
update – title changed to correct version 0.9.8.6
This update took a bit longer than the previous almost‑weekly patches, but for good reasons. More details will appear soon in the upcoming Ahra Prime Times devlog.
This is a cleanup and preparation update — laying the groundwork for new gameplay systems and world content.
Items are now removed only after crafting — no need to use [TAKE OUT] anymore.
Refreshing the menu no longer duplicates blueprints in the list.
Overall stamina regeneration speed increased by 2×.
Stamina drains slightly slower.
Result: faster walking speed.
Vehicle charger at the Comm Center now works correctly after completing the quest — the vehicle will start charging immediately.
Removed the Obedient Level 4 requirement to enter the Comm Center. Completing the quest (restoring power) is now enough.
The elevator is now completely non‑functional without power before starting the quest.
Calling the elevator now plays a proper button animation, consistent with doors and other interactables.
The vehicle remains easily accessible for now (Forwarding Facility). This will change once the new quest is added, along with a related Steam achievement.
As above — it now correctly receives power when the connected area is powered.
Added a visual change and a clear ON/OFF indicator.
Vehicles now charge even if they are already parked on the charger (previously required driving off and back on).
Field repair is no longer blocked when the vehicle is above 30% condition. (This restriction will return once the vehicle workshop is added.)
Hangers Air and Medkits: improved save/load behavior. Hazmat Medkits should now spawn correctly.
Cabinets: improved item spawning (collision fixes) and save/load reliability.
Open Trash: replaced with the older, safe cylindrical model. A new version will come later.
Beds: adjusted item spawn positions — flat surfaces sometimes spawned items out of reach.
Items should no longer duplicate or respawn after being collected.
Single‑item world spawners should now behave correctly.
Fixed cases where items failed to spawn at all.
Additional checks added after Unreal Engine updates — minor cosmetic issues may still appear.
Added a ladder in the Comm Center.
Improved readability of terminal buttons.
Quick Menu [O] now correctly shows only pockets and front bags after refresh.
Corrected displayed weight for Lockpicks — they no longer burden the player, and the UI now reflects that.
Updated weapon crosshairs — darker and more visible (Rifle, SMG, Shotgun).
Added a short instruction for using the Quick Access Menu. Many players ignore it, but it’s extremely useful — I personally can’t imagine playing without it. The instruction appears early (Hazards). Worth checking even if you already completed the Training Center.
The module is still present, but the minimap does not appear.
It will return once integrated with the upcoming large world map currently in development.
Updated to a new Unreal Engine version.
Performance seems solid, sometimes even better, though DLSS settings may require some tweaking.
On my RTX 2060 I sometimes get <30 FPS on HD/High at startup, but after adjustments it stabilizes above 60 FPS in most areas.
If you encounter issues, feel free to join the Discord. I’ll also prepare a short DLSS help video soon, and later refine the DLSS presets — a new version is available.
There were many changes to the save/load system, but the results are mostly immersive and stable. You should no longer see random trash under shelters, new medkits spawning on hangers, and similar issues.
Starting a new game is recommended for the cleanest experience, but continuing your current save should not cause problems — the choice is yours.