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Dying BreedNewsPatch 1.1.0 (Build #1347)
Major update

Patch 1.1.0 (Build #1347)

Dying Breed · published 18 Dec 2025, 12:49 UTC · build 21243591

All newsPlayers around this dateRead on Steam

Developer Notes

This update introduces our first major milestone patch for Early Access. It includes a large round of stability improvements, UI and usability upgrades, mission corrections, and a broad gameplay rebalance targeting units, buildings, damage tables, harvesters, and the overall economy.

Below is a detailed breakdown of all changes.

Fixes

  • Camera control switching – Fixed an issue that required multiple key presses when switching camera control units.

  • Capture Repair Shop – Fixed an issue where Repair Shops could not be captured by Engineers.

  • Formation hotkeys – Improved reliability when selecting multiple units.

  • General stability improvements – Various optimizations and fixes to improve overall game stability.

  • Minimap zoom – The minimap no longer zooms in when the player zooms the main camera; it now always displays the full map.

  • Music hotkey – Mute and track-skip hotkeys now behave correctly after switching tracks.

  • Naval combat – Fixed aquatic units failing to attack the shipyard.

  • Out-of-view unit command issue – Units now correctly acknowledge commands even when the camera is scrolled away from them.

  • Refinery free harvester exploit – Fixed an exploit where building and selling refineries was cheaper than producing harvesters normally, granting both a free unit and soldiers.

  • Targeting units on bridges – Units can now properly target enemies standing on bridges.

  • Tank cannon pivot – Tank turret rotation now matches movement direction correctly.

  • V3 launcher animation – Fixed multi-shot animation.

  • Water Worm behavior – Improved movement stability and added missing local avoidance to prevent unnatural movement.

Gameplay & UI Improvements

  • Commando unit rules – The Commando now only attacks infantry. It cannot attack vehicles, aircraft, or naval units, and can destroy buildings or bridges only by planting explosives.

  • Auto-open UI panel – The build panel now opens when new entities become available.

  • Building tooltip info – Power consumption/production now appears in building descriptions.

  • Cancel ready buildings – Buildings in the “ready” state can now be cancelled to refund their costs.

  • Deselect units when placing buildings – Placing a building now automatically deselects units.

  • Energy bar information panel – Now displays real-time energy production and consumption.

  • Engineer animation transitions – Improved smoothness of engineer animation blending.

  • Machinegun tower sound – Improved firing sound.

  • Mission victory/defeat input lock – After winning or losing a mission, construction is disabled to prevent unintended actions.

  • Shipyard rally point – Replaced the flag with a buoy for sea units.

  • Silo/Refinery capture loot – Capturing a silo or refinery now grants any resources stored inside.

  • Underwater sound – Added dedicated underwater audio for aquatic units.

Map Changes

  • Various Maps– Minor gameplay changes and mission descriptions.

  • WWA 4.1 – Removed misplaced colliders above the barricade that blocked progression after destruction.

New Maps

WWA Maps

  • WWA 9.1 – Family Man
    A medium-sized map with a strong emphasis on naval combat.

  • WWA 10.1 – Riverboat
    A progression-based mission where you advance through towns overrun by mutants.

  • WWA 11.1 – Processing Base
    A tactical map focused on capturing enemy buildings in order to weaken their defenses before assaulting the enemy base.

EAO Maps

  • EAO 8 – Sandman
    A mid-sized battlefield centered around naval warfare.

  • EAO 9.1 – Tropical Island
    A large, naval-focused map where you must seize the enemy base located on an isolated island.

  • EAO 10.1 – Shots
    An indoor mission with limited units and no base building, emphasizing tight combat.

System-Wide Adjustments

  • Harvester balance – Improved survivability, speed and carrying capacity.

  • Damage table updates – More consistent relationships between weapon types and armor classes.

  • Units & Building balance – Adjustments across HP, costs, and roles.

  • Silo energy production – Silos now contribute a small amount of energy.

  • Reduced low-power construction penalties – Building under low power is less punishing.

Savegame Compatibility Notice

For the duration of Early Access, we cannot guarantee savegame compatibility between updates. While saves may continue to function between versions, significant changes may require starting a mission or campaign again for the best experience. Your overall campaign progress and unlocks remain independent and will always remain safe.

Looking Ahead

This is our first major rebalance, and we will continue refining units, buildings, and mission pacing based on live feedback.

Feel free to share your impressions on the forums or Discord — we are listening.

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