Aftergrowth Playtest
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
16 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
16 Sep 2026
| Published | Title | Build |
|---|---|---|
| Dev Build 230, Sep 6th • World Activity, Storm Audio & Performance Update The world feels more alive, storms sound fuller, and several causes of frame-time spikes have been addressed. A More Active World - Traders tend gardens, NPCs carry out camp tasks, and animals graze and drink. - The introductory trader is positioned along the early progression route. - Animals choose feeding spots clear of walls and fences. Vis… | 25160440 | |
| Dev Build 229, Sep 6th • World, NPC & Audio Improvements - Improved terrain blending to reduce visible tile grids and straight texture transitions. - Softened the edges of vine patches and burn scars. - Improved sun and contact shadows across characters, animals, trees, buildings, and ground objects. - Updated main-menu lighting and shadows to better match the game world. - Adjusted tree textures for a more consisten… | 25156491 | |
| Dev Build 215, Sep 2nd Smoother on Steam Deck and phones · Fixed the frame-time stutter while running across country. The game was building each new chunk of the world in a single frame; it now spreads the work over several frames, so the Deck, and phones and tablets, should no longer drop frames every time a new column of chunks comes into reach. · The loading screen now loads a wider ring of country around you befo… | — | |
| Dev Build 214, Sep 2nd Aftergrowth update — people on the road, a richer east, and a new look People on the road · Strangers now stop and speak when they walk over to look at you. Press E to say hello, or swing at them and see how they take it. · Earn a stranger's trust and a hello opens their trade board right there on the road. Each of the five people in your world carries their own board, with their own stock that… | — | |
| Dev Build 211, Sep 1st Enemies and wildlife · Raiders, wanderers and animals plan a route around walls, wrecks and buildings instead of walking into them. · A body that cannot get past something steps aside and tries another way, and remembers the spot so it plans around it next time. · Routes keep a wider berth around corners, so bodies stop catching on wall ends. · No more shuffling on the spot, and no more walking… | — | |
| Dev Build 208, Aug 31st Enemies - Normal walking is sneaking now; sprinting is what gives you away — both footstep radius and the vision cone scale off it - Lose their sightline and they search instead of b-lining: they go to where you were last seen, look around for ~6s, and say so out loud - Factions fight each other, and a raider whose nerve breaks will flee - That "run at you then run away" was morale, not a bug —… | 25050346 | |
| dev build - 204 , 30 Aug 2026 ### Art & characters - **Boots fixed.** `_boot` tested `alpha > 0`, so it painted the contact shadow as solid trouser — inventing a plinth that fused both feet. Foot mass 20px → 16px against a 14px shin; 1432 invented pixels removed across 48 frames. Downed/asleep frames untouched. - **Armour reads at game size.** `hooded: True` was deleting the skin face, so cloth and leather collapsed into on… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 8 Sep 2026new | Tue | 18:21 | No patch notes · unannounced build | 25193026 | public | 2 | — |
| 7 Sep 2026 | Mon | 18:38 | No patch notes · unannounced build | 25172907 | public | 2 | — |
| 7 Sep 2026 | Mon | 03:46 | Dev Build 230, Sep 6th | 25160440 | public | 2 | — |
| 6 Sep 2026 | Sun | 20:33 | Dev Build 229, Sep 6th | 25156491 | public | 2 | — |