Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Saleblazers›Events›Going the Distance
In-game event

Going the Distance

Saleblazers · published 3 months ago · build 23902999

All eventsPlayers around this dateRead on Steam

In this update, we're making the game look much clearer thanks to player feedback!

Clear Visuals and Farther Render Distance

We've had a major breakthrough significantly improving the performance of terrain and locations at a distance!

This allows us to dramatically increase the draw distance to make the game feel even more crisp.

Seeing other areas from far away was part of our original intent when designing the map, so we are incredibly excited about this development.

We've updated the lighting across the game and added the actual fog that surrounds the Island now that you're able to see much farther!

You'll also be able to see all the new stars clearly at night!

Teleporting now also shows you where you're headed, making the transition much clearer.

With the render distance maxed out, you can even see Snowville all the way from the starting area!

Pushing your render distance all the way out may still have a small cost depending on your hardware.

If you just want the added performance boosts, or you still prefer the old look, you can set your render distance back down to 300 manually in the visuals settings.

Clean Grass Visuals

We’ve reworked our ambient occlusion effects to improve crispness while maintaining visual fidelity.

Most notably, grass will no longer get blurry when many blades overlap!

Mannequin Loadout Swapping

Tired of donning and doffing your hazmat suit or armor?

The new Swap Equipment button on a mannequin allows you to exchange currently equipped clothing and armor with what's on the mannequin.

This should make it easy to set up different loadouts for different activities and swap them out depending on what your next adventure calls for.

The items will swap into your equipment or your cosmetic slots, depending on which you have toggled in the UI when you swap.

Mannequins will be even more useful with the new armor and clothing attributes coming in future updates!

Cheaper Sprints & Dashes

We’ve made stamina more forgiving overall! Whether you're exploring the world or dodging in combat, getting around should feel a lot smoother.

  • The initial dash that kicks off your sprint now costs significantly less stamina, and sprinting itself is cheaper too.

  • Dashes also cost less to use initially, with the cost ramping up if you chain them together.

NPC Shop UI Improvements

NPC shops selling higher-rarity items now show a preview of their attributes, helping you make better-informed decisions about what to buy.

If You Missed Them: Multiplayer fixes

We recently released v0.21.0.5 with much more extensive fixes, especially in multiplayer. So if you haven't read those patch notes yet, you can check them out here.

What's Next?

We're planning this rudimentary roadmap:

  1. 🐟 Fishing Update

  2. ⚡ Game Engine Upgrade and Optimization Update

  3. 📖 Story Missions (we're already working on this step now)

We have some exciting fishing improvements that just missed the cutoff for the Immersive Update, which we can't wait to share with you soon!

Follow-Up Patch For Known Issues:

We are working on a fix for the sharpness attribute you can purchase in Kazai Village. It will be ready shortly!

This follow-up patch is available now! You can read the patch notes here.

Detailed Patch Notes

✅ Changes

  • Increased ambient lighting across the day

  • Added deinterlacing to ambient occlusion effect to prevent blurriness on grass

  • Slightly reduced shininess of grass terrain material

  • Reduced ambient occlusion effect

  • Reduced the stamina cost of dashes

  • Greatly reduced the stamina cost of the first dash that initiates a sprint when you are not already sprinting and haven't dashed recently

  • Increased the damage bonus given from rarities on items where the stat requirement is not met. This should make using higher rarity items more forgiving, even when you don't have the stats to reach their full potential

  • NPC shops now show a preview of the item attributes that will be on higher rarity items you purchase

  • Increased the fire rate from the quickfire attribute

  • Increased default render distance greatly and raised the maximum cap

  • Improved some far distance rendering

  • Improved visual clarity when looking at the sun and sky

  • Dealing damage to a defeated NPC no longer produces hitmarkers

  • Improved tree impostor rendering

  • (Story) Added the actual fog that surrounds the island

  • You can now swap equipment with a mannequin for easy loadout changes

🔧 Fixes

  • [High Impact] Fixed some bad GPU instanced meshes rendering on top of the camera on MacOS

  • Fixed many issues where the wrong damage could display for weapons on save and load or as a client joining another lobby

  • Fixed spellbook damage not working properly in some cases

  • Fixed the way ranged damage was being calculated, which was previously causing it to have less damage than before

  • Fixed a visual bug causing melee weapons and some single shot ranged weapons to show more damage than they would actually deal

  • Fixed an edge case with evidence box saving when making back up causing player inventory to be lost

  • Fixed item sample display not allowing stacks of items

  • Fixed stocking stackable item onto display shelves sometimes lose that stack and cause infinite movement momentum

  • Fixed client unable to talk to spell NPC shopkeeper

  • Removed some bad lights in the canyon area

  • Fixed the copper bar LOD distance

  • Improved crab render distance

  • Fixed an issue where Jones Fishingman's house would fade out at too close a distance

  • Fixed some rolling issues with the quickfire attribute

  • Tightened up attribute UI on items

  • [Optimization] An item physics optimization when idling to improve frame rate on large shops

  • Fixed an issue causing ranged weapons not to receive the full rarity bonus they should

  • Fixed some bad formatting in NPC shop sell menu

  • Fixed dismantling the dark wooden fence piece

  • Fixed castle floor invisible

  • Optimized and updated Leyasoon's arena

  • Heavy physics optimization, especially in shops or areas with a lot of items

  • Fixed scrap metal storage becoming invisible when put into shelves

  • Fixed a case causing customers to get stuck on their way using needs item

  • Fixed the undo sale button on NPC shops

  • NPC shopkeepers should no longer fall asleep at night if their shop is open

  • NPC shopkeepers should no longer play voice barks while their shop is open

  • Fixed extended magazine attribute not properly scaling based on starting magazine size, so automatic weapons gain additional magazine size over single-fire weapons

  • Optimized many heavy but unnoticeable render features away from the game for smoother performance and overall reduced tri count. Despite rendering thousands more units of distance this update, we actually have a smaller load on the GPU

  • Optimized and simplified map edges around the canyon and desert, which were out of bounds but are now in bounds. Their simplification should make it clear that they lack gameplay and are less of POIs

  • Rebaked the map with the changes to the edges around the canyon and desert in place

  • Various disconnection fixes

You can view the patch notes on saleblazers.com as well!

More from Saleblazers

Other announcements

All events
SaleblazersGame update6 Sep 2026Minor fixesFixed quick move not working on controller (Left Trigger) · Fix items going into your hotbar when looking at them and pressing a hotkey button · Set default camera distance to 1.0 instead of 2.0 · Fix mannequins not working properly · Fixed client being unable to craft/cook in some scenarios related to inventories · Fixed some inventory falling out or not saving food properly with backpacks for…Major update5 Sep 2026Hook, Line, and Sizzle!This update adds new cooking and fishing systems, as well as many combat, gameplay, and QoL improvements! We're so excited to see the fish you catch and the dishes you cook with them! We've also heard a lot of your feedback and brought back a lot of the Legacy Saleblazers feel! New Cooking System Cooking is now in Saleblazers !!! Play the all-new Chef class , prep food for adventures, and force…SaleblazersGame update15 Jul 2026Hotfix v0.21.1.3This is a small hotfix to resolve some issues reported by players. We are almost ready to release our next update, bringing more optimizations, fixes, balance changes, and fishing content, but we wanted to get these fixes out to you first. Thank you to everyone who sent in a report and who has been giving us feedback. Look out for some exciting balance changes in the next update! ✅ Changes · Tr…