MudHugger Playtest
Last seen
0Sampled 4 hours ago · not a live figure
—of peak
All-time peak
012 Sep 2026
Last seen
0Sampled 4 hours ago · not a live figure
All-time peak
012 Sep 2026
| Published | Title | Build |
|---|---|---|
| gameplay tweaks adjust some base tire values adjusted logging area base mud value low lying fog improvements small destructible tree test tire mud clumps should actually be on the tire now | 25273289 | |
| hot patch fixed supplier zones not registering correctly | 25264993 | |
| many fixes, a few changes map work fixed windows on more vehicles added a few sounds some UI smoothing fixed some rock textures test area update work on making climbing over obstacles smooth and better visually, wheel twitch work full coconut supply chain farms requesting products to produce if items break loose in a truck they not are contained in the bed, depending on force of impact power lines now have source and de… | 25258728 | |
| UI, gas and finally fixed solid black foliage Many UI changes to make life easier for controller/steamdeck players Added gasoline usage to vehicles added jerry/gas can added filling interaction FIX solid black foliage | 25158932 | |
| Big patch cleared out multiple autoloads that either werent in use anymore or were deadends brought some older scenes up to date with new systems and methods imported 2x ada trucks (still need tuning) lots of map work added in ability to adjust shadow detail ai traffic route manager route creating AI delivery agents UI to for paths and route creation *this is all foundational stuff now, so its not pretty… | 25136476 | |
| mostly performance stuff more work on performance mostly backend things to help with future development little bit of mapwork as always | — | |
| performance and centralization Heavy work on performance Worked on getting asset scales uniform Migration of assets to centralized shaders, ex: two different grass patches using two different shaders, now reduced to one shader minor work on the look of mud wetness effect on terrain adjustments to try to make the game start a bit easier map work as usual | — | |
| vehicle damage started work on vehicle component damage various systems take damage and can fail added repair system to garage added repair kits for purchase from garage centralized in game time to one system | — | |
| too much for a title a few new trucks truckbeds fixed on all basicvehicle models secure all option on truckbeds fixed vehicle speeds on non mud surfaces winch improvements trees pulled over from winches various filter overlays added to options performance improvements birds frog fixes ambient sounds in truck radio UI some wheel mesh fixes (still have more to fix) | — | |
| user experience improvements added tire spin/slip UI per wheel added windshield wipers and entire windshield mud cover (optional, see settings) added throttle cut input, in an effort to allow the player to feel more in control of throttle and prevent wheelspin | — | |
| mud deform overlay refinement, new truck faster mudoverlay loading on startup some debugging tools added (fast travel) might make it part of the main game some work on tire swapping, should apply correct mesh scale and mud overlay now | — | |
| new terrain detailing secondary shader mesh overtop of existing terrain layer to give a better deform detail | — | |
| no more wiggle, many gameplay improvments changed up third mission, added split mission, truck repair/cell tower started working on an improved center of balance for vehicles to allow for tipping diesel/gasoline added to fuel stations (still need to work them in to vehicles) work on destructable props being brough to t3d meshs fixed non active mission from showing on mission board on exported project small map additions improved vehicl… | — | |
| bug and performance work. vehicle sockets baseline, uniformity in asset scale fixed broken mission dialog fixed all missions aval at start of game synced many of the systems that detect terrain competing with each other base line for scale uniformity between assets veh sockets for visual/function addons | — | |
| Bug fixes Mostly bug fixes: ejected cargo falling through map sometimes, player falling through map after exiting certain vehicles. Mud overlay shader causing visual glitches on psx settings TerrainPath roads not deforming correctly Add foundation of AI drivers. | — | |
| Many additions New intro new road generation methods new vehicles many bug fixes | — | |
| tick rate fixes, fixed fallen tree flag in first steps, shocks! some vehicle math was using lerpf which would vary depending on fps fallen tree flag was set and not cleared if player would return to main menu and start a new game file. added a reticule added shocks to go along with previous patch's bump stops uv added to vehicle mesh shader first pass at vehicle damage map work | — | |
| map edits, damage, bump stops save/load position of moveable objects, such as rocks addressed ghost mesh of moveable objects did some work on the player house area of the map added bump stops to suspension, without the wheel collision was about to surpass the frame of vehicles, this addition gives a more realistic feel and encourages more cautious driving. added in small UI on speedo for damage information, just visual righ… | 24281413 | |
| fixed rocks falling through map... i think since updating terrain coord updates had to fix distant objects not falling when collision shifted | — | |
| fixed collisionspawner issue causing fps drops, added graphics settings low settings targeting integrated gpus/steamdeck mostly just like msaa and stuff work on wheel particles/emitters trying to help with fps collisionspawner was running per instance per frame, this poor coding finally came to a tipping point once more objects were added to the world. moved it to a per frame batch call | — | |
| UI adjustments for large resolutions, steamdeck/controller updates fixed intro mission order | — | |
| Larger resolutions, streamdeck detection, new dirt/mud/smoke particles new vehicle smoke added large resolutions added steamdeck reso and detection if using steamdeck ui scaling added | 24186535 | |
| alpha 0.3 small rework of inlandwater, should displace per tire instead of whole vehicle now added bad looking water particles some small asset work. attempt to unify vehicle creation from a template based off of wrangleone added more exports to try to make vehicles tires react to weight dist of vehicle and suspension status add live map tooltips, facility alerts, and cargo strapping UI; fix unstrapped a… | — | |
| UI reworks, better player notifications, map menu controller support added item dropped off notification reworked missionmapscreen to allow for stick panning of map while DPAD handles buttons attempted fix of dialogmanager not loading in exported project some minor bug fixes and small changes to try to make for a smoother player experience fixed sand not being in sync with mud/dirt deform and wear add lots of vegitation to map added recycler/scrap metal, player… | — | |
| input UI updates, brake/reverse lights, zone marker rework added the controller addons asset, got it integrated pretty good vehicle brake/reverse lights highbeams/low, hold L for 1.5s to toggle believe i fixed the world environment not loading in correctly for the 5th time new location marker, it actually sits on the ground to account for terrain deformation, different colors for different zones, still needs tuning reworked mud particles, should proper… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 12 Sep 2026new | Sat | 16:44 | gameplay tweaks | 25273289 | public | 1 | — |
| 12 Sep 2026 | Sat | 00:41 | hot patch | 25264993 | public | 1 | — |
| 11 Sep 2026 | Fri | 17:19 | many fixes, a few changes | 25258728 | public | 1 | — |
| 7 Sep 2026 | Mon | 01:01 | UI, gas and finally fixed solid black foliage | 25158932 | public | 1 | — |
| 5 Sep 2026 | Sat | 03:17 | Big patch | 25136476 | public | 1 | — |