Changed minigun SFX

  • Minor change to rocket launcher SFX

  • Small change to sniper rifle SFX

  • Changed 120mm cannon SFX

  • Changed tank cannon SFX

  • Increased tank barrel weight

  • Increased tank cannon recoil

  • Decreased tank suspension strength

  • Decreased tank speed

  • Tank muzzle blast is a little more dangerous and is much larger

  • Decreased ambient sound rate on Humongous

  • Decreased bullet drop

  • Phase link is now only visible in detail view

  • Increased default mod compilation duration limit and increased maximum loading time from 60 seconds to 120 seconds

  • Selection outline is a little less vibrant

  • Minor changes to human bruise colour

  • Minor changes to human blood impact

  • Increased grenade fuse from 2 seconds to 4 seconds

  • Mods that use the "Application" identifier are marked as suspicious

  • Rockets launched from the standard rocket launcher will slow down more underwater and will get stuck inside immobility fields

  • Decreased activation signal amount warning sound rate

  • Increased activation signal limit

  • Layering changes to the tank

  • Minor changes to brick impact VFX

  • Decal sorting order stuff

  • Made that little orange thing in the corner of outdated contraptions a bit smaller

  • Small wood impact is a little louder

  • Made sliding sound less loud

  • For modders: deprecated Hover.collider and all wire colliders

  • Removed very low frequencies from ambient hum

  • Increased "stop animation on damage" damage threshold

Fixed
  • Absolutely terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pink / disappear after paste or load. This should also fix a whole bunch of other problems to do with the serialisation of specific objects.

  • An awful design flaw to do with continuous activation signals. This should not introduce any unexpected behaviour unless you expect something to be broken. Some contraptions may rely on this inconsistency, and they will break. Most contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation signal limit warnings.

  • Improved fast moving wire performance

  • Debug messages doing the DRAG SELECTED thing.

  • Glass no longer increases detector range if placed in front of a mirror

  • Zombies moving even though they're dead (more deader)

  • Other minor performance improvements

  • Fixed an LED bulb issue that you never noticed

  • Some pumpkin stuff

  • Weird explosion miscalculation (CreatePulseExplosion)

  • Minor firearm bugs

  • Bicycle is now made of metal too, just like the others

  • Bug where explosives could trigger other explosives infinite times

  • Some deletion stuff

  • Soap problems

  • Outlet liquid decal issues

  • Contraption synchronisation can time-out (20 seconds per item, just to prevent an infinite loop in case Steam loses its mind)

  • Toybox scrollbar stuff

Removed
  • Removed liquid pressuriser sound

  • Removed rotor sound

  • Expanded gore is gone

Why are you updating so slowly?

Because I am working on too many things at the same time. However, these past days have been fully focused on People Playground and I've made a lot of progress. More is coming.

1.22.3

1.22.3 - 2 December 2021
Added
  • Accelerator energy weapon

  • Archelix Caster energy weapon

  • Plastic explosive

  • Liquid.GetAll()

  • The inspection display now shows if the entity has punctured lungs

  • Punctured lungs cause pain

  • SimpleLightingEmitterBehaviour.Instance.Emit

  • A few new minor Steam achievements

  • A warning that appears whenever the maximum activation signal limit is reached

  • You can press escape to stop resizing

Changed
  • Lowered likelihood of punctured lungs

  • Minor change to sniper rifle SFX

  • Bullet wounds can fully heal if properly treated

  • Internal bleeding will heal faster

  • Gave the immobility field a little more health

  • Decreased required temperature for organisms to start shivering

  • Liquid effect intensity is now often based on the concentration of the liquid inside the container

Fixed
  • Incorrect ceiling turret aiming

  • Minor memory leaks (minor as in "minor catastrophe")

  • Minor performance improvements

  • Flamethrower issues

  • Key rebinding issue when trying to bind to "escape"

  • Strange problems setting the contents of multiple text displays/radios/hologram displays at once

  • "Previous texture" not always working

  • DRAG SELECTED

  • DRAG SELECTED

  • DRAG SELECTED

People Playground 1.22.2

1.22.2 - November 10 2021
Fixed
  • Fixed some out-of-bounds stuff again

  • Made PhysicalBehaviour.IsUnderwater's set accessor public

People Playground 1.22.1

1.22.1 - November 9 2021
Added
  • Mods now show if they have timed out
Changed
  • Decreased likelihood of internal bleeding

  • Reconstructor will help heal internal bleeding

  • Sentry turret is now a little more vulnerable

  • Fireworks can explode when shot

Fixed
  • Infrared thermometer incorrect limits

  • Gate double trigger not existing

  • Sentry turret debris issues

  • Bicycle disintegration bug

  • "Bleeding" showing up in inspection display despite lack of visual bleeding

People Playground 1.22

1.22 - November 1 2021
Added
  • Much better bells. You can select a piano key in the context menu.

  • Infrared thermometer

  • Liquid outlet

  • Thermal vision

  • Vases

  • Wire direction snapping

  • Detached 30mm HEAT autocannon

  • Entities feel momentary pain when stunned

  • "Stop animation on damage" setting

  • "Set object temperature" context menu option

  • Escape key escaping things

  • Objects are now destroyed if they are out of bounds for over 5 seconds

  • "Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.

  • Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.

  • Blood decal & particle colours are now accurate to the actual liquid inside the body

  • Water cleans objects

  • Balloons now pop under pressure

  • Exit wounds for stabbing

  • Humans can get paralysed if their spine breaks

  • There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death

  • Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.

  • Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.

  • More intense bullet metal impact sounds

  • If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.

  • Firearms can accidentally discharge when dropped

  • Multiselect using shift (by default)

  • Toybox size is now remembered

  • A few optional keybinds

  • Unbind button in keybind menu

Changed
  • Humans regenerate limb integrity slowly

  • Lowered contraption spawn outline delay

  • Living tissue regenerates visual blunt damage slowly

  • Adjusted impact damage so that head injuries are more dangerous

  • Fire kills less quickly

  • Increased general impact damage severity

  • Decreased blood impact particle intensity

  • Decreased bleeding particle intensity

  • Other minor changes to humans

  • Disassembler is more likely to disintegrate things

  • Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.

  • Some firearm SFX changes

  • Wood impact SFX

  • Increased blood vessel wire transfer speed

  • Minor changes to liquid rules

  • Minor changes to the machine gun and 30mm cartridge

  • Joint stress sound rate

  • Beam rifle now heats up objects it strikes

  • Blaster bolts heat up objects that they reflect off of

  • Increased rocket launcher impact dismemberment chance

  • Multithreaded the ambient temperature system

  • The ambient temperature grid can now propagate more effectively

  • Replaced "Symphony No.40, Mozart" with "Danse Macabre, Saint Saëns 🎃" in the Jukebox.

  • Minor changes to keybind page

  • "Show selection/freezing outlines" settings is now called "Show hovering highlights". It will also disable the red wire highlights.

Fixed
  • Minor optimisation

  • Minor bug fixes

  • Weird bandage tool bug where you could attach it to other wires

  • Water splashing being audible from seven light years away

  • Ceiling turret not correctly saving/loading frozen state

  • Syringes not being affected by pressure system

  • Accidental overwriting of contraptions

  • Bug where you could resize the toybox with middle mouse button

  • Occasional flashes of light when spawning in items

  • Bug causing knockout poison to appear pitch black

  • Center of mass being all messed up when the object is resized or flipped

  • Pull/push powers occasionally causing teleportation

  • Disappearing center of mass etc.

  • Accumulator not having a heat shield option

  • Object pooling issue

  • Lingering limb status UI things after deserialisation

  • Conveyor belt pinning serialisation issues

  • Lingering objects after disintegration

Removed
  • The old bells. Contraptions with old bells in them will still work.

  • PersonBehaviour.AverageAngle

  • "Liquid overflow limb exploding" setting

People Playground 1.21.3

1.21.3 - August 23 2021
Added
  • Cable. An indestructible non-conductive wire.
Changed
  • Renamed a few items

  • Made destructible propagation wires less fragile

  • Slightly faster contraption spawning / pasting

  • Shards and crossbow bolts fired from their respective launchers no longer collide with each other

  • Explosives heat up objects less intensily

Fixed
  • Steam warning appearing too often

  • Out of bounds hover height for hover thrusters

  • The game now falls back to the object center when calculating the center of mass for frozen objects

  • Crate debris not being removed correctly

  • More consistent contraption mod detection

  • Propagation wire destructibility issues (is that a word?)

  • Activation transformer only outputting a green signal

  • Minor bug fixes

  • Center of mass gizmo being all jittery

  • Frozen organisms not experiencing some things

  • Tool shortcut subtool order

People Playground 1.21.2

1.21.2 - August 19 2021
Added
  • Hover thrusters can now change height using signals. Red increases hover height by 10 cm every use (or 5 meters per second when used continuously), blue decreases by the same amount.
Changed
  • Falling animation

  • Dismemberment is now painful

  • LED Bulbs can now break

  • G1 SMG sounds

Fixed
  • Humans no longer die immediately if their arms are ripped off

  • Older outlines being all warped

  • Some effects not being removed when "Clear everything" is pressed

  • Laser not scaling correctly

People Playground 1.21.1

1.21.1 - August 18 2021
Changed
  • Hover thrusters now have an editable hover height (context menu). Energy only makes it more powerful.

  • Water splashes are no longer created if the object is moving too slowly

Fixed
  • The camera going insane when following disintegrated things

  • Underwater sound starting too early

  • Memory leak

  • Much faster map switching and contraption saving

  • Activation toggle still working when broken

  • Resize action in context menu not closing the menu

  • Other small bugs

  • Outline (de)serialisation issues

Small patch

Hello! Sorry!

There was a small (major) bug that may have caused some issues with loading modded contraptions. The issue has been fixed.

People Playground 1.21

1.21 - August 17 2021
Added
  • Liquid pressuriser

  • Liquid pressure valve

  • Destructible activation propagation wires

  • Hover thruster

  • Activation toggle

  • Accumulator battery

  • Automatic spike gun

  • You can now change the range of a detector using the context menu

  • Red LED, Blue LED, Green LED, White LED

  • More mystery liquids

  • Lava pools now work nicely with ambient temperature

  • All contraptions saved from now on will include a list of required mods. When selecting a modded contraption, the game will display a list of required mods if you don't have them installed or enabled.

  • Scrollbar to the mod menu and toybox

  • More ambient sounds

  • Gate now has a double trigger mode

  • Some UI sounds

  • A clear "Steam uninitialised" warning dialog box

Changed
  • Simplified some object colliders

  • Bone breaking sounds

  • Minor texture changes

  • Missile launcher missile is now disarmed until its fins are deployed

  • Made the phase link smaller

  • Ceiling turret moves less smoothly and more robotically

  • Laser performance improvements

  • Detector performance improvements

  • Detector rays are a little brighter

  • Dialog boxes are clearer now

  • Other major performance improvements

  • Hovercars now hover over water

  • Increased mouse scrolling speed in menus

  • Some UI sounds

  • Bone breaking poison is less instant

  • Decreased the chance for damage to the upper body to do damage to the heart

  • Changes to the internal map system. Note to custom map creators and users: your maps will inevitably break in the upcoming updates. They may work to an extent but you should consider them obsolete.

Fixed
  • A broken plate being heavier than a normal one

  • Display text change dialog not being pre-filled with the current text being displayed

  • Stuff being rendered outside of map bounds

  • Some items going haywire inside lava

  • Context menu closing when the scrollwheel is clicked

  • Valves still transferring pressure when closed

  • Channel-related bug with the gate

  • Liquid related bugs

  • Detectors, lasers, and the missile launcher detecting themselves when moving fast

  • Lasers blocking their own beam

  • Minor disintegration & crushing bugs and also performance improvements

  • Item persistence bug

  • A memory leak

  • Metal detector not considering some items metal

  • Small buttons going haywire in water and lava

  • Heartrate Monitor issues

  • UI lock when attempting to publish a contraption to the Workshop before Steam is initialised

  • Debris not being scaled with the destroyed object correctly

  • Camera trying to follow disintegrated/crushed objects

  • Other minor bugs