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FlotsamNews1.1.0e01: Weather on Experimental!
Community

1.1.0e01: Weather on Experimental!

Flotsam · published 24 Mar 2026, 14:47 UTC

All newsPlayers around this dateRead on Steam

1.1.0e01: Weather (experimental)

Hey Drifters!

Yup! Weather is here!

It's something we've wanted to implement for a long time, but it didn't quite make it to 1.0. Now that we’re exploring ways to let you customize your playstyle, it felt like the right moment to bring it in.

Weather

We'll be testing weather in various forms throughout its time on Experimental. Currently we've added precipitation, temperature and wind speed. With the former two affecting fields, crops and drifter needs.

We're also starting to introduce the ability to customize your game setup. This will eventually include difficulty presets and the ability to create a custom setup. For now, we're testing the active setting: Consumption Rate. This means that food will have calories, and drifters will consume 1.000 calories per day. This rate is, ofcourse, affected by the weather :)

EDIT 30/06/2026 - 1.1.0e03

We've reworked weather into a more local event. Instead of affecting the entire world, weather now appears in zones that you encounter while exploring the map. This is still an early implementation, with only two weather zones available for testing: Tropical Rain and Heatwave. Various UI and clarity are still missing, but those will be added in upcoming experimental patches. :)

Weather effects are also much more extreme now. They can significantly boost and even halt the growth of crops, fish, and other production.

Weather zones now affect landmarks within. For example: in a Heatwave zone, Dead Trees become Burnt Trees that yield Charcoal. Farm landmarks become withered and yield Bio-waste. Default, potatoes are the most common crop. But in these weather zones, they might not be.

Experimental and Beta

We're splitting the old Experimental branch into two: a 'Beta' and an 'Experimental' branch.

The Beta branch will be for stability testing of completed features. Currently that means 1.0.1f4 will move to the Beta branch.

The Experimental branch is for raw, unpolished features that will change a lot. This is where weather will be tested. If you join Experimental, expect bugs, rough edges, and frequent changes!

What's next?

Besides weather, we're ofcourse looking at the incoming bug reports. There are still several issues with walkways and Architect Mode that we'll be adressing soon.

---

This patch is still actively in development and can be tested on the experimental branch to give feedback.

This is how you can enable the experimental branch of Flotsam. This will only work when you're not in a game:

  1. Open Steam Library

  2. Right click Flotsam

  3. Select Properties

  4. Go to tab 'Betas' at the top.

  5. Select 'Experimental' in the drop-down.

Flotsam 1.1.0e01: Weather

This is an experimental testing build that introduces Weather and changes to the Game Setup.

Weather

Weather will now affect your drifters and town.

  • There is precipitation, temperature and wind speed.

  • Temperature now affects crop growth rates.

  • Precipitation will now fill water in fields, while high temperature will cause it to evaporate.

Game Setup

Later in this version, we'll be introducing the ability to customize the game in your preferred playstyle. This includes difficulty presets and the ability to create a custom setup. For now, the game will be setup with these settings active:

  • New setting: Consumption Rate. Food now has calories. Drifters have a consumption rate of 1000 calories per day. Rather than eating once per day, they will eat when hungry. All recipes have been rebalanced to match their caloric value.

  • Similar to hunger, drifters will also have a liquids consumption rate. Rather than drinking once per day, they will drink when thirsty.

  • At cold temperatures, drifters will require more calories. At hot temperatures, drifters will require more liquids.

Producers

Firewood usage in workshops has been reworked.

  • Previously, some workshops required firewood as part of the ingredient cost. Now, Firewood delivered here gives 1.000 energy per firewood. Recipes produced here now consume an amount of this energy. This change better supports the new varied recipe costs introduced with caloric values.

  • New Recipe: 'Dough Brick'. It's a food high in Caloric value, but Icky in quality.

Fixed

  • This build includes all 1.0.1f4 fixes.

  • Chow is now a resource type again. Filters have been adjusted for this change. This should also fix the issue where the 'Final Chowdown' achievement no longer triggered.

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