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Survivalist: Invisible StrainEventsNew patch in publicbeta (v261), previous patch in main (v260)
Game update

New patch in publicbeta (v261), previous patch in main (v260)

Survivalist: Invisible Strain · published 16 Sep 2025, 13:32 UTC · build 19999470

All eventsPlayers around this dateRead on Steam

Hello, I've got a patch with a few more bug fixes for you today:

  • Added ability for modders to vary reload speed of weapons according skill

  • Fix for being able to unbind critical menu navigation buttons

  • Fix for crash in SIS Clean Trash mod

  • Fix for error on XBox when saving very large savegames

  • Fix for pressing Back button on gamepad backing out of menus when you have a drop-down open instead of closing the drop-down

  • Fix for Charlie Gant not correctly triggering something as part of his quest if he isn't in your community at the time

  • Fix for rare bug where Liam Franks attacks you at a weird time if he happened to notice some property damage you caused earlier

  • Fix for approval and respect for giving people supplies or ripping them off in the winter food quest being way out of proportion

  • Fix for windows cursor becoming visible and never going away if you open the NVidia recording overlay, then alt+tab out of game and back

  • Fix for zombies getting into a loop of repeatedly starting the biting animation and failing when trying to bite you when you are assassinating someone

  • Fix for characters referring to themselves in the third person in a few speeches

  • Updated Brazilian Portuguese, Czech, Lithuanian, Japanese and Simplified Chinese translations

The top one - ability for modders to vary reload speed for guns and bows - doesn't affect the base game but has been quite often requested by modders and should enable a bit more variety for guns in mods.

The previous patch, v260, is now in the main branch and live on XBox :)

Lastly I wanted to give a shout out to youtuber Brian Menard, who discovered the game recently and has been recording a great looking series on it, check it out!

What's this publicbeta thing?

v261 will be in the "publicbeta" branch on Steam for a while, before pushing it to the main game and to XBox. If you want to try the latest features as they come out (and help test them!) it's a good idea to start using this branch. But keep in mind:

  • Because it's the bleeding edge it could be less stable

  • If you want to be able to play online co-op with someone you'll need to be on the same version as them

  • If you go back from the "publicbeta" branch to the main branch you may not be able to load savegames created on "publicbeta".

To use publicbeta, just right-click on Survivalist: Invisible Strain in your Steam library and go to Properties, then Betas and in the drop-down select "publicbeta".

More from Survivalist: Invisible Strain

Other announcements

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Game update19 Aug 2026Kicked v285 (the latest build, with pickpocketing) onto the main branch!Hello, just a note to say I've updated the main branch with the latest build in publicbeta, which means Pickpocketing is now fully released to everyone :) And I've updated the library page image with some new art from Ramiro Ra, who previously did the trading cards ! EDIT - Saturday 22nd of August - Added a little hotfix (v286) to the publicbeta branch which fixes a crash when you hover over a…Survivalist: InvisibleGame update10 Aug 2026New small patch in publicbeta (v284)Hello, it's just another small patch in publicbeta. This is mainly to fix a crash when you try pickpocketing someone but your character is too moral or likes them too much to want to hurt them, which disables stuff like chokehold. But I didn't realise it was happening with pickpocketing, and the warning message caused a crash. There's also a fix for characters getting stuck in a loop finding wo…Survivalist: InvisibleGame update30 Jul 2026New small patch in publicbeta (v283)Hello, just a small publicbeta update with a fix for an occasional crash if something gets deleted while you are repairing it, and a fix for the SIS Move Props mod, which it seems got broken by a change I made back in 2025. Also a tweak to how the Dark Past and Loyalty quests select a landmark for a meeting place, they've often been using vehicles along the roads which wasn't the original inten…