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Unturned

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Unturned is an open-world zombie survival sandbox game.

Latest · by Smartly Dressed GamesWebsite

Changelog

3.26.3.4 Patch Notes

Fixed
  • Falling icicles mythical interfering with physics
  • Plugin GUIs with canvas scalers not updating until the next frame
  • Replicate server config ahead of spawning player in multiplayer

Fixed

  • Falling icicles mythical interfering with physics. (Thanks Zombs-R-Cute and AustrailianBushman!)

  • Plugin GUIs with canvas scalers not updating until the next frame. (Thanks DanielWillett!)

  • Replicate server config ahead of spawning player in multiplayer.

3.26.3.3 Patch Notes

Fixed
  • Updated sea level check to use static volumes optimization
  • Revised blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup
  • Unable to set per-item-type workshop tag with submission menu localization installed
  • Unable to respawn at bed inside no-build zone with Bypass_No_Building_Zones enabled
  • Enable skin material override for Alien Antennas
  • Trains not destroying barricades when reversing
  • Enabled emission for Dizzy Stars star particles to match their trails
  • Divine Duneman shirt preview mistakenly emissive
  • Comment component editor not marking object dirty
  • Level asset Min_Stealth_Radius being ignored

Fixed

  • Updated sea level check to use static volumes optimization.

  • Revised a blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup. (Thanks Frosty_Gas_9486 and Jdance!)

  • Unable to set per-item-type workshop tag with submission menu localization installed. (Thanks hyj!)

  • Unable to respawn at bed inside no-build zone with Bypass_No_Building_Zones enabled. (Thanks FF!)

  • Enable skin material override for Alien Antennas. (Thanks Cali 2 team!)

  • Trains not destroying barricades when reversing. (Thanks Cali 2 team!)

  • Enabled emission for Dizzy Stars star particles to match their trails. (Thanks Rio Team!)

  • Divine Duneman shirt preview mistakenly emissive. (Thanks Bond00j7777!)

  • Comment component editor not marking object dirty. (Thanks DiFFoZ!)

  • Level asset Min_Stealth_Radius being ignored. (Thanks DiFFoZ!)

3.26.3.2 Patch Notes

Fixed
  • Bypass_No_Building_Zones ignored by several redundant barricade-related checks

Fixed

  • Bypass_No_Building_Zones ignored by several redundant barricade-related checks.

3.26.3.1 Patch Notes

Added
  • Add "Prevent Level Skill Overrides" option for enabling leveling/skills on maps that disable it
Changed
  • Levels with high numbers of volumes can opt-in to "Enable_Static_Volumes" which improves performance of volume overlap checks
  • Separate "No Incoming Damage" safezone option from "No Weapons" to allow attacking safezone campers
Fixed
  • Fix 2D Scopes with Dual Rendering Off not working with California 2 custom scope shaders
  • Fix Peacemaker suitcase timer for left-handed characters
  • Fix Press vest text for left-handed characters
  • Fix warning about UFO mythical auto random seed off
  • Fix California 2 shirt/pants missing 3D preview model
Changelog

Added

  • "Prevent Level Skill Overrides" option for enabling leveling/skills on maps that disable it.

Changed

  • Levels with high numbers of volumes can opt-in to "Enable_Static_Volumes" which improves performance of volume overlap checks. (Thanks RBMKBlaze, Ghosticollis, and MCrow!)

  • Separated "No Incoming Damage" safezone option from "No Weapons" to allow attacking safezone campers.

Fixed

  • 2D Scopes with Dual Rendering Off not working with California 2 custom scope shaders. (Thanks AngelAbov3!)

  • Peacemaker suitcase timer for left-handed characters. (Thanks mileslucas169!)

  • Press vest text for left-handed characters. (Thanks oddowo and CPL!)

  • Warning about UFO mythical auto random seed off. (Thanks Dizzpie!)

  • California 2 shirt/pants missing 3D preview model. (Thanks TSB!)

California 2

Added
  • Add California 2 map with extensive progression through multiple Deadzone tiers, 100+ NPC quests, and numerous activities, easter eggs, secrets, storylines, and hidden locations
  • Add new music for unique areas of California 2 map
  • Add translations for California 2 map text into Simplified Chinese, Traditional Chinese, Russian, and Ukrainian
  • Add -UnlockSteamAchievements command-line flag to unlock all Steam achievements
Changed
  • Slightly improve performance for maps with high 1k+ zombie counts
  • Lower stacked Experience Beret hour counts to line up with 2x, 3x, 4x
Fixed
  • Fix custom asset bundles in Unturned/Bundles folder incorrectly overriding core asset bundle
  • Fix capturing cosmetic preview for items containing world-space particles
  • Fix Symbiont Peacemaker skin emissive texture
  • Fix spike in terrain on Yukon near the coast
  • Fix order of items null checks in drop item request
  • Fix kick cheaters sending unrequested screenshots to server
  • Fix Toy Ace, Sweet Sprinkles Avenger, Toy Avenger, Banana Desert Falcon, Old Soldier Desert Falcon, Yellowcake Maschinengewehr, and Yellowcake Yuri skin emissive textures
  • Fix clothing takes priority over cosmetics transfers mythical positioning

We're proud to unveil 6+ years of work and collaboration on Unturned's biggest and most content-packed map of all time: welcome to the Golden State of California!

DEEP ENDGAME: The extensive progression doesn't end at the first or even second tier of Deadzone, but goes further, offering bigger and better rewards for those willing to take risks.

PVE FRIENDLY: With several NPC safezones offering 100+ quests and countless activities, easter eggs, secrets, storylines, and hidden locations to discover you'll be kept plenty busy.

TRULY MASSIVE: At roughly 6x the size of California 1 this is far more than a remaster, it's our greatest undertaking to date. (That's not even counting the underground and secret out-of-bounds areas!)

BESPOKE SOUNDTRACK: Enjoy new music for many unique areas of the map!

TRANSLATED: All of the map's text is translated into Simplified Chinese, Traditional Chinese, Russian, and Ukranian!

New Achievements
Free Items

New playtime drops are available for the duration of the event! (April 30th through May 28th)

Premium Items

This project was created by August, Clue, Nolam, Spebby, Sultan, and Tiway. If you enjoy the map and would like to support them, consider checking out their new themed items in the Stockpile:

Red Mystery Box Red Bundle Operator Bundle Blue Mystery Box Blue Bundle Crystalmancer Bundle

Special thanks from the California 2 team to alamogordo_, ashsswag, Big Raider, cucuycharles, Dylan Rhodes, Flodo, LIMONN, MCrow, Nardo, Neonik, Phoebe, Rexmeck, Skypoint, Spyjack, staswalle, and all of the testers who have supported the development of the map over the years.

Additional Links

California 2 Cosmetics Showcase

California 2 Bug Report Thread

California 2 Feedback Thread

California 2 on the Steam Workshop

FAQ

What happened to the "Environmental" map?

"Environmental" in the "Next Curated Map Teaser" post was referring to the environment of the next map (California 2), not a map named Environmental. Our apologies for this miscommunication!

What is a Curated Map?

Curated maps are high-quality, community-led projects integrated into the game through the Steam Workshop. Throughout development we introduce new features to accomplish the team's vision, pushing forward the boundaries of the game's modding support.

Newly released curated maps are automatically downloaded with the base game while they're being promoted. They can also be installed or uninstalled at any time through the map's Steam Workshop page or from your in-game mod list.

How do I report a bug I found on California 2?

Please report bugs directly to the map team on the Steam Workshop page: California 2 Bug Report Thread

How can I share feedback about California 2?

You can share feedback on the Steam Workshop page: California 2 Feedback Thread

How do I play California 2 on my multiplayer server?

  • Install the map by adding its Workshop file ID (3707778928) to your server's WorkshopDownloadConfig.json file.

  • Load the map on startup by adding the Map California2 option to your server's Commands.dat file.

WorkshopDownloadConfig.json Documentation

Commands.dat Documentation

Can I preserve my 100% completion status without returning to the game?

Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.

Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!

3.26.3.0 Changelog

Most additions for California 2 were introduced over the past four years. (The map's been in development for 6+ years!) This update still contains a few changes, however:

Changed

  • Slightly improve performance for maps with high (1k+) zombie counts.

  • Lowered stacked Experience Beret hour counts to line up with 2x, 3x, 4x.

Fixed

  • Custom asset bundles in Unturned/Bundles folder incorrectly overriding core asset bundle. (Thanks hyjhkt and DiFFoZ!)

  • Capturing cosmetic preview for items containing world-space particles. (Thanks TSB!)

  • Symbiont Peacemaker skin emissive texture. (Thanks djrus69!)

  • Spike in terrain on Yukon near the coast. (Thanks JoraShmel!)

  • Order of items null checks in drop item request. (Thanks GazziFX!)

  • Kick cheaters sending unrequested screenshots to server. (Thanks aerodakdev!)

  • Toy Ace, Sweet Sprinkles Avenger, Toy Avenger, Banana Desert Falcon, Old Soldier Desert Falcon, Yellowcake Maschinengewehr, and Yellowcake Yuri skin emissive textures. (Thanks Molt!)

  • Clothing takes priority over cosmetics transfers mythical positioning.

3.26.2.3 Patch Notes

Added
  • Quadruple-stacked Experienced beret
  • Dialogue command for testing specific dialogue assets with /dialogue guid
Changed
  • Sentries ignore vehicles if any passenger is their owner, not just the driver, or if locked by sentry's owner or group
  • Levels can prevent selection if dependent workshop files are missing
  • Particle systems are auto-removed from server prefabs, previously limited to particle system renderers
Fixed
  • Two race conditions when loading assets
  • Hanuberry Seed harvesting for wrong item
  • No. 5 Blowtorch skin metallic overly strong
Changelog

Added

  • Quadruple-stacked Experienced beret.

  • Dialogue command for testing specific dialogue assets. (/dialogue guid)

Changed

  • Sentries ignore vehicles if any passenger is their owner, not just the driver. (Or if locked by sentry's owner/group, as before.)

  • Levels can prevent selection if dependent workshop files are missing.

  • Particle systems are auto-removed from server prefabs. (Previously limited to particle system renderers.)

Fixed

  • Two race conditions when loading assets. (Thanks DiFFoZ!)

  • Hanuberry Seed harvesting for wrong item. (Thanks Kcah951!)

  • No. 5 Blowtorch skin metallic overly strong. (Thanks Umbra!)

California 2.0 Curated Map Trailer

P.S. Check out the California 2.0 trailer! The map releases next Thursday, April 30th.

3.26.2.0: Wild Harvest

Fishing is more challenging, but also more rewarding!
Mine clay and smelt it into bricks!
Forage wild mushrooms, an alternative food source!
Summary
  • When a fish takes the bait you must reel it in before it's caught. Many new fish (and other items) can be found while fishing!

  • Craft a Pottery Kiln to smelt the new Clay resources into Bricks. You can now build any structure from Bricks, including (finally!) triangular trapdoor holes.

  • Berries have been rebalanced around individual stats, and complimented by new Wild Mushrooms.

  • Cook new recipes with new ingredients, and enjoy remastered eating animations for most food!

  • Much more, including options for building in Safezones and the return of Foliage Off! Check out the Full Changelog for more details.

Credits

Dogfood created most of the awesome new items and animations in this update. MoltonMontro implemented the overwhelming number of balancing, writing, and level design changes. Huge thanks to them both for all their hard work!

Full Changelog

Clay & Base Building

  • Added Clay which is mineable on all maps, often underwater. (ID 1926)

  • Added Pottery Kiln for making Bricks from Clay (and a couple other things). (ID 1927)

  • Added Ceramic Plate and Ceramic Bowl. (IDs 1928, 1930)

  • Added brick variants of floors, triangular floors, roofs, triangular roofs, holes, stairs, and ramps. (IDs 1979-1986)

  • Added triangular trapdoor holes. (IDs 1987-1990)

  • Triangular floors and roofs now have a unique model when held, dropped, or viewed in the inventory.

Fishing

  • When a fish takes the bait you must complete a challenge before it's caught. (Requires map to support it, can be disabled from Advanced Config.)

  • Catchable loot is now map-specific. This means some fish are more common (or much rarer) depending on the map.

  • Fish are caught more frequently during rainstorms.

  • Wooden Rods are weaker than the standard rod. Each wood type has slightly different stats, acting as sidegrades to each other. The Upgraded Fishing Rod is a direct upgrade to the standard rod.

  • Added Seaweed. (ID 1958)

  • Added Shrimp. (IDs 1952-1953)

  • Added Goatfish. (IDs 1954-1955)

  • Added Northern Pike. (IDs 1959-1960)

  • Added Dolphinfish. (IDs 1956-1957)

  • Added Lobster. (IDs 1965-1966)

  • Added Giant Trevally. (IDs 1963-1964)

  • Added Tuna. (IDs 1961-1962)

  • Added Pike Blueprint for crafting the Pike, rarely available from fishing. (IDs 1867, 1992)

Mushrooms

  • Added foragable mushrooms to all maps! They're somewhat rare and can typically be found under trees.

  • Updated the tutorial to include mushrooms.

  • Added Brown Cap and Red Spotted Mushrooms. (IDs 1932, 1934)

  • Added Roasted Brown Cap and Red Spotted Mushrooms. (IDs 1936-1937)

  • Added Mushroom Stew. (ID 1938)

  • Added Mushroom Pizza. (ID 1939)

Cooking

  • Added Lobster Roll, a favourite of PEI locals! (ID 1977)

  • Added Poke Bowl. (ID 1974)

  • Added Salmon Meunière. (ID 1975)

  • Added Stargazy Pie. (ID 1976)

  • Added Seaweed Soup. (ID 1978)

  • Added Vegetable Stew. (ID 1931)

  • Added Baked Potato. (ID 1929)

  • Added Cooked Rice. (ID 1946)

  • Added Rice. (ID 1944)

  • Added Sugarcane. (ID 1948)

  • Added Sugar. (ID 1950)

  • Added sandwiches for all of the new fish. (IDs 1967-1973)

  • Added an alternative recipe for Pizza using Canned Beef.

Farming

  • Added Brown Cap and Red Spotted Mushroom Seeds. (IDs 1933, 1935)

  • Seeds for Rice and Sugarcane can spawn in botanist shops and libraries. (IDs 1945, 1949)

  • Increased growth time of berry, potato, pumpkin, and tomato seeds.

  • Reduced growth time of corn and wheat seeds.

Berry Rebalance

  • Each berry has been redesigned around a specific stat. This includes changing their names and colors.

  • Added the Hanuberry. (IDs 571-574)

  • Reduced berry pie crafting cost from 4 refined berries down to 3.

Consumeable Updates

  • Updated eating animations for candy bars, canned foods, sandwiches, doughnuts, pancakes, waffles, bread, cake, pies, chips, MREs, pizza, and meat.

  • Added Dressing Blueprint to libraries, which provides an alternative method for crafting Dressings without needing a workstation. (ID 1991)

  • Buffed Heatstim from ~9 seconds of Warmth to ~20 seconds.

  • Buffed most fish and fish sandwiches to restore more water when eaten.

  • Rebalancing to many food, water, energy, and infection values to make high-end consumeables more useful.

Difficulty Options

  • Added option to allow building in Safezones, and defaulted to allowed in singleplayer. This means you can build on the Liberator now! (Bypass_Building_In_Safezones)

  • Added options to allow building in No-Build Zones. Useful for many custom maps that restrict building in points of interest such as towns and cities. (Bypass_No_Building_Zones)

  • Added server option to require minimum Low grass density. Since this affects accessibility it is highlighted in the server lobby screen. Hosts of hardcore PvP servers may wish to enable this. (Disable_Foliage_Off)

  • Added skill cost multiplier option. (Skill_Cost_Multiplier)

  • Added option to turn off fishing catch challenge. Defaults to enabled, but the fishing rod and map must both support this feature as well. (Enable_Fishing_Catch_Challenge)

  • Added options to scale fish bait/luring speed. (Min_Fishing_Bite_Interval, Max_Fishing_Bite_Interval, and Fishing_MaxStrength_Bite_Interval_Multiplier)

Map Changes

  • Added foragable hanuberry bushes to all maps except Russia.

  • Hanuberries can be purchased from T.Rickster's Blackmarket on Russia.

  • Newly-added fish and Giant Squid are sellable to Chef Leonard on Russia. (Squid is only sellable after completing "The One That Got Away".)

  • Added mineable clay nodes to all maps.

  • Added "Lighthouse" spawntable. Contains similar loot to campgrounds, along with a new Rainsuit clothing set. (IDs 1994-1996)

  • Added "Library" spawntable. Just like any good library-of-things, they contain a wide variety of supplies along with rare blueprints.

  • Moved a couple of player spawnpoints on PEI away from Summerside Military Base.

  • Updated area around PEI's Lighthouse with a small cave, larger navmesh, and some more zombies.

  • Removed trees/foliage hidden under Yukon's ice lakes.

  • Fixed typo on some festive content.

  • Tweaked Germany's ponds to be considered "Dirty" rather than "Salty". It's not as good as drinking clean water, but it's better than saltwater.

  • Germany has separate fishing spawntables depending on if it's Freshwater or Saltwater. (The bottom of the waterfall and the pond in the SE.)

  • Coconuts spawn on vanilla maps now! Find them in grocers/kitchens. (IDs 1452-1453)

Modding

  • Catchable fish can be configured per-water-volume as well as per-level.

  • Water volumes can override the minimum depth necessary for fishing.

  • Individual items can customize difficulty of fishing catch challenge.

  • Doubled the maximum active audio source limit. This reduces the likelihood of sounds cutting out in dense soundscapes, particularly in heavily-populated multiplayer servers.

  • Added CustomCredits to level Config.json for additional credits sections.

  • Added custom weather Ambient_Audio_Takes_Priority_Over_Ambiance_Volumes and Fish_Bite_Interval_Multiplier options.

For modders interested in the fishing changes, check out this post on our blog:

Inside the Fishing Rework

Miscellaneous

  • Restored ability to turn grass off entirely. Since this affects PvP game balance, server hosts can require the old minimum of Low (see Difficulty Options section).

  • Non-hair cosmetics using hair/beard colors have a default color for non-gold players.

  • Replaced the Spinning Wheel with the Sewing Table. It has the same functionality and a similar recipe. (ID 1924) The Sewing Table is easier to find when searching for Sewing Capabilities, and fits in more similarly with the other workstations.

  • Added the Sewing Workstations Blueprint, available from libraries. Allows crafting the Spinning Wheel and Loom, which are alternative options for sewing capabilities. (IDs 1922-1923, 1993)

  • Prevent accidentally skipping NPC dialogue right after it finishes playing.

  • Toggling Gore setting affects objects while level is loaded.

  • Foragable resource Stump prefab is only visible while harvested.

  • Updated brick structure item descriptions and rarity.

  • Renamed "Squid" to "Giant Squid".

  • Added rarity colors to more consumeables.

  • Added new loading screen tips for the pottery kiln, clay mining, and fishing.

  • Maple Syrup can very rarely drop from Maple Trees.

Fixed

  • A memory leak related to foliage rendering. (Thanks warren39!)

  • Clients incorrectly timing out in the login queue. (Thanks DiFFoZ!)

  • Missing impact effects on pre-placed animated objects. (Thanks Dobs!)

  • Misaligned label when icon button had no icon. (Thanks Gamingtoday093!)

  • A mistake breaking the per-level difficulty config. (Thanks clue!)

  • Exception if modded door is missing an audio source. (Thanks DiFFoZ!)

  • Change some string comparisons to ordinal for potential performance benefit. (Thanks Jdance!)

  • Kill counters and ragdoll modifiers now work with vehicle skins because menu suggested they should. (Thanks TrueNinjafrog!)

  • Potential cause of Skycrane cargo reverting to old position in multiplayer. (Thanks Ospinogamer69!)

  • Prevent airdrops from landing on barricades attached to aircraft. (Thanks aerodakdev!)

  • Fixed missing emissive for Echolocation skin. (Thanks Rickttburnup!)

  • Warn if objects with conditional navigation collision are missing navigation collision.

  • Made it harder to accidentally create looping NPC dialogues.

  • Fixed typo in Mass Production quest. (coldwar → Cold War)

  • Fixed weird sight attachment positioning on handguns. While sights are not normally attachable to handguns, some niche cases allowed for them (e.g., certain NPC quests, modded maps, PvP tournaments), and the previous alignment looked incorrect.

  • Fixed some Stacked barricades having High Armor Tier by mistake. (This was accidentally doubling their HP compared to other barricades for item stacks, and their HP could scale even higher based on server settings.)

  • Fixed some floating dumpsters on Washington.

  • Fixed missing punctuation in some loading screen tips.

  • Fixed NPC swap-out blending up from leaning down. This was noticeable with NPCs that changed outfit during dialogue.

Patch #1

Fixed

  • Square trapdoor hatch missing collision. (Thanks Slinkwarrior and PelonKiller89!)

  • Hanuberries action to Craft Seed linking to the wrong blueprint. (Thanks Reite!)

  • New reward IDs overlapping with Hawaii. (Thanks Ronnie-Ponnie!)

  • Underwater areas not hidden on vanilla map charts. (Thanks "Slinky :)"!)

Patch #2

Fixed

  • Berlin navmesh badly out of sync. (Thanks analizin!)

  • Berry seeds missing renames. (Thanks NateOfTheMountain!)

3.26.1.0 Update Notes

Changelog

Storage Modding Additions

  • Can_Players_Open storage option to prevent interacting.

  • Delete_Contained_Items_On_Destroy storage option to despawn contained items when broken.

  • Variants of SalvageItem placeable properties for pickup at full health.

Changed

  • Engine_Force_Multiplier applies to boats and carboats, doubled APC boat force in water.

Fixed

  • Sentry reactions to vehicle turret damage and vehicle armor. (Thanks Neonik!)

  • Objects with Editor-specific prefab not scalable. (Thanks August!)

  • Constellation skins luminescent effect. (Thanks Theodore and ANDLESS!)

  • Inconsistent Slick hair culling threshold out of sync with other hair. (Thanks Nah4355!)

  • Moved Heavy Impact vest mythical effect forward similar to recent Vanguard Vest fix. (Thanks woolly muscles!)

  • Speculative fix for a train physics issue in singleplayer. (Thanks Kerorocaptan!)

  • Resources not saving scale after Legacy_Rotation_and_Scale addition. (Thanks LocoCZ!)

  • Non-hallucinatory items changing active hallucination effect, using on friend not considering Immunity skill. (Thanks DerpyHoowes!)

  • Slightly too low Thorny Roses emission rate on non-head items, and rotation of J-Soda Bandolier mythicals. (Thanks Poisson!)

  • Default placeable salvaged item including tool items. (Thanks Antarctica256!)

  • Several issues with SystemSockets net transport implementation. (Thanks DanielWillett!)

3.26.1.1 Patch

Fixed

  • Newly-spawned trains rubber-banding in multiplayer. (Thanks Dobs!)

  • Rocket launcher ragdoll effect modifiers working on zombies and animals but not players. (Thanks TSB!)

  • Exploiting forward rendering with fire/ice crown mythical to see underwater. (Thanks TSB!)

3.25.10.0 Update Notes

Engine Update

We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include:

  • New SMAA anti-aliasing option as an alternative to TAA or FXAA.

  • Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance.

  • Taking advantage of some new performance optimizations.

We'll be keeping a close eye on bug reports, as this kind of update has many side-effects.

Full Changelog
Quality of Life
  • Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.)

  • Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.)

  • Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence!

  • Reworked water transition into sky to avoid revealing topography of underwater terrain.

Character Customization
  • Added beard color option separate from hair color. NPCs and cosmetics can use this, too.

  • Many cosmetics covering the lower face use your preferred beard color.

  • Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.)

Servers

Edit to clarify: if you are hosting a server using RocketMod, please update to the latest version (either bundled with the game or merging into your fork), as it includes a fix to assembly loading needed for the engine update!

  • LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!)

  • Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation.

  • Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!)

  • Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!)

Audio

3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility.

  • Added "Enable Doppler Effect" component to bypass disabling doppler effect.

  • Enabled doppler effect on vanilla emergency vehicle sirens.

Localization
  • Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key.

  • NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled.

  • Updated a few cases where translation fallback to default was unsupported. (Such as item names.)

  • Fixed Covert achievement description spelling mistake. (Thanks Zeenotzed5!)

  • Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!)

Level Editing
  • Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance.

  • Levels can adjust default config per-difficulty (easy/normal/hard).

  • Added option for per-navmesh vs per-zombie-table difficulty asset prioritization.

  • Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update.

  • Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!)

  • Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!)

  • Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!)

NPC Modding
  • Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction.

  • Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it.

  • Added ability to respawn and kill zombies from NPC logic.

  • Added "/RunRewardList" command for testing NPC reward list assets.

Unity Mod Hooks
  • Added Vehicle Gearshift Event Hook for gear number changes.

  • Added Vehicle Health Event Hook for testing current health.

  • Vehicle Event Hook now exposes events for all replicated properties.

  • Added "Damage Collision" component for damaging (rather than killing) on contact.

Miscellaneous Modding
  • Added support for ammo to override rocket/grenade launcher projectile.

  • Added support for low-quality lockpicks that fail to unlock the vehicle.

  • Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.)

  • Gun items with auto description off can opt-in to listing attachments.

  • Added storage Default_Contained_Items list.

  • Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental)

  • Added sentry options to bypass PvE, react to attacks, and adjust sweep timing.

  • Added barricade incoming ranged damage falloff multipliers.

  • Improved context for master bundle reference error messages.

Miscellaneous Fixes
  • Moved Vanguard vest mythical effect forward so it's less obstructed. (Thanks ZHR!)

  • Regression parsing (x, y) and (x, y, z) vectors from dat. (Thanks Sultan!)

  • Crash reloading gun with more than 255 magazines. (Thanks CatzTimes!)

  • IsOverride key missing from spawns editor round-trip. (Thanks WW-TC!)

  • Inconsistency playing inventory audio when quick-moving item to/from storage. (Thanks WW-TC!)

  • Inconsistent bounds checks placing barricades on vehicles in multiplayer. (Thanks Eismeister!)

  • Fix rubble respawn all sections not working properly. (Thanks Xylemo!)

  • Oversized invite icon in lobbies menu. (Thanks Jdance!)

  • Misaligned mythical effects on Pool Cue. (Thanks TrueNinjafrog and dr4c0ottv!)

  • Animals without physics material default to vanilla flesh material.

  • Gun Delete_Empty_Magazines behaving differently for non-projectile weapons.

  • Cinematic mode respects FarClipDistance command-line override.

  • Simplify instigator tracking for nested rockets/grenades.

  • Unable to interact with destructible object fuel/water tanks.

  • Error writing singleplayer config on first load of a fresh install.

3.25.10.1 Patch
  • Fixed server-side warning when removing siren audio. (Thanks to many reporters!)

  • Fixed zombies kills-in-area condition spawning too many zombies. (Thanks CatzTimes!)

  • Fixed Rhino Bluntforce skin broken metallic map. (Thanks TSB!)

Special thanks to all of the players who tried out this update on the preview branch and helped report bugs!

3.25.9.2 Patch Notes

Earlier today, Unity (the game engine Unturned runs on) issued a high-severity security advisory, requesting developers to apply a new security patch. This update applies that patch.

For more information, please refer to Unity's announcement:

https://unity.com/security/sept-2025-01

3.25.9.1 Patch Notes

Changelog

Added

  • No Structures volume for preventing house building in certain areas.

  • Zombie difficulty asset per-speciality health overrides.

Fixed

  • Double-escaping manual 'r' in converted server config. (Thanks DanielWillett!)

  • Separate Steer_Min/Max into Steering_Angle_Max and Steering_Angle_FullSpeed_Factor. (Thanks ZoliWorks!)

  • Preventing custom physics material for animal hits. (Thanks Gamingtoday093!)

  • Crewmate Helmet mic out of sync with Wolf Mask.

  • Urban Frag Goggles color.

  • Wireless Earbuds spelling typo.

  • Character hair not yet switched to zero specular.

  • Post-release bugfix: Typo in "Covert" achievement description. (Thanks SkennyGunnar!)

Limestone

Welcome to Limestone

Explore a mountainous, heavily armed, militarized state in the American Midwest. This map isn't for the faint of heart. Nights are pitch-black—light is your lifeline. Everything here is deadlier, ready to chew up anyone reckless enough to go it alone. You will not survive.

According to a brochure from the visitor center:

Tourist attractions include mountain climbing, target shooting, and fishing.

But don’t forget about the county’s central city, Pinehurst! Try the delicious donuts at Double Deсked Donuts, visit the incredible exhibition at the city gallery, spend an unforgettable night at Hotel Boxter, and stop by one of the newest branches of the Kraymarkt supermarket chain.

Rumor has it that the local mountains (and not only them) hide many secrets. Some are eerie, others very useful… if, of course, you know how to handle them.

And while you explore the local landmarks and natural beauty, don’t forget about the wild animals! Unfortunately, they’re not as friendly as we are...

Well then, we look forward to seeing you in

Limestone National Park!

Limestone on the Steam Workshop

To host a server running the map add its workshop file ID (3565225438) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Limestone" (without quotes) in Commands.dat.

This project was created by clue, janeks, and LVOmega. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile:

Limestone Mystery Box

Limestone Map Bundle

Limestone Athlete Bundle

Limestone Warden Bundle

Special thanks from the Limestone team to adun, Alternus, August, Axyd, bambusák, Bananajome<3, biedak, blue, boxboijosh, BubblizFizzy, cucuycharles, Detanger, DexxzLDR, Duck, FLEX, Flodo, Gibby, InsignificantNull, Jakey, Jao, Kaef, Kel Cat, Kirichau, Kraynot, LiamDoesGame, Liebesleid, lighting, limestoner, Luci, Maestro, maple, markartwort, MASIK, MCrow, Mew, Nick, noduS~, NSTM, перловка, ПростоВолк, Prostate, R43CR, Remalid, rick, Schizoid, Spebby, Sultan, the man man man man man man man, Tridentgames, trigan, Vermald, Волколак, Xuenik, Zoliworks, _gun, and $NEWWEN$ for their help and support.

Additional Links

Limestone Feedback Thread

Limestone Bug Report Thread

Note for Achievement Hunters

Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.

Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!

FAQ

What is a Curated Map?

Curated maps are high-quality, community-made projects integrated into the game through the Steam Workshop. They often highlight new features we've introduced during development, and push the boundaries of the game's modding support.

Newly released curated maps are automatically downloaded with the base game while they're being promoted. They can also be installed or uninstalled at any time through the curated map's Steam Workshop page or from your in-game mod list.

How do I report a bug I found on Limestone?

Please report bugs directly to the map team on the Steam Workshop page.

How can I share feedback about Limestone?

You can share feedback on the Steam Workshop page!

How do I play Limestone on my multiplayer server?

  • Install the map by adding its Workshop file ID (3565225438) to your server's WorkshopDownloadConfig.json file.

  • Load the map on startup by adding the Map Limestone option to your server's Commands.dat file.

WorkshopDownloadConfig.json Documentation

Commands.dat Documentation

What's with the Bonus Items in the Limestone Mystery Box?

The Limestone team are trying things differently: the potential bonus items differ from older boxes, instead containing 23 additional cosmetics.

What are the "Modifier" cosmetics?

The Zip-Up Hoodie Modifier and Oversize Shirt Modifier are cosmetic vests that change texture depending on the shirt worn underneath.

Are there any free cosmetic items?

Several new achievements unlocked while playing Limestone grant cosmetic rewards!

3.25.9.0 Changelog

Most changes for Limestone were introduced over the past year. This update contains a few last-minute additions, however:

  • Per-time-of-day fog settings for Ambiance Volumes.

  • Warmup Time option option for custom cloud particles.

  • NPC event option to prevent replication to clients.

  • IOBS event hook options to prevent running on client.

  • NPC effect option to spawn effects at player position.

  • Limestone promotional menu, Mystery Box, and Warden and Athlete bundles.

3.25.8.3 Patch Notes

3.25.8.3 Changelog

Fixed

  • Localization and Spawns Editor not opening when translation for Steam UI language not installed. (Thanks Gekk Here and Kardiasfx!)

  • Respawn not respecting player culling feature. (Thanks GazziFX!)

  • Client skills UI not respecting server Skillset_Reduces_Skill_Cost config. (Thanks clue!)

3.25.8.2 Changelog

Added

  • Rubble_Respawn_All_Sections_Simultaneously true/false object option.

  • Players config option to enable skillset skill loss and disable cost reduction.

  • Level asset per-skill cost and cost increase override options.

  • Level asset per-skillset starting loadout options.

Fixed

  • Shoreline pebbles messed up by foliage uniform scaling change. (Thanks TickTackM!)

  • Sky reflection capture including sun at nighttime.

3.25.8.1 Changelog

Changed

  • Increased length of player hit validation history on server from 500 ms to 1000 ms.

Fixed

  • Unable to Detonate certain modded Charges without a collider on the barricade root. (Thanks to many reporters!)

  • Reverted enabling doppler effect because running near audio sources sounds really weird (for example, near a boombox playing music). (Thanks to many reporters!)

3.25.8.0 Update Notes

Server Config File Changes

Important notice for server owners: this update converts the Config.json file into a more human-friendly format. For more details including why we changed this, pros/cons of the change, and how to revert (if necessary), please refer to this article in our docs:

New Config Documentation

Changelog

Gameplay Config

  • Added new server config file format with a variety of benefits.

  • Added "-NoLevelConfigOverrides" command-line flag to prevent per-level config overrides.

  • Added "-UseLegacyJsonGameplayConfig" command-line flag to prevent config file conversion.

  • Added "-LogGameplayConfig" command-line flag to log all gameplay config overrides.

  • Singleplayer advanced settings menu now uses documentation as tooltips.

Added

  • Zombie footstep audio and an accompanying volume slider in the audio menu. (*special thanks below)

  • Instanced foliage uniform scale option to more efficiently pack instances. This is experimentally enabled on the PEI grass and should improve foliage rendering performance.

  • Per-level max texture size to include in static batching atlas (Batching_Max_Texture_Size).

  • Level options to help with overriding clouds with custom particle systems.

  • Interactability_RewardItem_Origin property to override "dropper" object's item state.

  • Support for Steam "run" URLs changing server while game is already running.

  • TextFormat FlagValues option for NPC math rewards.

  • Separate gun eject casing after shooting option from gun action.

  • Placeable options to override explosion effect transform.

  • Two landmarks on Washington hinting at an upcoming map.

Changed

  • Foliage editor remove baked or remove manually-placed foliage modes can be enabled independently.

  • Non-craftable links in the selected item popup are faded similar to the crafting menu.

  • Use 2D Scope Overlay option in gameplay config no longer applies to players with dual-render scopes enabled.

  • Support underwater near-clip-plane mask in levels with more than 16 water volumes.

  • Vehicle AdditionalTransparentSections supports MaterialIndex and AllMaterials similar to other material properties.

  • Impact grenades can opt-in to destroy on impact on client (Explode_On_Impact_Destroy_On_Client), enabled for vanilla.

  • Translations for workshop files are now loaded even if base game translation is missing.

Fixed

  • Restored player culling from 3.25.7.0 after fixing teleport-related bugs. (Thanks WawaEgo!)

  • Unable to set airdrop legacy ID without spawn: prefix. (Thanks ArmstrongReal!)

  • Level stuck loading if mod used Carepackage script to spawn barricade while loading. (Thanks ardaakbulut!)

  • Widened spawn table percentage label to prevent truncating percentage symbol. (Thanks WW-TC!)

  • Unable to paint trees in previously empty grid cells. (Thanks CPL!)

  • Several hats with mythical starting yaw off by 90 degrees. (Thanks Ozgulsefer3!)

  • Potential cause of a housing planner bug when using IMGUI. (Thanks TSB!)

  • Inactivate oven preventing crafting using nearby ovens. (Thanks TrueNinjafrog!)

  • Server-side bullet line-of-sight test using too-recent origin point. (Thanks KtoemYsw and "Kubusiek8 (hehe xd)")

  • Removed an outdated/unnecessary engine library. (Thanks GazziFX!)

  • Log performance warning when raising chat history length. (Thanks TSB, BoomViz, and Zombs-R-Cute!)

  • Sight zoom flicker when toggling tactical attachment. (Thanks hyjhkt!)

  • Raise housing planner placement rate limit. (Thanks TSB!)

  • Safezones and friendly sentries prevent detonator use. (Thanks yzdjmm!)

  • Default engine RPM increase/decrease rate to -1 (disabled), fixing some physically-accurate engine setups. (Thanks ZoliWorks!)

  • Vehicle swap seat response only partially handling invalid seat index. (Thanks Ghosticollis!)

  • Level stuck loading if NPC's equipped item had misconfigured animations. (Thanks Flodo!)

  • Explosion traps not applying any self damage when barricade armor multiplier is zero. (Thanks yzdjmm!)

  • Checkbox order of value change inconsistency with IMGUI breaking item inspect menu. (Thanks TSB!)

  • Zombie faces leaking onto the rest of their head. (Thanks DiFFoZ!)

  • Apply a small forward boost after exiting a ladder to help mitigate climbing issues with low air acceleration. (Thanks KingSlayer2228!)

  • Enable doppler effect in project (was turned off for unknown reasons, but seems to work fine). (Thanks mewshindo!)

  • Tightened server-side barricade hit validation bounds check. (Thanks blaze!)

  • Exception when modhooks tried triggering explosions or setting object state while level is loading.

  • Prevent effects from spawning nested effects during pool preload.

Zombie Footsteps Special Thanks

Credit to the Limestone team for their determination in adding zombie footsteps. They innovated a clever workaround using the Particle System Collision Audio component. However, we felt a built-in implementation was necessary for performance and consistency between maps.

3.25.7.2 Patch Notes

Added

  • Use 2D Scope Overlay option to server gameplay config. When enabled, all players use the old 2D scope instead of the 3D scope. This is particularly useful for backwards compatibility with modded dual-render scopes with small on-screen presence.

Changed

  • Reduced default aiming viewmodel misalignment scale from 100% to 50% on Normal mode and 20% on Easy mode.

  • Increased zoom recoil reduction from 0% to 25% on Easy mode.

  • Reduced third-person recoil and spread multipliers from 200% to 100% on Easy mode.

  • Reverted enabling dual-render scope mipmaps because it feels blurrier while scoped-in.

  • Increased snapiness of sight aim-in curve.

Fixed

  • Pause menu bug with spy command when Steam overlay is disabled. (Thanks xomakhamster!)

  • Typo parsing Items_Recovered_On_Salvage. (Thanks iBowie!)

  • Reverted stricter server bounds history for hits against players in vehicles. (Thanks KtoemYsw!)

Special thanks to KarmaWSYD for catching a bug on the preview branch switching between servers with 2D scope enabled/disabled!

3.25.7.0 Update Notes

Behind the scenes, this update is mostly features for two upcoming maps from the original curated map program, but still packs a variety of nice quality-of-life improvements:

Scope Equality

Players with different scope quality settings are now on a more level playing field: The Dual-Render Scope Quality setting (previously labeled Scope Quality) renders the world a second time, zoomed-in for your scope. Prior to this update, turning it off replaced the 3D scope with a 2D overlay. Some players used this as a competitive advantage because it wasn't affected by jumping, movement, near-death shake, etc.

After the update, turning the option off is much more visually similar, and keeps the performance benefit of not rendering the world twice. The gameplay tradeoff is now that dual-render off can see more up close in the peripheral (but blurred), whereas dual-render on retains peripheral vision of nearby surroundings. As an extra bonus, the scope now benefits from ambient occlusion, too!

Restoring Pre-Update Scoped Gameplay

Edit 2025-07-08: the 3.25.7.2 patch adds the Use 2D Scope Overlay gameplay option to restore the dual-render off scope for all players on the server.

We've introduced several new gameplay options for players and server hosts looking for fast-paced combat:

  • Viewmodel Aiming Jump/Land Multiplier: Scales how much the first-person scope moves while aiming and jumping/landing. Reducing this to zero keeps the character's aim centered while falling.

  • Viewmodel Aiming Misalignment Multiplier: Scales how much the first-person scope moves at all times, including while jumping/landing. Reducing this from 1 to a low value like 0.1 enables characters aim to always stay on target.

  • **First-Person Recoil Multiplier **and First-Person Aiming Recoil Multiplier: Scales magnitude of recoil and spread while in first-person perspective.

  • First-Person Aiming Zoom Recoil Reduction: At zero (default) recoil is unaffected. At one, recoil is divided by the scope's zoom level. A value somewhere in between makes shooting with scopes much easier.

Special thanks to everyone who shared feedback on this change during the preview phase—it was some of the highest engagement with the preview branch we've seen to date!

Crafting with the Housing Planner

Quickly craft any structural item while building your base! Each button shows the number in your inventory plus the number automatically craftable from supplies in your inventory:

The Housing Planner (craftable from a GPS and Rangefinder) was first introduced to streamline base-building by quickly switching between items and speeding up salvaging. This update takes it a step further, thanks to the recent improvements to the crafting-related code, enabling it to automatically craft any structural item from the parts in your inventory. This includes automatically unpacking stacked supplies, crafting metal structures directly from scrap metal, and bypassing workstation requirements.

Forum Closure

After 8 years online, we'll be closing our official offsite SDG Forum later this year. Our sincere thanks to everyone who's participated in it over the years, from game feedback to helping each other to chaotic meta-discussion!

The forum will be read-only mode by July 30th, before fully closing on November 1st.

Over time, player feedback and support has become spread across many different platforms. We believe shifting resources from the SDG Forum elsewhere will better serve the majority of players. While the SDG Forum will no longer be available, you can still:

Changelog

Gameplay

  • Housing Planner can automatically craft structure items.

  • Destroying or salvaging placed item stacks recovers the item stack.

  • Hotbar shows equipped item's durability / quality.

Graphics

  • Replaced 2D scope overlay (when dual-render scope quality is OFF) with post-process effect copying main view into scope material.

  • Added an option to prevent loading small clutter details. Note: requires per-map support by level creators.

  • Water planar reflections use main camera's LOD settings. This reduces discrepancies between reflections and what's visible, but may decrease performance when planar reflections are enabled.

  • Added "-Cinematic" command-line flag to turn off all level-of-detail features. (With an intense performance cost. Useful primarily for level promotional screenshots.

Multiplayer Improvements

  • Added server info screen and pause menu buttons to copy server code. Your friends can use this code in the Join Directly menu.

  • While playing multiplayer, an "Invite Friends" button is available from the pause menu. This opens a Steam Overlay dialog to invite an online friend to your current server.

  • Added support for server codes in rich presence join functionality. (E.g., joining LAN servers through Steam friends list.)

  • Combined barricade and structure instantiation queues to prevent seeing into loading bases.

Crafting Menu

  • Blueprint details panel shows primary item's stats and extended description.

  • Crafting tooltip mentions blueprint is ignored in reasons it cannot be crafted.

Anti-Cheat

  • Reduced available information about distant players. This makes ESP and radar cheats less useful.

  • Significantly tightened server hit validation threshold, making the line-of-sight tests more effective.

Server Config

  • Added FirstPerson_RecoilMultiplier and FirstPerson_AimingRecoilMultiplier, similar to their third-person equivalents.

  • Added FirstPerson_AimingZoomRecoilReduction to restore (quite old now) sniper recoil behavior.

  • Added Viewmodel_AimingMisalignmentMultiplier and Viewmodel_AimingJumpLandMultiplier for reducing sway while jumping around scoped-in.

  • Added Disable_Motion_Sickness_Options (more detail under Accessibility section).

Accessibility

  • Added First-Person Arms Bobbing slider for players experiencing motion sickness to reduce viewmodel sway while walking and turning.

  • Added Disable Motion Sickness Options config for server hosts running realistic PvP combat to disable the First-Person Arms Bobbing, Explosion Camera Shake, and Damage Flinch options. A warning is shown on the server info screen if this option is active. Since these options affect game balance the intention is to improve support for servers negatively affected by their addition, while keeping most of the game more accessible by default.

Level Creation

  • Added road assets for sharing road textures between levels, and some new options like per-road physics material overrides.

  • Added a tab in the roads editor to switch between per-level road textures and assets list.

  • Added support for blending smoothly between ambiance volumes and per-volume falloff.

  • Added "/DrawAudioReverbZones" command to visualize non-volume reverb zone falloff.

  • Support placing decorative trees outside the max level bounds.

  • Increased spawns editor contrast behind rarity-colored entries.

  • Removed kill volumes from vanilla bunkers to make them more flexible for level designers.

New Properties (Modding)

  • Airdrop reward type for NPCs to call in an airdrop.

  • Sentry properties to prevent targeting players, zombies, animals, and vehicles.

  • Tactical attachment properties to override bayonet damage.

  • Sight attachment properties to override aiming alignment space.

  • Placeable item properties to override amount of items recovered when salvaged.

  • Item properties for effects and NPC rewards when item reaches zero quality.

  • Gun properties for significantly changing rechambering behavior.

  • Gun property to scale zombie ragdoll force.

  • Consumeable item property to turn off pitch randomization.

  • Vehicle properties for more bumper damage control.

  • Support hybrid rangefinder-laser tactical attachments.

New Components (Modding)

  • Airdrop Spawner component to call in an airdrop.

  • Barricade Spawner, Item Spawner, and Vehicle Spawner components.

  • Repeat component to replay an event multiple times.

  • Music Audio Source component to mark audio sources as music.

  • Barricade Destroyer component to clear barricades inside a sphere

Plugin Development

  • Added "-ModulesPath" command-line flag to override Modules directory.

  • Enabled running "/LogMemoryUsage" locally to copy results to clipboard.

Fixes

  • Arrows, Missile, Rail, and Rocket not removed at zero amount. (Thanks Dobs!)

  • Round farm growth percentage down rather than to closest integer. (Thanks PandahutMushy!)

  • Default DeleteAmount behavior changed by search rewrite. (Thanks Dobs!)

  • Potential cause of favorite blueprints button disappearing. (Thanks u/Dandelion07!)

  • Server not registering end of melee swing. (Thanks prank0079!)

  • Non-physical wheel rotation broken by previous update. (Thanks Kopfstroh!)

  • Primary/secondary slot visual not cleared when item breaks. (Thanks JienSultan!)

  • Editing deleted level. (Thanks Jdance!)

  • Inconsistency between uGUI and IMGUI drawing debug text while HUD is hidden. (Thanks RBMKBlaze!)

  • Blueprint primary item details not hidden when primary item indeterminate. (Thanks biedaktokox!)

  • Barricades/structures in a broken state in singleplayer when moved with admin editor. (Thanks Molt!)

  • Vending Machine hat misaligned mythical effects. (Thanks 桐生一航!)

  • Keep nearby foliage loaded regardless of frustum checks. (Thanks DiFFoZ!)

  • Missing mipmaps on scope render texture. (Thanks BoomViz!)

  • Protect against menu accidentally becoming empty during special events. (oops)

  • Reworked airdrop replication to exclude contents and landing position.

  • Increased terrain fallback quality to reduce pop-in.

  • Russia train tracks gravel was the wrong color.

  • Support // comments in Commands.dat.

Special thanks to Bananajoemcrandom, biedaktokox, BoomViz, CPL, KarmaWSYD, semtexexplosive, setaou, surv0013, and VTM for their help resolving a variety issues while this update was on the preview branch!

Patch #1 Changelog

Changes

  • Added Darken Scope Peripheral graphics option underneath Dual-Render Scope Quality. When Dual-Render Scope Quality is Off, this option fades the area outside the scope to black instead of blurring it.

  • Temporarily reverted player culling change until a bug related to teleporting is fixed. (Thanks WawaEgo!)

  • Fixed an exception when placeable's item dropped on destroy isn't an item. (Thanks KtoemYsw!)

3.25.6.0 Update Notes

Summary

Thank you to everyone who shared feedback on workstations and the new crafting menu so far! This update aims to address many of the suggestions and feedback we have received.

By very popular request: you can now enable Click Blueprint to Craft to always skip the details panel. This inverts the Skip Crafting Menu (Shift) hotkey to instead show the details panel.

Filtering should better match expectations (hopefully!), and the button for ignoring blueprints can cycle to a Favorited state for anything you use frequently.

Please continue to let us know what you'd like to see improved!

Changelog

Crafting Menu Functionality

  • Added "Click to Craft Blueprint" option, similar to old crafting menu behavior.

  • Added per-blueprint Favoriting option in the crafting menu details panel. Click the button below "Craft" to cycle between Default, Ignored (hide from blueprints list), and Favorited (starred, visible in favorites list).

Crafting Menu Appearance

  • Restored faded background for non-craftable blueprints.

  • Blueprints always show # of # text even if required amount is available.

  • Item tooltips in details panel show item type and description.

  • Blueprint tooltip shows which category it belongs to.

Crafting Menu Filtering

  • Searching by name clears other filters by defauflt. Hold shift to combine with other filters.

  • Clicking an active filter toggles it off.

  • Filtering tooltips now mention you can hold shift to combine filters.

  • Multiple category filters can be activated at the same time.

  • Reverted category filters to exclude blueprints with all input items missing.

  • Click "Favorites" to see starred blueprints regardless of whether you have the required items.

Workstations

  • Added line-of-sight requirement to use workstations.

  • Reduced nearby workstations radius from 16 meters to 8 meters.

Fixed

  • Crafting menu empty when opening side panel for blueprint missing an output item. [Thanks QERT2002!]

  • Vanilla /quest command only working with GUIDs. [Thanks Rio Team!]

  • Error crafting blueprint with missing output item. [Thanks Mark15612!]

  • Blueprint amount labels showing behind some item icons. [Thanks biedaktokox!]

  • Blueprint input item amount >255 not properly supported. [Thanks Blaze!]

  • Crafting menu empty when blueprint had no category tag. [Thanks Blaze!]

  • Default value for Add_Default_Actions broken. [Thanks Dizzpie!]

  • Maybe fix small gap between water surface and fog on huge maps. [Thanks BoomViz!]

  • Warn for identical blueprint input item configs.

  • NPC rewards list not actually using the newer format.

  • Renamed Context Action Skip Crafting Menu to Skip Crafting Menu.

Workstations Update - 3.25.5.0 Update Notes

This update introduces workstations! Workstations are a major change to crafting and progression.

In order to craft most items, you will need to be near a workstation. Many recipes have been updated to require a workstation, although we've also tweaked a few recipes to be slightly more (or less) difficult to craft – requiring a certain skill or needing different ingredients than before.

Workstations

We've made most of these changes based on survey and preview branch feedback. As this update releases, we're curious to hear your thoughts so that we can make further adjustments. For any players who don't want workstations: you can easily disable them with the “Enable Workstation Requirements” difficulty setting.

EDIT: Along with disabling Workstation requirements, players also have the option to skip the new "Details" menu with Left Shift by default. Additionally, mods can continue to add custom items without needing to tie them to a workstation.

You can still craft lots of items without workstations! For example: Rags, Bandages, Splints, Bedrolls, Spikes, Fertilizer, the Saw, and wooden structures can be crafted anywhere.

To get started, build a Simple Workbench from wooden planks, scrap metal, and nails.

Screenshot Contest 2025

The results are in! This update adds many of your amazing screenshots as in-game loading screens, and you can expect more to show up in other places in the future.

Thank you to everyone who joined in! We got 1,754 submissions from 316 brave photographers. If you didn't win, don't worry: we'd like to give more chances to win screenshot contests in the future, using what we've learned to improve and simplify the process.

The winners names, sorted alphabetically: AidenGamingUk, Alesprite, Alder "cookiez" Daniel, analizin, AtlasPrime, Avertnus, Bananajome, BoomViz, BuLLeTCaTTe, Choose.357, Christiansen, Cogtail, cucuycharles, Dizzpie, Doodlebug54, Dyna, esuehu, ExtremeAnanas, Fish, Freddyhun, Go ahead :}, gonbom, Hungary360, IamHonk, InZane, ItsMeJake :), Jarvis D, JB Miller, JienSultan, John "Rea", John "SoullessMemes", Johny2Jackets, Kitsune, Konstaabel, Konstantin_Beankari, Le Arctic Fox, LinceDuty, MaplesBeef, Mariatheone, MatuZalon, Milloni_611, Mr Strootle, Mythzone, NoNameiqz, NyaNyaPatricia, Phobia, posshim, Reimzon, SaucyHooligan, SebaaX, sieo, Silver, SIMON6021, Slacks, Supreme, That One Beach Guy, TomatoChunks, Toste, TSB, VeeT, Vird, Wath, ZioZip23, Zyliath, z.btw, {WC}PistolPete, ..!BLACK N WHITE SPY!..

Q. Which screenshots will be featured as loading screens (and/or elsewhere)? We are prioritizing high-resolution screenshots. For loading screens, we chose peaceful environments; and for our website will mostly use action-packed shots.

Q. When will the winners get their prizes? They should be received within 24 hours. If you don’t receive your prize, please contact us through our Support Site.

Steam requires that the game be launched within the past 30 days for the developer to be able to add items to a player's inventory. Your prizes may be delayed if your account hasn’t launched Unturned in the past 30 days.

Q. What if I didn’t win? We’re sorry if you’re disappointed! We’d like to provide more opportunities to win a screenshot contest in the future. We've learned a lot running this contest and hope to improve and simplify the process.

EULA

When discussing open sourcing and the new curated map program with our lawyers, they advised us to also introduce an End User License Agreement (EULA). As such, this update adds a EULA to Unturned on Steam.

We want to keep it as fair and reasonable as possible—and we believe the current revision closely matches the status quo and how players already interact with the game. Things like creating Steam Workshop mods, server plugins, fan-made animations, and other non-malicious content will always be allowed.

View the End User License Agreement

Q. Can you summarize the EULA? We asked about this! Although a Quick Summary can't be included inside the legally binding portion of the agreement, the first paragraph explains where it can be found and how it relates to the agreement.

Q. Does this affect modding or other community projects? Primarily as a legal protection against cheating/hacking, this agreement includes language against decompiling or reverse-engineering the game.

Though we are aware of players who've publicly datamined our game for positive reasons, such as for modding or documentation. We don't want to stifle those useful resources for players. We've reached out several community projects with our explicit support and permission for them to continue. If you've decompiled our game and shared our code publicly, please email us.

Changelog

New Items

  • Simple Workbench [ID: 1916]

  • Dye Vat [ID: 1917]

  • Desk Lamp [ID: 1918]

  • Brick Oven [ID: 1919]

  • Chemistry Lab [ID: 1920]

  • Food Prep Station [ID: 1921]

  • Spinning Wheel [ID: 1922]

Crafting Balance

  • Most items are craftable from a Simple Workbench. (Some basic items—like Rags, Splints, and Wooden Structures—are still craftable from anywhere.)

  • Most items are repairable from a Simple Workbench. (With some exceptions—such as bows, arrows, and drinks/canteens.)

  • Buffed durability of suppressors, most guns, and most melee weapons across the board, to compensate for them now needing a workstation to be repaired.

  • High-end medicine (vaccines, dressings, etc.) and explosive items (charges, grenades, etc.) can be crafted at a Chemistry Lab.

  • Certain items can be recolored at a Dye Vat.

  • In addition to previously recolorable items, dye recipes now exist for: Parka, T-Shirt, Shirt, Trunks, Toque, Cap, Bandana, Balaclava, Poncho, Scarf, Sweatervest, Daypack, Dufflebag, Travelpack, and Umbrella.

  • Morphine, Adrenaline, and Medkits are now craftable.

  • Straw Hats are now craftable, repairable, and salvageable with/for Wheat.

  • Impact-Absorbing Pants have an alternative crafting recipe, using Thief Pants.

  • Sportshot is cheaper to repair but salvages for less.

  • Adjusted the Engineering skill level required for various guns.

  • Brick Structures now require Crafting II skill.

  • Vaccines now require Crafting III skill.

  • Pies, Cakes, Doughnuts, Waffles, Pancakes, Cheese, and Bread require an Enclosed Heat Source.

  • Split Coconut has two recipes available – one requires Overskill Level 1 skill, the other requires Kitchen Capabilities (Food Prep Station).

  • Crafting and repairing clothing requires Sewing Capabilities (Spinning Wheel).

General Balance

  • Increased most vanilla storage container sizes by 20-30%.

  • Reduced Lederhosen storage sizes to better match similar items

  • Buff Spring-Loaded Boots storage from 3x2 to 4x2 and provide a slight amount of armor (0.975 multiplier) to encourage more use.

  • Tracksuit Bottom and Cargo Pants rarity changed from Common to Uncommon (similar to other 15+ slot pants) - only visual change, spawn chances are the same.

  • Morphine restores more health.

  • Adjusted damage values on Pike, Shovel, Scythe, and Snow Shovel.

  • Updated several item names and descriptions. Of particular note, Oven is now Electric Stove.

Performance

  • Improved performance drawing sparse variants of instanced foliage.

  • Improved vehicle update performance, particularly for wheeled vehicles.

  • Improved skybox reflection capture performance.

  • Improved physics material custom properties performance (e.g., for footstep audio).

  • Reduced overhead of many of the variable-length network RPCs.

  • Replaced legacy blur effect with newer built-in depth of field.

Quality of Life

  • Certain error messages show a button to check for updates and repair game files.

  • Added accessibility option to tune down sprinting field-of-view boost.

  • Freecam now loads distance objects and trees, much better for recording or spectating!

  • Separated streamer mode into Anonymize Multiplayer Details and Hide Rich Presence options.

  • Tutorial briefly explains how workstations work.

Crafting Menus

  • Blueprints are sorted from most to least craftable. Previously, they were sorted fully craftable and then a mix of everything else.

  • Blueprints using "state transfer" preview the applied changes to the output item.

  • Mods can create custom categories for filtering their blueprints. The new Salvage category is an example of this.

  • The crafting menu lists all blueprints craftable with your current items. (Previously, it always applied a filter, which is now optional.)

  • Compressed crafting list entries to fit better on smaller screens.

  • Blueprints with quest-related conditions/rewards can display them in the new crafting details panel.

  • Ignoring blueprints was moved to the details panel. Ignored blueprints are now hidden from results, rather than unclickable.

  • Ignoring blueprints as a way to avoid accidentally crafting blindfolds is less necessary now that a hotkey is needed to skip opening the details panel.

  • Crafting menu tooltips explain why a blueprint is not currently craftable.

  • Dye recipes now only appear if you have the white base item. (Previously, they'd appear if you had a flare.)

  • Added new loading screen tips for workstations.

Difficulty Settings

  • Added Enable_Workstation_Requirements to Gameplay config. If turned off, only the previously-existing "Heat Source" requirement applies.

Modding

  • "/FreezeCameraTransform" command to preview regional visibility.

  • Effect asset OneShotAudio property for audio-only effects.

  • Asset error messages include which mod they're from.

  • Blueprints, item actions, and NPC conditions and rewards support newer dat list format.

  • Running the game with "-ParseAssetMetadata" and "-ResaveAssets" can automatically convert most blueprints to the newer format. This is our first experiment with automatically upgrading asset files.

  • Cobra_Jam example item is now guaranteed to lose quality each shot, so it's more consistent for modders experimenting with gun jamming. (Not relevant for most players.)

  • Custom recipes can require multiple tools, e.g., Blowtorch and Saw.

  • Custom recipes support all skills, e.g., Overkill.

  • Modders can create custom tags that should be provided by workstations or used to categorize their custom recipes.

  • Modders can easily reuse our vanilla tags/workstations for their own mods, or continue to let their items be crafted from anywhere.

Fixes

  • Chewing gum in wrong position for left-handed characters. [Thanks Zone!]

  • Poor handling of delayed Internet response in cosmetic crafting menu. [Thanks Praise The Lord!]

  • Rocket launcher projectiles with modded grenade components credit the shooter. [Thanks rube200!]

  • Maybe fix driver turret rotation in multiplayer. [Thanks mewshindo!]

  • Clothing icons taller than 2 slots overflowing inventory headers. [Thanks Dizzpie!]

  • Tall items' amount labels overlapping blueprint requirements in crafting list. [Thanks Feel and Ewad!]

  • Rodent Ears cosmetic hitbox in menus. [Thanks YourBuddyHolly!]

  • Corrected some non-HTTPS URLs to HTTPS.

  • Streamer Mode loading screen tip missing from tips list.

Special thanks to biedaktokox, DiFFoZ, Ewad, Feel, and sm1leeywashere for their help resolving a few issues while this update was on the preview branch!

Additionally, huge thanks to Dogfood for the excellent new workstation items, and to Molt for his extensive work on everything from screenshot review to hundreds of crafting changes!

3.25.4.0 Update Notes

Stacks of Crafting Supplies

We're excited to reveal that we're collaborating with Dogfood, the creator of some of the most popular Unturned mods of all time, like More Farming and the Oldie Firearm Pack!

In this update he's introduced stacking to the vanilla crafting supplies, and he's only just getting started! Keep an eye out for more of his upcoming vanilla changes—we're looking forward to sharing what he's working on next.

More Farming Mod Oldie Firearm Pack

Changelog

Added New Placeable Stacks of Crafting Supplies

  • Stacked Logs. [IDs 1900-1902]

  • Stacked Planks. [IDs 1903-1905]

  • Stacked Sticks. [IDs 1906-1908]

  • Stacked Metal Scraps. [ID 1909]

  • Stacked Metal Sheets. [ID 1910]

  • Stacked Metal Bars. [ID 1911]

  • Stacked Wires. [ID 1912]

  • Stacked Cloths. [ID 1913]

  • Stacked Ropes. [ID 1914]

  • Stacked Bricks. [ID 1915]

Other Items

  • The Rio Team added 19 more countries' soccer/football jerseys to playtime drops.

  • Updated textures for Coastguard Top and Coastguard Bottom.

Performance

  • Vanilla street lights and traffic lights are included in static batching now, slightly improving rendering performance.

  • Far away visibility regions (grid cells dividing up the level) are more aggressively culled slightly outside the max visible distance which slightly improves culling performance.

  • Landmarks (lowest quality fallback LODs) and roads now use above-mentioned visibility regions to slightly improve culling performance.

  • Roads are now included in static batching which can slightly reduce draw calls, especially on maps with lots of roads.

Level Editor

  • Paint foliage tool mode bypasses tree/resource obstruction check, allowing placement on objects.

  • Added "-PreviewLevelBatchingMeshExclusions" command-line option to highlight non-CPU-readable meshes excluded from static batching.

Fixes

  • Moved settings saving to application quit to prevent hitching in settings menus. [Thanks QERT2002!]

  • Blending out-of-range player spotlight color with normal color. [Thanks CatzTimes!]

  • Unable to bind mouse side buttons after last update. [Thanks Kevin and Haopan7!]

  • Level foliage file unable to shrink when foliage was removed. [Thanks DanielWillett!]

  • Airdrops landing in the wrong spot on "insane" (8x8 km) size maps. [Thanks RBMKBlaze!]

  • Rio Belgium, Mexico, and Sweden soccer/football jersey fixes.

  • Stumps visible after tree respawns broken during speedtree removal.

  • Vehicle propeller motion blur staying enabled while inactive.

  • Playing animations now interrupt inspect animation audio.

Playtime Drops

In consideration of the additional country jerseys to collect, we're extending playtime drops availability an extra week through April 16th! We've also added the ability to craft a random Rio de Janeiro Remastered playtime drop from the crafting menu!

Rio de Janeiro Remastered - 3.25.3.0 Update Notes

Welcome to Rio (Remastered!)

Rio de Janeiro aims to feel like a classic curated map while adding new features, new challenging spins on the gameplay, and quality-of-life improvements from newer maps.

By popular request, playtime drops are returning for the duration of the update event! (March 19 through April 9)

Map Details

For the full details on the map, check out the workshop page here:

View Rio de Janeiro Remastered on the Steam Workshop

To host a server running the map add its workshop file ID (3416057692) to the File_IDs list in WorkshopDownloadConfig.json, and set the map to "Rio de Janeiro Remastered" (without quotes) in Commands.dat.

This project was created by Zefirka, Leprechaun12, Nolamo, Flodo, JienSultan, and L2. If you enjoy the map and would like to support them, consider checking out their items in the Stockpile:

Rio Mystery Box Rio Map Bundle Skull Sergeant Bundle

Other links:

Feedback Thread Bug Reports (https://steamcommunity.com/workshop/filedetails/discussion/3416057692/601895505111348993/)

Base Game Changelog

Added

  • Rio de Janeiro Remastered curated map.

  • 49 new Rio-related playtime drops available during the release event.

  • Rio-themed main menu takeover.

  • Rio Map Mystery Box and Bundle with 20 items.

  • Rio's Skull Sergeant premium bundle.

Changed

  • Weekly free item drops are re-enabled for the Rio release event.

Fixed

  • Animals broken attack cooldown. [Thanks Владимир and Mark15612!]

  • Missing line under Gold suit arm and inconsitencies with Luck o' the Irish suit. [Thanks Zefirka!]

  • Missing newlines in server missing asset kick message.

Playtime Drops Note

Players frequently ask us if playtime drops will return to the game. We acknowledge that this feature provides a lot of value to players, so we have considered a few options for reintroducing playtime drops to the game.

To further gauge player interest, playtime drops are temporarily active for the Rio de Janeiro Remastered update event (March 19 through April 9). Your feedback during this period, and in any future survey(s), will help us decide if/how playtime drops could be permanently reimplemented.

Note for Achievement Hunters

Players with 100% completion status who moved on from the game (Unturned is more than 10 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.

Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!

3.25.3.1 Patch Changelog

The Rio community team is currently focusing on performance improvements, popular requests, and bug fixes. Thank you to everyone sharing feedback!

Changes

  • Rio Butterflies, Cascading Chips, and Toxic mythicals effects should use omnidirectional variant on backpacks and vests. [Thanks Feel!]

  • Fixed Blueprint identical warning when input amount was different. [Thanks Rio Team!]

  • Added "-LogAutoPlayAnimsInServerPrefabs" command-line option to help find Animation components with Play Automatically enabled in objects using Has_Clip_Prefab false.

  • Added Editor Asset Redirector support for trees/resources, terrain materials, and foliage.

3.25.2.0 Update Notes

Changelog

Added

  • T-Pose gesture option.

  • Crafting supply AllowEmpty and Prioritization options.

Changed

  • Trap damage includes owner for events.

  • Plugin UIs now support GUIDs.

  • Cargo data is now exportable for more assets (consumeables, placeables).

  • Improved client-side performance of farmable items.

  • Improved server performance of connection to player lookup.

  • Server kicks players exceeding threshold of "bad packets." This aims to address some cases exploited by cheaters to waste server performance.

Fixed

  • Unable to place traps which damage tires. [Thanks DerpyHoowes!]

  • Unable to bind controls to Insert. [Thanks Jdance, Karma, and Freddyhun!]

  • Unable to salvage empty magazines. [Thanks analizin!]

  • Prevent inputs from firing on the same frame as rebinding keys. [Thanks Jdance, Karma, and Freddyhun!]

  • Prioritize salvaging magazines with lowest ammo first. [Thanks Naamell8!]

  • Exploiting plugin UIs to load cheat effects. [Thanks Darker-empty-cF and BoomViz!]

  • Player destroyed error during server shutdown when client hadn't finished disconnecting. [Thanks PandahutMushy!]

  • Duplicate visual bullets with several Ace skins. [Thanks analizin!]

  • Potential fix for a terrain hole cutting bug. [Thanks AdamDN!]

  • Editor loading multiple copies of the level simultaneously. [Thanks DanielWillett and Jdance!]

  • Train bug at very start of non-looping track. [Thanks Flodo!]

  • Traps no longer wearing down with use. [Thanks 一只大橘喵喵!]

  • Purple Paintball Hopper missing salvage blueprint. [Thanks WW-TC!]

  • SNS transport checks connection Steam ID blocklist before accepting connections.

  • Animal errors when animation variant count was set to zero.

  • Incorrect spawn table invalid error when referencing redirector asset.

  • Germany mine spawn table not spawning dirtbikes.

  • Farm growth progress bar not updating properly.

  • Decal-type-object renderers being created on dedicated server.

Server Bad Packet Kicks

By default, the server kicks clients sending intentionally invalid data. However, in some cases the server would ignore unintentionally invalid data. This could be abused by cheaters to waste server performance. To address this, the update adds per-IP and per-SteamID rate limiting to those cases. Called "bad packet rate limiting" in the server configuration file, hosts can adjust the window and threshold needed to close a connection. We'll keep an eye out for reports of false positives and adjust the defaults if necessary.

Screenshot Contest 2025 & 3.25.1.0 Update Notes

Screenshot Contest

It's been a while since the last Screenshot Contest–and with some of the graphical changes over the years, it definitely shows!

Welcome to the 2025 Screenshot Contest. From scenic views to action scenes—capture your cinematic screenshot(s) and submit them here:

Submission Form

Winning submissions may be featured as loading screens, on the store page, or in other locations. As a reward, winners will receive the Mythical Shutterbug Screenshot Contest Sweater and Mythical Shutterbug Instant Camera cosmetics. Submissions are open until April 15th!

Find the complete submission guidelines on the Submission Form. Get creative, and good luck!


EDIT: Submissions have closed! We're happy to see so many participants – with nearly 1,800 submissions!

Now – we're beginning to review the submissions. This process will take some time. Stay tuned for a future game update which will include many of the winning submissions. We're also looking to include some winning submissions out-of-game (such as on the game's store page) in the future as well!

Once we've reviewed all submissions, we will begin distributing the Screenshot Contest Sweater and Instant Camera (Shutterbug) cosmetics to any winning participants. Those items can take up to 72 hours (after we've begun distribution) to arrive in your inventory. You should automatically receive a Steam notification once the item has arrived in your Steam inventory.

Thank you for participating! :)

Changelog

Balance Tweaks

  • All vanilla magazines can be salvaged.

  • Increased player movement air strafing acceleration.

Quality of Life

  • Added a separate keybind [Left Shift] for skipping item context menu action crafting menu.

  • Added a HUD element when outbound voice chat is turned off (optional). Helpful if multiplayer safety menu was skipped.

  • Prevent quick-salvaging mythicals or items with kill counters or ragdoll effects. This should help reduce cases of accidentally deleting valuable items, but we can still assist through our support site when/if it happens.

  • Ping display now shows Steam Networking Sockets client transport calculated ping. This is more accurate than the (now fallback) ping calculation.

Anti-Cheat

  • Show a disconnect message for HWID spoofer ban. (Previously a "shadowban.")

  • Removed once-per-input-frame limit on server-side line-of-sight checks. This better protects against bullet hit spoofing at the cost of higher server CPU usage.

  • Increased server hit validation leniency against players in vehicles. Reduces false negatives when shooting fighter jet pilots.

Servers

  • Added warning on loading screen when game connection ping is higher than in server browser.

  • Changed default admin commands Internet server list filter to Any rather than No.

  • Servers with a GSLT can be bookmarked without setting "bookmark host." This makes it easier to reconnect to private servers.

  • Clarified anycast proxy is often used for DDoS protection in warning.

  • Added an option for server host to indicate an anycast A2S proxy is in use. When manually indicated the ping warning isn't red.

Server Curation

  • Added support for built-in "recommended" curators. This will allow us to convert some of our moderation lists to the newer curation feature.

  • Added server curation option for default action: Show, hide, or move to bottom.

  • Curation list shows web list dat parsing errors.

  • Entering a workshop file URL in server curation field subscribes to it.

Modding

  • Added NPC Vendor options to override item descriptions.

  • Added Destructible object option to alert nearby zombies.

  • Added animal option to prevent move during startle animation.

  • Added support for traps requiring power to deal damage.

  • Added gun option to require aiming to shoot.

  • Added gun default magazine support for spawn tables allowing paintball guns to spawn with a hopper attached.

  • Added Lunar New Year holiday event support for NPCs.

  • Added NPC reward volume option to affect vehicle passengers.

  • Added Gun Attachment Event Hook for gun visuals corresponding to items in attachment slots.

  • Added Mob Alert Spawner component for mods to more easily startle nearby zombies and animals.

  • Included Russia quest chamber door in example assets.

Misc

  • Changed a variety of damage-related effects from unreliable to reliable replication mode because it was misleading if an explosion effect wasn't received.

  • Added More kill volumes in glitch spots on Washington.

  • Clarified "Too Far From Town" message as "Too Far From Zombies", and "Out Of Bounds" as "No Building Here".

  • Added "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. This is intended for achievement hunters who've moved on from the game but want to maintain their 100% completion status.

  • Added "-ResetSteamStatsAndAchievements" command-line flag to reset all progress on Steam achievements and stats.

Fixed

  • Scorpion cosmetic showing the wrong item slot in type. [Thanks elsultaan!]

  • Freecam up/down and scroll inputs while using menus. [Thanks Molt!]

  • Stop leaning when holding both lean inputs. [Thanks Colby!]

  • Hostile sentries ignoring unlocked vehicles. [Thanks Emir12345k!]

  • Incorrect caliber listed in HMG box description. [Thanks Zombs-R-Cute!]

  • Throwables able to play throwing sound twice. [Thanks Senior-S!]

  • Crawler tracks able to steer without fuel and underwater. [Thanks Berny747 and elsultaan!]

  • Abandoning quest not refreshing list in multiplayer. [Thanks Zombs-R-Cute!]

  • Incorrectly using the lower of Max_Instances and Min_Natural_Vehicles. [Thanks CatzMR!]

  • Default to saving vehicles outside ±40 km back into the level [Thanks Ankumo and Jdance!]

  • Mistake with CanParentVehicleBePickedUp property name. [Thanks MrGoBi!]

  • Recalculated normals on several buildings. [Thanks AdamDN!]

  • Name rich text tag check not strict enough. [Thanks BoomViz!]

  • Hide frame rate limit options when VSync is enabled. [Thanks AdamDN!]

  • Not using vehicle exit position when saving player in vehicle. [Thanks Zombs-R-Cute!]

  • Defaulting to walking sideways when first loading into server. [Thanks Zombs-R-Cute!]

  • Player destroyed if exiting vehicle on same frame as vehicle destroy requested. [Thanks Paradox304, DanielWillett, asineth0, Jdance, GazziFX, aerodakdev!]

  • Rio guard hat incorrectly hiding beards. [Thanks Flodo!]

  • Leaning state not sent reliably. [Thanks Arturbraun1408!]

  • Synchronize which animal attack animation is played. [Thanks DerpyHoowes, Gamingtoday093, Spyjack!]

  • Duplicate buttons for updating published workshop files. [Thanks Jdance!]

  • Explorer and Tank steering wheel models not visually turning. [Thanks analizin!]

  • Zombie attack damage not interrupted by stun. [Thanks Gion!]

  • Server not kicking for holiday redirects modified on client.

  • Some inconsistencies in cargo export data types.

Special thanks to DanielWillett for their help resolving a couple of issues while this update was on the preview branch!

Recent News

We started discussing plans to overhaul the map curation program, making it more accessible and promoting a wider variety of developers and content: Map Curation Program

We announced our intention to prioritize releasing Unturned's source files: Open Source Plans

Changes to Anycast Proxies

This update changes how we handle "anycast proxies" to better balance server hosts' need for DDoS protection (a primary use for anycast proxies) with player concerns about accurate connection quality.

  • Currently—to avoid misleading players—servers found to be using an anycast proxy are flagged. This has two effects: (1) ping has a red warning label about "anycast", and (2) 50 ms is added when sorting by ping to prevent these servers from incorrectly showing amongst the lowest ping servers.

Server owners have expressed that this solution feels too punishing, as anycast is often used to mitigate denial of service attacks. Changing in this update:

  • The warning label clarifies anycast is typically for DDoS protection: "Warning: this server uses an "anycast" proxy for DDoS protection, so in-game ping may be higher than shown."

  • Server hosts can flag their own servers with a new "Is_Using_Anycast_Proxy" option in Config.json. To incentivize this, when the host opts-in the ping isn’t shown in red.

  • When there is a significant difference (>50 ms) between server browser ping and in-game ping, a warning is displayed on the loading screen. This reads: "Warning: the in-game ping (X ms) is higher than the server browser ping (Y ms), likely due to a DDoS protection mechanism. High ping may cause laggier gameplay than expected."

3.24.7.0 Update Notes

Crawler Tracks

Previously, the Explorer and Tank essentially had four invisible wheels and handled similarly to a regular car. Now, you can spin yourself dizzy, and they should be much more adept at crossing uneven terrain!

Trees

New tree models (version 3?) balancing the older vanilla art style with the (recently-removed) SpeedTree models. With these replaced, we're planning to run a new screenshot contest at the start of 2025! But first, we'd love to hear your thoughts on the models:

Steam Discussions Trees Feedback Thread SDG Forum Trees Feedback Thread

Credit for the new tree models goes to Toothy Deeryte! Contracting her to upgrade the trees was my first experience sharing the game's Unity project with a member of the modding community. She's a lovely, kind person and was patient with me as we experimented with collaborating this way. I'm feeling optimistic to work further with community members to upgrade the game in 2025! Huge thanks as well to Flodo for providing tons of helpful feedback to Toothy - I'll go more in depth about the story here in a "behind the scenes" blog post later.

Gameplay Changes

This update restores the grip to the Maplestrike! The previous change was intended to help other weapons keep up, as the Maplestrike has dominated PvP since its addition. However, many players felt this change detracted from its identity, and it felt worse for non-PvP players than simply tweaking the base recoil. We only slightly increased the recoil in consideration of the other recoil-related changes in this update.

Other notable changes to balance and gameplay include:

  • LMGs are now more effective at suppression, shooting 3-4x as many bullets at a time. We'd previously been considering specializing LMGs into suppression with near-miss effects, but are curious to see whether this is a more fun alternative.

  • Vanilla sentry guns are now "ammo efficient", with only a 25% chance (was 100%) to actually consume ammo/quality when firing. Hostile sentries gained an additional use, now being able to directly target enemy vehicles. We're hoping these changes will further encourage their use.

  • Explosions were rewritten to be more reliable and consistent. Small explosions like precision charges and explosive bullets in particular should see noticeable improvement.

As above, we've started dedicated feedback threads to hear what you think of the gameplay changes:

Steam Discussions Balance Feedback Thread SDG Forum Balance Feedback Thread

Server Browser Curation

Players, server hosts, and modders now have much more control over the server list! Anyone can create a curation list for everything from sharing recommendations, to regional filtering, to protecting your network against spoofing. We'll be curious to see the novel uses published to the workshop!

Read Documentation

Combo Crate Event

The items chosen from the Combo Crate 2024 Workshop Event are now available. There were quite a few new creators with lots of great submissions - thank you to everyone who entered! All of the items are available in a box or complete set bundle: the Business Briefcase through the Stockpile, and the Artisan's Makeshift Mystery Box through crafting.

Winter Sale

By popular request, the new items are releasing with the classic pricing, and the bundles are launching at a 25% discount. Additionally, items that we don't typically put on sale (like boxes) are discounted to the classic pricing, and if it's well-received we will revert the newer pricing!

Changelog

Added

  • Improved physics for the Explorer and Tank vehicles. They can pivot in place, and their treads conform to the terrain while moving.

  • Brand new tree models, aiming to strike a balance between the old models and (recently-removed) SpeedTree models.

  • "Server Browser Curation" feature allows anyone to create lists of filters/labels for the server browser. For example, to label servers based on region, or to hide impersonators. These lists can be shared through the Steam Workshop.

  • Added the craftable Artisan's Makeshift Mystery Box and Bundle. Contains 16 items from ComboCrate 2024.

  • Added the Business Briefcase Mystery Box and Bundle. Contains 16 items from ComboCrate 2024.

  • Left-click while zoomed in with Binoculars to set your waypoint to the targeted location.

  • Min_Natural_Vehicles gameplay config option allows for guaranteeing a minimum amount of naturally-spawned vehicles should always exist, regardless of the number of player-built vehicles on the map. (Even when it'd normally exceed the max instances of vehicles allowed.) Defaults to 16.

  • Objects can use the Rubble_Can_Zombies_Damage and Rubble_Zombie_Damage_Multiplier properties to make themselves attackable by zombies. Defaults to false.

  • Can_Target_Objects gameplay option for Zombies to attack certain objects in their path. Defaults to true.

  • Interactability_Animation_Component_Path property for objects to override animation component path.

  • Objects can use Load_Nav_On_Server and Load_Nav_In_Editor properties to choose when the the Nav gameobject is instantiated. Useful for objects that should (or shouldn't) affect navmesh baking while (or without) affecting collision with zombies. Defaults to true for Medium/Large objects.

  • Barricades and structures can use the Can_Zombies_Target options to make themselves attackable by zombies. Defaults to true.

  • New LeaningForce properties for vehicles, to scale steering leaning force with speed.

  • DriverTurretViewmodelMode property for guns to control how first-person arms are moved for turrets in the driver's seat.

  • Command-line "-UnredactedLogs" flag to turn off IP redaction in log files.

  • New script component to spawn explosions with all parameters available. ("Explosion Spawner" replaces the unintended Grenade/Rocket script usage.)

  • Red maple trees for use in the level editor. (Toothy found these in the old files. We're not sure what they were originally for!)

  • Asset data can now be exported into a MediaWiki template-readable format from the Workshop menu. This is intended for use on the official Unturned Wiki in conjunction with Cargo to help automate pages/templates, but could be useful for third-party projects.

Changed

  • Reworked how explosion hits are found and sorted. Hit detection and damage falloff should now be significantly more consistent with player's expectations.

  • Bushes (including berry bushes) have snow variants for the winter holiday.

  • Hostile-mode sentries can target vehicles directly.

  • Sentries are now ammo efficient, with only a 25% chance (was 100%) to actually consume ammo/quality when firing.

  • Increased Hell's Fury pellets per shot from 1 to 4. Damage has been split between these pellets, but is roughly the same if all pellets hit.

  • Increased Nykorev and Dragonfang pellets per shot from 1 to 3. Damage has been split between these pellets, but is roughly the same if all pellets hit.

  • Reduced HMG direct damage and increased explosion damage.

  • HMG Box requires High-Cal Military or Ranger ammunition. HMGs have become more prevalent in raiding following the aircraft requisition change on Russia, so we wanted to bring it more in line with the Dragonfang but with splash damage.

  • Increased Attack Heli and Fighter Jet price on Liberator from 13,000 to 16,000 experience. We don't want them to be too easy to get.

  • Skycranes / towing vehicles cannot hook vehicles with barricades on them unless all barricades specify CanVehicleHookWhileAttached. This was primarily to address physics issues, but RP servers can override with the property mentioned or OnHookVehicleRequested event.

  • Updated Tank model slightly, to better fit the new treads.

  • Redact IPs in BattlEye debug logging by default.

  • Interactable objects can toggle Nav object active.

  • Caliber_# attachment hook and bullet gravity multiplier supported for all attachment types.

  • Mostly finished deprecating older vehicle replication system.

  • Updated Json.NET to 13.0.3.

  • Increased Industrial Generator's fuel capacity by 50%. When completely filled, it can provide power for ~42 hours.

  • Increased Grenade salvaging to Explosives from 2:1 to 4:1.

  • Holding CTRL when clicking an item action linked blueprint crafts it if possible.

  • Maplestrikes can accept grip attachments again. To compensate, its recoil has been slightly increased instead.

  • Reduced Sharpshooter skill benefits from +50% to +40% at max level. This skill is a big contributor to weapon imbalance, and shortening the gap between max and unleveled should keep gunplay more consistent.

  • Reduced Horizontal Grip horizontal recoil control from +60% to +40%.

  • Reduced Vertical Grip vertical recoil control from +60% to +40%.

Fixed

  • Don't show item sale in news feed with IMGUI mode enabled. [Thanks RBMKBlaze!]

  • Log asset paths which exceed 260 characters (Windows MAX_PATH). [Thanks asineth0!]

  • Useable full type name wasn't supported. [Thanks iBowie and DerpyHoowes!]

  • Foliage baking exception if surface collider was destroyed. [Thanks asineth0!]

  • No icon for stockpile button. [Thanks LocoCZ!]

  • "/copycameratransform" when looking up. [Thanks Toothy!]

  • Sandbox folder name instead of path in origin name. [Thanks Molt!]

  • Not playing ignition sound when switching from passenger to driver seat. [Thanks Tiway!]

  • Color tags in exported vendor asset file names. [Thanks Molt!]

  • Trailing space on a few item names. [Thanks Molt!]

  • Exploit using an old GUI component to subscribe to other workshop files. [Thanks Jdance!]

  • Keep third-person bullet casings visible in first-person for turrets. [Thanks Renaxon!]

  • Sight attachments not using scope sway multiplier. [Thanks GazziFX!]

  • Zombies not turning while chasing a vehicle passenger. [Thanks Diddlyono!]

  • Snow glitter not shown on Washington and Germany. [Thanks Flodo!]

  • Memory leak generating skin icons in cosmetic inventory. [Thanks Desmond!]

  • Exception handling type request with null version. [Thanks DanielWillett!]

  • Explosion closest point test was including colliders on navmesh layer. [Thanks Renaxon!]

  • Don't use client Fake IP in ReadyToConnect per-address rate limiting.

  • Replaced vanilla uses of deprecated dat file properties with their newer equivalents. (E.g., Spread_Hip → Spread_Angle_Degrees.)

Special thanks to Diddlyono, DiFFoZ, Flodo, iBowie, Kopfstroh, Molt, and TSB for their help resolving a variety of issues while this update was on the preview branch!

3.24.7.1 Patch

Fixed

  • Unable to open server lobby screen in IMGUI mode. [Thanks Blaze!]

  • Auto-coverted old wheel configurations steering broken. [Thanks vduin1233 and Aiden9034!]

3.24.6.0 Update Notes

Gameplay Adjustments

Despite sparking controversy on the preview branch, we've removed the Maplestrike's grip attachment slot. We're curious to see whether this is a net positive for the meta once it's had a chance to play out, so please bear in mind we're open to feedback and nothing's set in stone.

  • Is there more variety in combat encounters, and is that more fun?

  • Can you Maplestrike Enjoyers out there maintain dominance?

A few other balance changes are detailed in the changelog. Of particular note, quality of life additions to the Coalition questlines on the Russia map, including the ability to requisition airplanes and helicopters after achieving Major Rank and finishing Pilot Andy's quests.

Halloween 2024

Alongside our traditional Halloween content, we'll have a new craftable mystery box - the Halloween Candy Bag - courtesy of Toothy Deerryte and friends! The event will run from October 20th through November 1st, during which time you can craft them from Menu > Survivors > Inventory > Crafting.

Trees and Skybox Ambience Removals

Two more controversial changes, sorry!

Although the speedtree models looked nicer than the old ones, they were overly detailed compared with the rest of the vanilla art style. We've decided to stop putting it off and remove them along with the tree models graphics option. Other reasons included:

  • Their trunk shape wasn't quite 1:1 with the old models, so whether a player was seen as in or out of cover was inconsistent depending on graphics settings.

  • They're much more performance intensive.

  • Curated maps released after 2018 haven't included speedtree models.

Some players changed up the lighting in a dramatic and cinematic way with the relatively niche "Use_Skybox_Ambience" option in a config file. Unfortunately, the differences were a double-edged sword because they limited level designers' ability to control the lighting, for example to experiment with pure-black nights. We've decided to remove the option, but similar lighting can still be configured in the level editor by matching ambient lighting to the sky color, so it's up to the creative vision of the level creator. Here's a post showcasing the difference with and without the option:

Skybox Ambience Comparison post by BoomViz on SDG Forum

Item Price Consistency

On November 5th we're going to be adjusting the Stockpile prices to all be consistent. For the past two years or so all new regular items have been a consistent $1.50 USD per item. This primarily affects older items, where pricing and bundle sizes were less consistent. For some items, this is an increase. While for others, it's a decrease. Please keep this in mind if you were considering any item purchases in the near future! Beyond this, we don't intend to mess with the base item price again.

EDIT: This was originally planned for November 1st, but has been pushed back to November 5th instead due to the ongoing Steam Scream Fest sale.

Changelog

Added

  • Flashbang Brightness, Explosion Camera Shake Intensity, and Damage Flinch accessibility settings in Options menu.

  • Button in Workshop > F1 menu to export all asset IDs to csv files in Extras/AssetIDs folder.

  • Server options to turn off Damage Aim Flinch and Explosion Camera Shake.

  • Inspect and preview on character for items in Stockpile.

  • Copy/paste freecam position and rotation from clipboard with Ctrl+C/V or "/copycameratransform" client-side command.

  • Melee weapon quest reward support for strong and weak attacks.

  • Random_Inclusive and Random_Exclusive operations for Flag_Math NPC reward type.

  • Support for vendors to add attachments to guns for sale.

  • Option to apply delayed quest rewards when interrupted.

  • Military spraypaints for each vanilla map. [IDs 1873-1877]

  • Halloween Candy Bag for upcoming Halloween 2024 event.

  • Main menu support for Steam BBcode previewyoutube tag.

  • Dialogue object interactability mode to replace invisible NPC workaround.

  • Option to delete attachments from blueprint with item state transfer enabled.

  • News item for Stockpile sale special events.

Removed

  • Tree models graphics option and reverted to older models.

  • Use_Skybox_Ambience option from Preferences.json file.

Game Balance

  • Removed grip attachment slot from Maplestrike.

  • Adaptive Chambering reduces horizontal recoil control -20% and vertical control -30%.

  • Increased Sentry and Hostile Sentry health from 75 to 150.

  • Increased Friendly Sentry health from 75 to 300.

  • More findable items can be salvaged for supplies.

Changed

  • Captain Sydney can authorize further aircraft requisitions on Russia.

  • P.Riso can acquire an Upgraded Fishing Rod blueprint for you on Russia.

  • Doc Ernie can prepare Upgraded Aces and Bluntforces for the Coalition Armory on Russia.

  • Default Internet filters include empty and full servers now that the default sort prioritizes them appropriately.

  • Player-instigated locked vehicle spawns now also unlock for group members.

  • Server moves the most recent file to a backup when writing saves.

  • Explosive charge assets can set Bypass_Claim to false.

  • Include sentry gun in example assets. (Finally!)

  • Sawed Off shares Masterkey skins. (Finally!)

  • Holidays are scheduled in local time zones rather than synchronized globally.

Fixed

  • Level editor volume property changes not marking level dirty. [Thanks Jdance!]

  • Skipping terrain color rule error missing asset context. [Thanks Spebby!]

  • Layered attachment skins got broken at some point. [Thanks Molt!]

  • East-2 Zubeknakov fallback material misconfigured. [Thanks Molt!]

  • Unusable door highlight between door and doorframe. [Thanks InsignificantNull!]

  • Potential cause of duplicate item button on main menu. [Thanks InsignificantNull!]

  • Plugin UIs can use Canvas Scaler to sync with game UI scale. [Thanks DanielWillett!]

  • Use target speed rather than current speed for vehicle third-person camera distance. [Thanks BoomViz!]

  • Map zoom and centering wrong with UI scale. [Thanks BoomViz!]

  • Infinite/NaN spawn chance editing legacy spawn tier with one entry. [Thanks Sodazone42!]

  • Unnecessary farm Update call on dedicated server. [Thanks asineth0!]

  • Shirt item model left/right arm backwards. [Thanks DerpyHoowes!]

  • Another potential source of discrepancy in airdrop landing position (compression). [Thanks Zombs-R-Cute!]

  • Support door slot snapping with Y forward. [Thanks MrGoBi!]

  • Negative NPC health reward can no longer cause bleeding. [Thanks Gloa233!]

  • Jumping from prone in air traffic control killing player. [Thanks FreeDzee, Sma1L, and TSB!]

  • Eruption typo instead of Erruption. [Thanks RadicalBeetle!]

  • Reverted "skin width" portion of floor snapping changes due to all the side effects. [Thanks to many players!]

  • Rate limiting and additional security for connection queue. [Thanks Jdance!]

  • Text mesh missing from sign and placard LOD group. [Thanks Eismeister!]

  • Russia map corrected location names hadn't been updated in NPC dialogue. [Thanks Eismeister!]

  • Underlying cause of some interactables working incorrectly on vehicles. [Thanks Eismeister!]

  • Insane skin attachments changed orange to pink. [Thanks ZParticle_!]

  • Barricades use same yaw-only special case as structures. [Thanks QERT2002!]

  • Misplaced item spawns under Russia oil rig. [Thanks TickTackM!]

  • Incomplete skybox reflection on item icons captured during level startup. [Thanks FohnJallout!]

  • Voice chat volume not applied properly. [Thanks AngelAbov3!]

  • Zombies chasing destroyed barricades during horde beacons. [Thanks liebesleid!]

  • Surrounded Holman Isle bunker and Silo 22 with tons of death barriers.

  • More comprehensive death barriers for Mansion #1, House #4, and House #6.

  • Barricade load not closing file stream.

  • Some bugs with GUIDs for vendor buying/selling entries.

Special thanks to Diddlyono, ItsRodrigoAl, MoltonMontro, and thraxsh255 for their help resolving a variety of issues while this update was on the preview branch!

In September I got the opportunity to meet with Jemsie and cucuycharles while they were visiting. Special thanks for their in-person feedback and suggestions!

3.24.6.1 Patch Notes:

Changed

  • Included Skycrane in aircraft available from Coalition on Russia.

  • Require two grenades rather than one to salvage for explosives.

Fixed

  • Missing vehicle Apply Paintjob button in-game. [Thanks TSB and Desmond!]

  • A misplaced line from Goth Pants adjustment in update. [Thanks Flodo!]

  • Footstep sounds broken for other players by update. [Thanks mreowami and zen!]

  • Workaround (kinda) for performance difference with new main menu BBcode support. [Thanks ItsRodrigoAl and Toothy Deerryte!]

  • Removed obsolete EconInfo.json file. [Thanks Molt!]

  • Missing darker line on Astronaut Top left side. [Thanks Molt!]

Curated Map Updates
Escalation: Midnight Update

The Midnight Program created a robot—which survivors have dubbed D.A.V.E. (Defensive Autonomous Vehicular Emplacement)—an experimental AI-piloted tank. Its AI has gone haywire, and it will attack any survivors or zombies that enter its line of sight. However: if defeated, it will drop plenty of good loot.

You can access this area with a Midnight Keycard, which can be acquired from Artemis Platform zombies or Airdrop calls! You can then use this keycard inside the Locke Dynamics tunnel.

  • Revamped Map area, extending the map a significant amount to the east. Some older locations (like the Northern Deadzone and Redgrove Airfield) have also been revamped.

  • Dozens of balance adjustments and other changes to the LTLM and Strike Calls, weapons, and clothing/armor.

  • Added Dual Pistols.

  • Added the Tempest rifle. (51322)

  • Added the Intragat machine pistol. (52286, 52287)

  • Added the Sundoor submachine gun. (51321, 51347)

  • Added the Trident Rocket Launcher. (52313)

  • Added the Frostbite sniper rifle. (52300, 52304)

  • Added the Hera Grenade Launcher. (51324, 52078)

  • Added the Falcon .50-SP and Golden Falcon-SP. (52294, 52295)

  • Added the AH-46 King’s Hand Attack Helicopter. (51032)

  • Added the Falker Fighter. (51033)

  • Added the Strike Call - Smoke Concealment (51333)

  • Added Precision Ammo boxes. (52085, 52086, 52087)

  • Added Armor Piercing Marksman Magazines and Armor Piercing Rifle Clips.

  • Added Dual Pistol Magazine (51338)

  • Added Fragmentation Rockets, Explosive Rockets, and Tandem Rockets. (52314, 52315, 52316)

  • Added HMG Explosive Box. (51050)

  • Added 12 Gauge Dragon's Breath. (52264)

  • Added 12 Gauge Explosive Slugs (52263)

  • Added Armored Structures.

  • Added the Ballistic Shield. (51349)

  • Added the Midnight Blade. (51348)

  • Added the Consolidator. (52095)

  • Added the Inferno Axe. (52260)

  • Added the Halligan Bar. (52261)

  • Added The Irons. (52262)

  • Added the Lumberjack Maul. (52255)

  • Added the Throwing Axe. (52246)

  • Added the Treasure Magnet. (52091)

  • Added the Double Hook. (52090)

  • Added the Lucky Clover. (52092)

  • Added many more new weapons, variants, and ammo types!

  • Added many new paintings.

  • Added various stylish suits. (52318-52327)

  • Added Flight Helmet, Top, and Bottom. (52330-52332)

  • Added Headlamp. (52336)

  • Added some more NPCs.

  • Many adjustments to NPC vendors, and added new quest rewards stores for Arthur, Cecilia, and Edward.

  • Completely revamped fishing, adding better tables that can be caught from as well as unique items that affect drops.

  • Reworked the chart to have better visual fidelity.

  • Added more helpful tips to the loading screen.

  • Fixed a few spots where players could clip inside map geometry.

  • Many more bug fixes.

Read the Full Changelog

A6 Polaris

Polaris' v1.0.3.4 patch released last week, notably with a handful of balance tweaks.

  • Re-added gun animations (they had to be removed a while ago).

  • Updated Stereos billboard.

  • Polaris Roses now give off a slight glow.

  • Removed crafting truck from the safezone (should be a bit more exciting to get lotuses).

  • Spread out existing spawns a bit more, andadded new ones (should be easier to escape spawn on crowded servers).

  • Penumbra: reduced firerate from 7 to 8.

  • Krizzy: reduced damage from 23 to 22.

  • Tank Cannon: increased explosion radius from 5m to 8m.

  • BVL Muzzle Brake: reduced recoil compensation from -10% by 50% (+5% absolute difference) to -5% (same as RAID's 5%).

  • PMC Armor: is now not as obvious of a choice over SWAT/Merc, as you sacrifice movement speed & slots for extra protection.

  • SWAT Armor: increased storage space, now same as PMC MK.II.

Read the Full Changelog

Elver

Elver had a small update last week.

  • Certain glass objects now use a custom-made dithering shader.

  • Increased no-build around Junction-67.

  • Hay Bale is now sellable for 500NAZ (more worth than selling bundles/wheat).

  • Increased mesh spawn rate at fire stations.

  • Airdrops have been buffed.

  • Melee is now any slot.

  • Nightvision is now usable in 3rd person & does not replace glasses cosmetics.

  • Mechanic skill is now limited to 2 levels and costs 2.5x more.

  • Reduced Pallas DMG from 12 to 11 per pellet.

  • Kick for skin color too similar to Elver's grass color

Read the Full Changelog

Buak

Buak had a small patch in September, which fixes a few bugs that had been reported recently, and lowers the stamina costs for many melee weapon heavy attacks.

  • Corrected the item rarity for various spears.

  • Changed the item rarity for the Kitchen Knife.

  • Readjusted all melee weapon stamina costs.

  • Knife and scrap spears now always cause player bleeding.

  • Losing all experience on death.

Read the Full Changelog

Arid

Arid had a small patch in September, with a few bug fixes and other tweaks.

  • Fixed skill loss on death!

  • Added Covert Drum compatible with SL-VA and Vintar rifles.

  • Buffed Technical HMG (DMG 37 → 48) and the Tank one (DMG 34 → 42) while also reducing the recoil a little bit.

  • Buffed accuracy of the Plane mounted MG.

  • Adjusted Pillow to remove fall damage when falling on it.

  • Adjusted Painkillers and Multi-Splint to not re-equip after usage, but they don't jump around in inventory after usage.

Read the Full Changelog

3.24.5.1 Patch Notes

Changelog

Added

  • "% Full" optional column for server browser.

  • New default server list sort using mix of ping, fullness, and player count.

  • Death barriers in PEI harbor foundation and Seattle bridge ramps.

Changed

  • Clarify wording of online safety toggles current value.

  • Online safety menu can be shown again using new toggle at bottom of Options menu.

  • Raise default server filter max ping from 200 to 300 ms and turned off for non-Internet defaults.

Fixed

  • Show original link URL in tooltips when rewritten for Steam link filter.

  • Broken fortification and garage alignment in slots with Y forward. [Thanks mos3025 and MrGoBi!]

  • Quick filter toggles zero size with IMGUI glazier mode. [Thanks TSB and RBMKBlaze!]

  • Third-person camera blocked while snapped to floor prone. [Thanks Happy12222!]

  • Jumping height adjusted for slight floor snapping height difference. [Thanks to many players!]

  • Snapping to slopes inadvertently making tree climbing easier. [Thanks to many players!]

Default Server List Sort

Previously, servers were sorted from lowest to highest ping by default. Many of the lowest ping servers were near empty, however, so you'd need to click the Players column if you wanted to find busy communities. With this update the default sort now considers a mix of ping, player count, and how full the server is to put popular servers with a good connection at the top of the list.

3.24.5.0 Update Notes

Hello!

Vehicle Improvements

Bicycles, dirtbikes, and snowmobiles have received upgrades to physics handling and their visuals, similar to those received by 4+ wheelers in the Carr Update! They're still somewhat janky, but it should be a step in the right direction.

Quality of Life
  • Volume sliders for each type of audio replacing the on / off toggles!

  • Rather than typing in a map's name in the server browser you can now pick which ones you want from a sub-menu, and filter for multiple maps at once!

  • Expand and collapse the server browser quick filters panel to choose which filters you want shown! The full suite of filters is always accessible from the presets editor.

Online Safety

A reminder about online safety and quick access to several important settings is now shown before opening any of the multiplayer menus. Links to third-party sites are redirected through the Steam community link filter, and links to join Discord servers other than our official Discord server for Unturned are hidden in-game, but can still be linked from external pages.

These changes are intended both to increase safety for younger players, and to improve the first-time player experience. If you've had an unsafe experience as a minor we'd strongly encourage you to speak with a trusted adult like a parent, guardian, or teacher.

We'd like to take this opportunity to reinforce the importance of practicing online safety. You should never give out personal information like your password, address, phone number, age, or full name to people online. Considering that many gaming communities are hosted on Discord, you should be aware that they have their own rules for promoting safe and healthy environments, and inappropriate behavior can be reported to Discord's Trust & Safety team. Discord is in the best position to help with those reports. Here are some relevant resources:

How to Report Discord Messages and Users Discord Community Guidelines Discord Safety & Privacy

Although we cannot directly help with inappropriate behavior outside of our official communities, if you feel there's something we should know or be aware of please contact us through our help center:

Smartly Dressed Games Support

Changelog

Added

  • Volume sliders for overall music, death screen, main menu, and ambient/in-game.

  • Exclude_From_Satellite_Capture object asset property.

  • NPC vehicle reward property to override vehicle's paint color.

  • -PreviewLevelBatchingUniqueMaterials command-line flag to assist in debugging static batching.

  • Vehicle option to fully randomize default color (as opposed to a list of colors) and applied to vanilla cars.

  • Per-level Death_Music property to override default death music.

  • Per-object option to remove owned culling volume.

  • Vehicle AdditionalTransparentSections property.

  • Quest asset AbandonmentRewards property for cleaning up unfinished quests.

  • Seppuku Waffles Tee achievement reward for Buak's "Do You Like Waffles?" achievement.

  • Server list filtering for multiple maps at once and a map selection screen.

  • Toggles for which quick filters are visible in server browser.

  • UseableEventHook component for Inspect animation notification.

  • Fishing rod Quest_Rewards and Reward_Experience_Min/Max properties.

  • Option for toggle voice rather than push-to-talk.

  • Effect NPC reward type as an alternative to Effect Spawner component.

  • Config for players to lose one level in a number of skills after death, rather than a percentage.

  • Online safety screen when first opening multiplayer menus.

Changed

  • Improved handling of vanilla bicycle, dirtbikes, and snowmobile.

  • Lose a level from a random skill in normal mode and two skills in hard mode. (none in easy mode)

  • Snap player movement to the ground when stepping down.

  • Physics material net ID table can resize if needed.

  • Paint affects more parts of Bicycle.

  • Adjust freecam FOV with mouse scroll wheel while holding CTRL.

  • Separated aircraft third-person camera mode from non-aircraft vehicles.

  • Redirect non-Steam/non-SDG links through Steam's link filter.

Fixed

  • Remove error for non-vanilla vehicles with legacy ID less than 200 (including zero). [Thanks WW-TC and iBowie!]

  • Pink material visible when inspecting APC skin. [Thanks Diddlyono!]

  • Russia quest lasers visible in satellite capture. [Thanks Da_Exploding_Oli!]

  • Spine_Hook item parent missing extra offset shoulders receive. [Thanks DerEnte!]

  • Delete and scrap item buttons slightly too wide. [Thanks ai-kana!]

  • A change to how vehicles were moved on clients broke some modded physics. [Thanks Mew!]

  • Mark vehicle for replication update when steering input changes. [Thanks Mew!]

  • Mythical effects not synchronizing on equipped gun when toggled. [Thanks LNQX!]

  • Beds and sentry guns in multiplayer using wrong yaw after quaternion upgrade. [Thanks sowbad180!]

  • Update Türkiye country name in Turkish jersey text. [Thanks Beratcan!]

  • Heartbeat counter on Medic Vest on left-handed characters. [Thanks Thirteen!]

  • Missing description details for Earpiece and FilterDegradationRateMultiplier stats. [Thanks Spebby!]

  • Shoulder flag direction on US jersey, Desert top, and Arctic top. [Thanks TrueNinjafrog!]

  • Fighter Jet glass canopy water sort [Thanks Alexondeer and skeleton-(withgun)!]

  • Vehicle stamina boost not applied when using newer gear configuration. [Thanks Spebby!]

  • Running out of tire motion particles at high speed. [Thanks Mew!]

  • Wait for vehicle to stop before changing to reverse gear. [Thanks Mew!]

  • Boombox UI performance bad with thousands of songs installed. [Thanks DANNYL!]

  • Pooled barricade ignored by previously attached vehicle. [Thanks Snowb34r!]

  • Incorrect item spawns in St. Petersburg prison and hardware store. [Thanks Naamell8!]

  • German prison vehicle spawn table using wrong police cars spawn table. [Thanks Naamell8!]

  • German firetruck wrong wheels connected to engine. [Thanks Naamell8!]

  • Battery-powered boats getting cleared on save. [Thanks sensucha and Gamingtoday093!]

  • Ragdoll effect on meshes with more than one material and on DL volatiles. [Thanks Diddlyono!]

  • Main menu off roader wheels not updated to new models. [Thanks Diddlyono!]

  • Again Diner #1 interior door missing slot. [Thanks HathHub and AdamDN!]

  • Curated level link buttons too short for translated text. [Thanks Susu!]

  • Acid and Nuclear zombie spit emissive too dark. [Thanks elsultaan!]

  • Mistakenly copy-pasted exception message in GuidBuffer.Read. [Thanks Jdance!]

  • Potential cause of a door/gate/window/etc snapping issue. [Thanks prank!]

  • Cosmetic icon visible while waiting for skin icon. [Thanks Buggobot!]

  • Airdrop temporarily audible for some players. [Thanks ItsRodrigoAl and Jdance!]

Special thanks to CPL, DanielWillett, GatoAgus, ItsRodrigoAl, Jdance, and RBMKBlaze for their help resolving a variety of issues while this update was on the preview branch!

Behind the Scenes

For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation:

Effect Reward Type Fishing Rod Rewards Object Exclude From Satellite Capture Per-Level Death Music Quest Abandonment Rewards Vehicle Reward Paint Color Vehicle Random Paint Color Mode Vehicle Balancing Forces Vehicle Transparent Sections

Thanks for reading!

Unturned's 10th Anniversary

Today, we celebrate ten years of Unturned on Steam!

If you'd like to read a long-winded rambling blog post from the overly nostalgic developer, you may enjoy: Reflecting on 10 Years of Unturned

Event Content

The main menu is decorated with a harkening back to the 2.0 era. And, for the first time, we're releasing a craftable mystery box, or, more accurately, mystery... tophat?

Reach in and draw a random item from the hat! Its design pays homage to the company's early hat-themed logos (I named SDG when I was around 12-13 and unfortunately don't recall quite what I was thinking). The hat contains a variety of classic items from Unturned 2.2.5. It's similar to the original Anniversary Gift Bag, but freely craftable rather than a playtime drop in our continued opposition against bot farms.

For the next two weeks, as part of the anniversary event, you can craft it from Menu > Survivors > Inventory > Crafting:

Credit and special thanks to Toothy Deerryte! We hired her to port the assets from her 2.0 data mining, and I think she brought a special nostalgic perspective as a player from that time.

New SDGNelson Plush

We're also excited to unveil a new collaboration with Makeship to make the SDGNelson/SDG-logo-character into a limited-edition collectible plush toy!

With your own genetic* clone of Unturned's developer (Nelson), you'll have unprecedented access to request features, report bugs, and ask your burning questions about the lore**.

*It's yet unconfirmed whether the original Nelson is composed of polypropylene cotton and ultra-soft fleece. This is almost certainly a marketing gimmick.

**Plushie is incapable of responding or acting on these inquiries. But hey, don't let that stop you from asking away!

View SDGNelson Plush on Makeship

Edit 2024-07-29: The campaign for the SDGNelson Plushie on Makeship has ended. Since the campaign goal was met, these are estimated to start shipping out on October 22, 2024! Once they ship, its estimated to take 7-15 days to arrive. Some regions may take 10-30 days. Thank you for your support!

View Makeship FAQ

Recent Major Update: A Carr Update

In case you missed it, earlier this week we released a major gameplay update, too! Various vehicle improvements, an audio menu, kicking for grass-colored skin, and more:

Read A Carr Update Announcement Post

A Carr Update

Ahoy there me hearty! What, why is this update vaguely pirate-themed? Because it's fun to say "car" with an extra 'r', that's why!

I left my offroader parked in the Pirate Cove for 5 minutes and some scallywag vandalized it with magenta paint. As a navy man, that is, a man who likes the color navy (not to be confused with a pirate's enemy, the navy), it was a clear choice how to restore ol' reliable:

Oh right, the update! Well, vehicles with 4+ wheels - like cars and trucks - should behave a fair bit more reasonably now! With new suspension and a somewhat more realistic engine system they handle much better, though this is hard to show with a picture so here's me kicking up sand on the beach:

It's hopefully worth giving them a try in-game! Note, however, that two-wheeler vehicles like bikes and snowmobiles are still rather questionable (to say the least) and haven't been addressed by this update yet.

Can you spot a green-skinned player in this screenshot? If you can, you may need to get your eyes checked because I took the screenshot in singleplayer mode.

That said, it can be challenging to spot players online whose skin color perfectly matches the terrain. In an experment to protect against this, we're requiring players' skin color not to be too similar to the terrain before they join a PEI, Washington, or Russia server.

o7 to our O.G. double-R Unturned pirate, yarrrr! (He's not dead or anything, I just felt he deserved acknowledgement considering the piracy here.)

3.24.4.0 Changelog

Added

  • Vehicle spraypaint items. [IDs 1840-1866]

  • Audio Menu with new Game Volume slider separate from Master Volume and Voice Volume.

  • Options for adjusting volume and limiting framerate while alt-tabbing.

  • Preliminary engine RPM and automatic gearbox systems for vanilla cars.

  • Tire kickup particle effects on vanilla physics materials.

  • New wheel models that properly match suspension, steering angle, and speed for vanilla cars.

  • Support for item names in vanilla /give command and vehicle names in /vehicle command.

  • Kick for skin color too similar to terrain color. Enabled on PEI, Washington, and Russia.

  • Enable_Terrain_Color_Kick server config and TerrainColors level asset property.

  • Per-item-type options for Has_Durability tuning.

  • Spread_Midair and Recoil_Midair gun properties.

  • Invulnerable [true/false] property for attachments. Enables Invulnerable property on the gun.

  • Shared_Skin_Apply_Visuals item property.

  • Per-deadzone damage and radiation control.

  • FilterDegradationRateMultiplier mask item property. Multiplier for per-deadzone radiation intensity.

  • Redirector asset type for replacing one asset with another.

  • VehicleRedirector asset type specifically for consolidating vehicle color variants.

  • OnExploded event for VehicleEventHook.

  • -LogVehicleWheelConfigurations command-line flag to assist in converting to new wheel system.

Changed

  • Changing directions while driving is more responsive by automatically braking until velocity changes direction.

  • Third-person camera rotates independently of vehicle.

  • Converted barricade and structure rotations to use quaternions rather than euler angles.

  • Perform host bookmark GET request without protocol specified if address contains forward slash.

  • Consolidated all vanilla vehicle LOD groups so wheels don't disappear so soon.

  • Merged vanilla vehicle color variants into paintable base vehicles.

  • Respawn affected vehicles when reloading assets.

  • Physics material names are replicated using a string table now that tires use them.

  • Vehicles should no longer require a legacy ID for anything.

  • Similarly, spawn table legacy IDs should be mostly optional except for references by legacy systems.

  • Updated example assets and project packages.

Fixed

  • Laser/light/rangefinder attachments now only affect damage and firerate when enabled. [Thanks danaby2!]

  • Aprix bandit shirt and pants overriding elf ears color. [Thanks Armstrong!]

  • NPC support EquipablePrefab override. [Thanks NSTM!]

  • Boss_Spirit zombie type missing bullet resistance. [Thanks Molt!]

  • Focus camera mode drifting away from focal point if spinning. [Thanks diddlyono!]

  • Hide attachments without name in otherwise unsupported slot from item description. [Thanks Happy12222!]

  • A few small visual bugs on Russia. [Thanks Happy12222 and Williriano!]

  • Maybe fix some visual issues with mythical effects. [Thanks ai-kana!]

  • Escalation Bionic Spine and Spirit Signs adjustments. [Thanks dug!]

  • Adjusted a few vehicle names including renaming Russian APC to Vodyanov.

  • Duplicating NPC reward volume not preserving asset reference.

Special thanks to Big-Raider, Der Ente, Diddlyono, elsultaan, Flodo, Molt, Renaxon, Senior-S, WWTC, and YOUALLWA2 for their help resolving a variety of issues while this update was on the preview branch!

3.24.4.1 Changelog

Added

  • Vehicle paint color preview when buying a vehicle from an NPC vendor.

  • NPC vendor asset property to override vehicle's paint color.

  • More helper functions for plugin devs updating for vehicle paint changes.

Fixed

  • Has_Durability backwards compatibility not working when overridden by level config. [Thanks NSTM!]

  • Out of date info in reload, give, and vehicle help text. [Thanks Molt!]

  • Exception with LDM /v command handling vehicle redirector asset. [Thanks ItsRodrigoAl!]

  • Missing non-repairable wheels on vehicles with new wheels added like APC. [Thanks Pete!]

  • Wheel model tread direction. [Thanks LocoCZ!]

Behind the Scenes

If you're interested in the thought process behind this update, you might find this blog post interesting. It explains why and in what order some vehicle changes were worked on:

A Carr Update - Notes from the Preview Branch

For the modders out there looking for details on how to implement these improvements in your own content, here are some links to the relevant documentation:

Vehicle Wheel Configurations Vehicle Engine RPM and Gears Vehicle Paint Vehicle Engine Audio Vehicle Redirector Asset Vehicle Paint Tool Tire Motion Effects Redirector Asset Terrain Color Rules

3.24.3.3 Patch Notes

BattlEye needed this client update released as soon as possible, so it's the only change in this tiny patch.

3.24.3.1 Patch Notes

Changelog

Added

  • Add_Default_Actions item property. Defaults to true when no actions are specified.

  • Buildable_Placement_Rule vehicle property. Replaces vehicle Supports_Mobile_Buildables property.

Fixed

  • Russia keycard door progress for players who follow a friend into the room. [Thanks SkeJ!]

  • Replacing vehicle battery using the wrong guid. [Thanks NSTM!]

  • Headlamp not overriding Priority_Over_Cosmetic. [Thanks Zombs-R-Cute!]

  • Duplicate automatic repair/salvage blueprint actions. [Thanks TeemoCell!]

  • Default new terrain tiles to Fallback_Green material. [Thanks Jdance!]

  • Map credits list cut off in some cases without enough height. [Thanks WWTC!]

  • Push forward rendering decal out from surface 2 mm.

  • Exception when logging out inside ambiance volume.

  • Potential cause of out-of-sync NPC date/time counter.

Edit: Released a .2 patch to fix an exception related to effect cleanup. My apologies for any inconvenience! I'm still not actually sure why this exception arose after the .1 patch rather than the 3.24.3.0 update, so if you ran into it in .1 and know why I'd love to hear about it.