In-game event

Less repairing, a better inventory and a fresh look for your raft

Tidewrack · published · build 25155124

Thank you for your reports and thorough playtests. This update makes everyday raft life less demanding, explains important conditions more clearly, and refreshes foundations, islands and water.

Less repairing, more exploring

  • Shark bites now deal half as much damage to the raft, with 75–120 seconds between raft attacks.
  • Starter log foundations are tougher. Minor repairs require only the main building material, saving extra components such as rope.
  • Storm waves give advance warning through spray, sound and a visible marker. Storm shields protect the affected edge; water barrels fill faster during storms and valuable debris appears more often.

Inventory and items

  • Pressing I shows the quickbar directly below your backpack. Drag and drop items to assign or reorder them.
  • Right-click opens a clear action menu. Using and storing items acts on the slot you actually clicked.
  • Dropped items remain in recoverable crates on your raft, on land or floating in the water. These crates are saved with the world.
  • Matching partial stacks are merged when loading and storing items.

Understanding sickness and healing

  • Sickness displays its cause and suitable remedies beside your vitals, including after reinfection. Raw crabs are now explicitly named “Raw Crab”.
  • Other ongoing causes of health loss, such as bleeding, thirst or hypothermia, remain visible with advice on what to do.
  • Remedies tell you whether treatment is complete or further treatment is needed. Sickness and bleeding no longer persist after respawning.
  • An algae bandage can be crafted from two seaweed and one fiber without a workbench. It relieves sickness; medicinal herbs and regular bandages cure it completely.
  • The new guidance is available in all 15 supported languages. Existing sickness in an older save may initially show “Cause unknown”, because older saves did not record this information.

Raft, dinghy and encounters

  • Walking and jumping on a moving raft no longer applies wave motion and turns to your character twice.
  • The dinghy is faster, and rowing no longer drains stamina. Getting out beside your own raft returns you to the deck and moors the boat again.
  • The first two nights remain free of raiders. Lone raiders can arrive from night 3; regular raids start from night 4. Looting is limited and can be interrupted by hitting the raider.
  • A defeated lone raider’s boat visibly sinks instead of disappearing instantly.
  • The trader has a complete boat hull, and the market supports buying and selling.

More natural visuals and other fixes

  • Log foundations now have supporting crosspieces, visible ropes and knots. Logs and planks have a more matte, weathered appearance. Existing rafts receive the new look automatically.
  • Coasts have more plants, shells and properly grounded rocks. Island guards follow the terrain height.
  • Clouds, water, shoreline foam and materials have been updated. Sun shadows are steadier, particularly at higher graphics settings; slight shimmering may remain along some edges.
  • Power indicators sit on their devices again, including batteries. Very small power output shows as <1 instead of 0, and wind turbines rotate according to wind output.
  • Other fixes cover roofs above stairs, window lighting, watchtower exits, pearl collection, fog when surfacing and the display duration of danger messages. Overall volume has been reduced.

Your existing saves remain compatible. Thank you for helping us improve Tidewrack!

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