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Pipe or Die Playtest›Events›September 5th Changelog
Game update

September 5th Changelog

Pipe or Die Playtest · published 3 days ago

All eventsPlayers around this dateRead on Steam

Added

  • Every control can be rebound. Settings has a CONTROLS page listing every action in the game with its key. Click a line, press the key you want. If that key is already doing something else the two swap places, so you can never end up with an action bound to nothing. There is a reset if you want the defaults back, and every prompt in the game that names a key reads your binding, so they all update with you.
  • Settings is in tabs now: Audio, Video, Controls, Accessibility and Voice, one page at a time instead of one long scroll. It reopens on the tab you were last on.
  • Four separate volume sliders: master, sound effects, music and voice chat.
  • The fabricator has a crate release lever and a build meter. The meter on its face fills as the machine builds. When a crate is finished the lever's knob turns green and the meter tops out, and the crate waits until you tap E on the lever to drop it into the port. The fab carries on building the next one while it waits, so nothing is lost by leaving a crate hanging.
  • A bell when a crate is ready. The fab rings once per crate, from the machine itself, so you can hear it come up from across the room.
  • The macerator is a real machine. It has its own model and an ON valve you hold to crank, like the rest of the floor.
  • Your money is a moment now. The day report counts your haul in and drains it into your bank instead of both numbers just changing. On rent day the report stays up and ends with PAY THE RENT, and pressing it opens the ledger: your bank on screen, the rent taken off it in front of you, and a QUOTA MET stamp if you covered it.
  • If you miss the rent, you watch it happen. The number crosses into the red and keeps falling, the screen goes with it, the terminal dies, and your company gets an obituary with its numbers on it.
  • Losing a company is a scene. After the termination the crew is put back in the elevator with the klaxon going and the ceiling lamp strobing red. It hangs there a few seconds, then drops, the counter running further and further negative, and at the bottom the grate floor folds open and the crew falls out of it. Then the stats, and a new company.


Changed

  • The mine is a deep blue night. The old lighting was brighter but it came from nowhere: a flat wash sitting on top of everything that lit the whole room evenly and left you unable to make out a table at five metres. That wash is gone. What is left has colour and a direction, so your headlamp, the hanging tunnel lanterns and every machine lamp read as actual pools of light in the dark instead of the slightly brighter part of an already bright room. It is darker and easier to see in at the same time, and the amber HUD now sits well clear of the world behind it.
  • The film grain sits over the picture instead of on top of it. The grain used to be the loudest thing on screen in dark areas. It runs at twice the colour depth now, so it reads as film rather than noise, and it has been retuned against the darker frame.
  • Every menu goes through the same screen. Settings, customization, the pause menu and the end-of-cycle verdict were being drawn flat and sharp while everything else ran on the terminal glass. They all use it now, and the pixel crush is coarser than it was, so small type on the crew report and the settings pages is readable instead of smeared.
  • The microphone picker is a line you click through rather than a dropdown, so it stays on the terminal screen with everything else.
  • The fabricator and the extractor are retextured. Same machines, new paint, matched to each other.
  • The elevator is quieter. Its sounds were louder than everything around them on the ride down.
  • The crate thunk plays on every crate. It used to ring only for the first crate of the shift, back when crates fell out of the fab on their own. Now that every crate is a lever pull, every one lands with a thud, and it comes from the hatch rather than from your own head.
  • Coughing in bad air is an alarm, not a habit. You cough once when you first walk into air that is going bad, and then not again for a long while. It is quieter too. It used to run on a loop the whole time you stood in it, which made the one sound that should mean something into wallpaper.


Fixed

  • A dead miner wore a hard hat and dropped one at the same time. The corpse now has no helmet and no lamp on it, so the hat lying on the floor next to it is the only one.
  • The last day of a cycle skipped its day report. Rent day went straight past the report to the verdict, which meant the biggest day of the cycle was the one you saw least about. It keeps its report now, and the rent is collected from it.
More from Pipe or Die Playtest

Other announcements

All events
Pipe or Die PlaytestGame update7 Sep 2026September 7th ChangelogAdded · Four deposits per resource. Each resource is a tree now. A main tunnel runs out from the fabricator and ends in a resource room, and more tunnels branch off it, each ending in a resource room of its own. Every deposit holds 100 ore (four of them is the old single 400), so the extractor has to be carried from deposit to deposit as each one runs dry. Standing still is no longer a strategy…Pipe or Die PlaytestGame update7 Sep 2026September 6th ChangelogAdded · Weather. About one day in three now has weather. It does no damage and changes no rules. Blood rain falls in rooms and tunnels and leaves red stains on the floor. Static patches drift through the mine: inside one the world goes greyscale, static covers the screen, and sound is muffled. Ground fog sits knee deep and white across the map. None of it appears in the elevator. · Night vision…Pipe or Die PlaytestGame update4 Sep 2026September 4th ChangelogFixed · You could be thrown out of a run into the job board or the shop. Holding Tab for the map and then jumping was quietly pressing a button on the hidden end-of-day screen, which opened the job board over a live run, and picking a job from there sent the whole crew to the shop. Your jump didn't fire that time either. The hidden screens can't take a key press any more.