
One day of feedback, one patch. Nearly everything here is straight out of your posts from last night and this morning.
New
Raiders and the Leviathan can be switched off. Options, Dangers tab, one switch each next to the shark switch. Off means they do not come, and whatever is already there leaves. No loot, no achievement, and it says so right there.
Language is a list. Options, first tab: all 15 languages side by side, each written in its own script. One click switches. Before, you had to press a button up to 14 times, right when you could not read the menus.
Readability
The smallest text in the game was 8 pixels tall at 1080p, half the size of the Steam overlay. Nothing is below 13 now. The objective line top left is a quarter bigger and has a dark outline so it holds up against a bright sky.
The slider under Options, Display is now called Text and interface size and goes to 150 percent instead of 130. One bug on the way: at a high setting the Back button of the options menu sat off screen. Fixed.
Sharks
The top slider was called "Time between attacks". Pulling it left gave you more sharks, while the two sliders below it mean fewer on the left. Two of you did exactly that. It is now called Attack frequency, and left means fewer sharks on all three. Your saved setting stays, it just shows on the other side of the scale.
A killed shark dropped no loot when 40 things were already floating around, which is the normal state while you collect. Fish came before oil, so the oil was what went missing. Loot always drops now, and the piece of flotsam that drifted furthest away makes room.
Fixed
The water barrel is a water barrel now. It holds its own supply (12 drinking water), fills only in rain, you can see the water rise inside, and E takes it out. Before, it was a chest with a different name and the rain water quietly went to the raft store.
The crab trap's ropes started 40 centimetres away from the boom, in mid air. The anchor chain's rope rendered as an upright square on the water with the mine drifting unconnected behind it. Both sit right now: lines run from wood into the water, the hawser hangs in an arc all the way to the mine.
Under the circling gulls there is now a calm, slowly breathing circle on the water instead of a white smear, and the radio buoys have lost their hard white collar.
The wind turbine's rotor spun five centimetres off its shaft and wobbled. It runs true now.
The circling gulls flew backwards. Beak first now.
The dinghy sat 79 metres away from its dock, the line hung in mid air and it was too small. It now lies bow-on at the jetty, moored, moves with the raft and is a third bigger.
A roof needs a wall below it, or a supported roof next door. Before, it hung in the air.
Same for walkable upper floors: they need a wall, a stairway leading onto that tile, or the new support post underneath, and may cantilever exactly one tile past it. The support post costs two planks, needs no research and carries a floor or roof without blocking the view. A railing carries nothing. Existing saves stay as they are.
Power and repairs
The power panel on the right now tells you everything: what is generated (solar and wind separately, "Solar 0" at night), what is drawn, whether you have a battery (if not, it says so in red), and every consumer with its state.
The engine explains why it is not running when you look at it (no generator, no battery at night, not enough power) and switches on and off with E. The lamps on every power part show the state in colour and are small clean points of light instead of fat spheres.
Repairing without reading: damaged parts carry a gear that stays visible over water. Hammer on it, short click, a ring and cost icons at the crosshair, sawdust when it is done. If something is missing, only the shortfall is shown.
The floodlight is our own model and really lights the deck, with the lamp on the outside of the housing.
The scavenger came on the very first night because the night runs past midnight into day 2. He now waits for the night that begins on day 2, and comes at most once per night.
The iron pontoon shimmered, measured at four times a plank deck. The plastic deck did not shimmer, it glared, brighter than the sky. Both are calmer.
In build mode, repairing still cost material and was impossible with an empty store. Repairing now follows the same rule as building.
The raider raft drove through your planks while docking and whenever you turned your deck, and the dinghy went straight through the raft and over hills on land. Both now keep their distance from the real deck edge, and the dinghy runs aground on the beach. Raiders still come over the planks.
Key bindings: trying to put Tab, Q or E on something else silently gave you the old key back. The reason (the key is already taken) sat invisibly at the bottom of the table. It now shows in red right under the row, and pressing the same key again swaps the two bindings.
After rebinding a key, hints in the game kept showing the default key, for instance X for demolish. Every key hint now reads your own binding, including the bar at the bottom left.
The raft store now uses the same gestures as the backpack: right click puts the item on the quick bar, Shift+left click takes the whole stack, left click takes one, Ctrl+left click discards. Before, right click silently pulled everything into your backpack.
Raiders walked backwards, the model faced 180 degrees away from its direction of travel. Face first now.
The trader cut straight through your raft on his way to the berth when he arrived from the far side. He now goes around.
The desalinator could be switched off the grid with R, but nothing said so. The hint in front of it now does, next to "E open".
Shell money no longer takes up store space. With a full backpack and a full store, selling to the trader silently did nothing because the money had nowhere to go. It always works now.
The floodlight beam is wider (36 instead of 28 degrees) and reaches further (17 instead of 14 metres).
In Build and Workshop, clicking further down the list made it jump back to the top. It stays put now.
Potato and beet seeds were a block in your hand and in the icon. Now a tied seed pouch with a few seeds in front of it.
With an item lying in front of a workbench, the hint said "pick up" but E opened the workshop. E now does what the hint says, and the item comes first.
"A breaker rolls over the deck" did not tell you what that means. The message now explains that a high wave knocks you down and damages foundations along the edge, and that a Storm Bulkhead there halves the damage. A foundation lost that way names the wave as the cause.
Ctrl + left click on a stack threw the first stack of that kind overboard, not the one you clicked. Trying to get rid of 5 leftover seaweed cost you the full 40. Now exactly the clicked slot goes.
In the workshop, clicking a recipe near the bottom made the list jump so the button sat right at the lower edge, and the next click hit something else. The list stays put now.
The trader docked and never left again. He announced "setting sail" and then hung a metre off the jetty, because the mooring logic kept pulling him back. He now actually leaves when his time is up.
If the raft store held more than it can take (for instance after a shark tore up a chest), nothing could be crafted or bought any more, not even into a free backpack slot. And the workshop then said "missing material" when it was space that was missing. Both fixed, and the message now names the real reason.
Japanese, Korean and both Chinese versions were proofread line by line: 54 corrections, among them a nameless co-op player who showed up under two different names, and messages that said bucket when they meant barrel.
What we are working on next
Building on the islands. And we are looking at how tough sharks get after day 13, one of you sent very exact numbers on that today.
Keep the bug reports coming in the forum or discord. Every single fix today started there.
Thank you für this awesome support <3 10 Keys to Streamers/ Youtube Channels from Discord - Thank you to for playing Tidewrack