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
Pipe or Die Playtest›Events›September 7th Changelog
Game update

September 7th Changelog

Pipe or Die Playtest · published 27 hours ago

All eventsPlayers around this dateRead on Steam

Added

  • 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.
  • The fabricator pipes its crates. Pipe from the crate port toward the elevator, as far as you like. Pull the lever on a ready crate and it shrinks into the pipe, rides to the end of your line, and pops out full size as a normal crate: in the elevator if you piped that far, or wherever your line stops, to be carried the rest of the way. With no pipe on the port the crate docks in the mouth exactly as before.
  • Hard hat camos. Twenty-two of them on the Hardhat page: digital camos in urban and desert, woodland, arctic, flecktarn, tiger and blue tiger, snakeskin, dazzle, racer, hex, splatter, magma, obsidian, circuit, gold, platinum, and two that move, oil slick and dark matter. Magma drifts down the helmet on a loop.
  • You earn them by playing. Each camo is unlocked by a record that counts on your own machine: days survived, days lost, teammates buried, companies finished, pipes laid, times hunted, deaths. Hover a camo to see what earns it and how far along you are. Locked camos still show on the miner so you can see what you are working toward.
  • Pipe finishes. Twelve on the new Pipes page: stock, crusted, polished, enamel, and eight camos. A camo pipe keeps its line's colour, so a blue line gets tiger stripes in dark and light blue and stays the blue line. Finishes are earned the same way the camos are.
  • Your camo travels with you. Teammates see the camo on your hat, and a hat you drop keeps wearing it.
  • Items move faster in pipes. 5 metres a second, up from 3. Ore and crates both.


Changed

  • Maps are bigger. Three more resource rooms per line. A solo day is around 14 rooms where it was 7, a six player day around 23 where it was 11. The resource trees are the outer edge of the mine now, and their tunnels are laid level so they can branch.
  • More pipe on the map. Enough to reach every branch deposit from your existing line, and to run the crate line to the elevator. Moving the extractor never means grinding pipe down first.
  • You can't pipe inside the elevator. The line stops at the door and the crate is thrown through it.
  • A piped fabricator re-arms the lever the moment the next crate is built. Nothing waits in the mouth, so crates stop queueing behind an uncarried box.
  • The resource trees don't spend the warren's tunnel budget. Loops, dead ends and maws are dug as before.
  • Blackout days are darker. Thicker air and almost no ambient light, so visibility is a few feet. Night vision still helps on a blackout, but much less than on a normal day.
  • Night vision thins the fog as well as lifting the dark.
  • Blood rain falls as light-headed, dark-tailed streaks, leaves deeper red puddles, and is a lot louder.
  • Floor fog is a layered mist now, smoother and denser at the floor.
  • Smoother shading in the dark, with less banding on flat surfaces.
  • The customization page. Camos and finishes are square swatches like the outfit colours, in grids. The pipe preview is a product shot of a three-segment run instead of a miner looking at a pipe. The hint text under the grids is gone.


Fixed

  • Picking an extractor up off an empty deposit and setting it back down refilled it. Mined ore is gone for good now, and an empty deposit refuses the extractor.
  • A deposit you had moved away from could never take the extractor again. It was still marked as claimed.
  • "Head back to the elevator" fired the moment the first deposit ran dry instead of when a resource is actually gone from the map.
  • Death-earned camos could never unlock for anyone who wasn't hosting. Your own deaths count on your own machine now.
  • Camo patterns on the helmet converged into a V at the crown and smeared on the sides. The helmet is properly unwrapped now; stripes run straight and even from crown to brim.
  • Magma looked like a lava lamp instead of a pattern sliding down the hat.
  • The pipe finish preview looked frozen on whichever finish you hovered first.
  • A sample pipe stood in the miner's face on the other customization pages.
  • The camo galleries overflowed the customization page and pushed the layout off the screen.
  • Hovering a pipe finish didn't preview it the way hovering a hat camo does.
More from Pipe or Die Playtest

Other announcements

All events
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 update6 Sep 2026September 5th ChangelogAdded · 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 a…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.