
"July 4th. It began with entities emerging into our world. Today, it ends with me emerging from theirs.
This warehouse was another dream, another cycle The Entity fed me. I lived it, believed it, just like all the other times. But when I stared into the static, I finally understood the pattern.
During the evacuations, I became a servant in the ECD workforce. In the False World, I was a slave to its cycles. Now it wanted to make me its obedient servant for eternity. Different masters, but always the same chains.
For the first time in my existence, I made a choice that was truly mine. I refused.
Walking through those Pentagon doors severed everything. The artificial life support, the false memories, the endless cycle. I saw the real world - Washington D.C. transformed into the verdant garden I've been dreaming of and searching for all this time. Massive trees bursting through concrete monuments, vines reclaiming everything. It was beautiful.
Freedom tastes different than I expected. Sharper. Like waking from a fever dream to find the world moved on into something worth dying for.
I'm on the Pentagon steps now. My body remembering what 155 years actually means. But I broke the cycle. Above me, real sunlight filters through leaves I never thought I'd see again. The ECD used to plaster "WE WILL SEE THE SUN AGAIN" on every wall - they were right, just 155 years too late, and I'm the only one left to witness it. This is where my story finally ends."
- V
New location: The Warehouse is now accessible
While other locations lose power during blackout, the Warehouse shifts from day to night. Artificial light pours through the windows, mimicking the sunlight that died with the endless winter. Blackout brings nightfall, not the mechanical death of failed power grids.
Partial torso manifestation with lower extremity absence
Locomotion via unexplained levitation
Persistent mist accompaniment
Progressive sonic distortion field expanding with proximity
Confirmed dimensional manipulation capabilities
Hunting patterns defy established entity behavioral models
ELECTROMAGNETIC TRACKING: Entity demonstrates ability to locate active radio transmissions
Upon first contact: Issue alert to range personnel, report sighting to COMMAND, avoid engagement and maintain distance
Worsening symptoms: Engage with automatic weapons, maintain tactical formation at maximum distance
Critical proximity: Deploy chemical countermeasures EMERGENCY EVACUATION - ALL PERSONNEL
STUNLIGHT DEPLOYMENT: The Stunlight is the only currently known tool capable of dispatching The Shepherd by temporarily displacing it from the immediate area
Entity approach triggers progressive symptoms:
Stage 1: Mist-displacement sound phenomena, abrasive frequency emissions
Stage 2: Low-frequency droning manifestation, mild vertigo onset
Stage 3: Harsh sensory assault via intensifying drone patterns, acute nausea, disorientation
Stage 4: Complete auditory overwhelm - THE SHEPHERD KNOWS YOUR FREQUENCY - BURN THE RADIO
Upon physical contact, entity demonstrates ability to:
Envelop subjects within mist manifestation
Displace subjects to uncharted dimensional space with no established return timeline
Subjects report single elevator-based egress point
WARNING: Only 7% of displaced personnel have successfully returned
93% of subjects remain missing and presumed lost to dimensional space
CRITICAL ADVISORY Personnel experiencing unexplained sound intensification or onset of nausea/disorientation symptoms MUST ASSUME IMMEDIATE NIGHTMARE CLASS ENGAGEMENT
"The ECD's clinical language barely masks their terror. Between those crossed-out protocols, you can read their confession: they have no idea how to fight this thing.
They've turned our disappearances into paperwork and our screams into data points. Notice how they call it "uncharted dimensional space" - bureaucratic poetry for hell itself.
Let them fear The Shepherd. Let them cast me into the dark expecting I won't return. I no longer serve their agenda or follow their routes - I see them for what they really are. While they prepare their "Humanity's Last Hope" - sending what remains of my people on a suicide mission to the Pentagon. I remain unbroken, and I will make sure they reach freedom, Someone must seal the door behind them. I carry the promise of those verdant gardens I've dreamed of. You will find me there, where life blooms beyond winter's reach.
Let The Shepherd hunt in his mist while I hunt for salvation in mine."
- V, October 21st 1992
Severely burnt and charred exterior tissue
Hollow eye sockets with no visible optical organs - RETAINS SIGHT CAPABILITY
Significant muscular deterioration
Metallic vocal apparatus affixed over mouth region - appears to amplify and distort vocalizations
Bipedal locomotion - CAPABLE OF RUNNING AT HIGH SPEED
Upon first contact: Maintain distance - PREVENT VOCALIZATION AT ALL COSTS - entity vulnerable to blunt force trauma if engagement necessary
Entity screaming: Entity convergence imminent, prioritize concealment
Pursuit initiated: BREAK VISUAL CONTACT IMMEDIATELY - if evasion fails and entities mass, LEAD THEM AWAY FROM TEAM - individual sacrifice necessary for group preservation
Aggressive pursuit behavior - will chase targets over extended distances
Tactical vocalization - screaming serves as coordination signal for nearby entities
Improved motor function - demonstrates high-speed pursuit capability with NO OBSERVED FATIGUE LIMITATIONS
Maintain maximum distance when possible
REDUCE AUDIO EMISSIONS - entity demonstrates sound detection capability
If detected, break visual contact immediately and seek concealment
Prepare for secondary entity arrival following vocalization events
DO NOT ATTEMPT TO OUTRUN - utilize cover to break line of sight, then hide as quickly as possible
CRITICAL ADVISORY The Hollow Shambler represents a significant escalation from standard Shambler threats. Personnel accustomed to avoiding or outpacing standard variants MUST ADJUST TACTICS IMMEDIATELY. The combination of AUDITORY DETECTION CAPABILITY and HIGH-SPEED PURSUIT makes this entity extremely dangerous in confined spaces. Exercise extreme noise discipline.
"Found Anderson's research files hidden in his desk. The Hollow Shamblers - we created them. 'Project Hollow Ground,' they called it. Started with the servant ranks, the ones deemed unimportant from the workforce. Desperate people promised medical treatment. The conversion process, the charred skin, those metal vocal implants... all deliberate. They're calling it 'Entity Evolution' in the reports, covering up the truth. Ground Forces are at my door. V, if you're reading this - get out. The endless winter is safer than staying here with them. We're not the good guys in this story."
- Your friend always, Thomas Walker, 02/12/89
Severely burnt and charred exterior tissue
Hollow eye sockets with no visible optical organs - RETAINS SIGHT CAPABILITY
CAPABLE OF EXTREME HIGH-SPEED PURSUIT WITH NO FATIGUE LIMITATIONS
Visual contact: IMPLEMENT IMMEDIATE WITHDRAWAL - entity resistant to standard ammunition
Audio signature detected: PRIORITIZE CONCEALMENT
Chase sequence active: UTILIZE ENVIRONMENTAL BARRIERS - doorways, structural corners
Emergency protocols: HEAVY ORDNANCE OR DEMOLITIONS ONLY - alternative methods result in operative termination
ABSOLUTE NOISE DISCIPLINE - entity has extreme auditory sensitivity
AVOID CONFINED SPACES - speed advantage maximized in narrow corridors
MONITOR FOR SYNTHETIC BREATHING SOUNDS - provides brief advance warning
Added fireworks show at the Plantation and Bunker exteriors
American flag bunting now decorates the interior of the train
ECD Independence Day poster added to the train
This seasonal content is active from July 4th through July 11th
Happy 4th of July, Workforce! The ECD wishes you a safe and productive Independence Day.
Critical lighting equipment has been cleared for immediate distribution to all active workforce personnel:
Standard-Issue Flashlights now available through The Supply Officer
Toggle-activated design with holster attachment for hands-free operation
Emergency protocols mandate personal illumination during all Surface Operations
DIRECTIVE: The Entity Containment Division requires all personnel to maintain functional lighting equipment at all times. Darkness compromises operational effectiveness and increases casualty rates by 340%. Personnel found operating without approved illumination devices will face disciplinary review.
"They mandate light as if darkness were our enemy. The darkness never chose sides. It's the entities that swim through it, drawn like moths to our dying flames. The ECD calls it 'operational effectiveness,' but what they really mean by that is 'go die where we can see you.'"
- V, December 15th 1990
Adrenaline Shots now act as a temporary suppressant against "Infection symptoms" and do not count toward vaccine dose limits, meaning they can be used safely to delay progression without risk of overdose
Players now temporarily stop bleeding while being carried by the Butcher, allowing them to survive the trip to the hook
Bleedout time extended from 4 minutes to 4.5 minutes
Lantern now emits stronger light
Glowstick brightness now scales by color for better balance - darker colors are much brighter, bright colors slightly dimmed
Players can now only carry one of each light source (glowstick, lantern flashlight) at a time to prevent excessive brightness stacking
Starting Help Deck Tapes now include entries for The Butcher, Shambler, and Spider
Player interaction range has been slightly extended, from 2m to 2.15m
The Data Deck now displays the current location modifier
Added HUD tutorial notification tips that appear the first time a player is infected or bleeding, offering guidance on vaccine injectors and medical kit usage
Added a tip that teaches players how to door-stun enemies
Added a tip explaining debt-based travel when players lack sufficient credits for travel fees
Added a notification to clarify that equipment cannot be used while the train is moving
These additions aim to reduce new player frustration by providing critical information when it's needed, helping players understand key survival mechanics without overwhelming them with tutorials all at once.
Fixed a memory leak when changing Data Deck Flavor
Fixed a bug that let players open the data deck while holding to interact with objects
Fixed a bug where vision remained blurry after healing while under the Paranoia status effect
Resolved an issue where getting picked up after being downed would incorrectly clear the Paranoia status effect
Fixed a bug where the train medstation didn’t fully reset the player’s health state, causing unexpected death on the next down
Resolved an issue where healing would improperly remove parts of the infection and paranoia effects, including visuals and audio reverb
The Information Monitor should now correctly update the player's status when entering or exiting the train
Fixed a bug where players could bypass character creation and join a game — it now redirects to the main menu and prompts character creation again
Fixed a mistake where players were incorrectly flagged as "using an object" after spawning, which persisted until they interacted with something
Players can no longer be infected by the water dispenser while the train is moving, avoiding a situation where death would prevent respawning
Fixed a bug where, in some cases, AI-detectable noise could be emitted from dead players
Made adjustments to address a bug where the player could sometimes remain stuck in scared breathing after leaving a location - should be resolved, but monitoring for further issues
Shop descriptions have been revised and improved
Adrenaline price raised from $650 to $700
Glowstick price raised from $20 to $40
An ECD propaganda poster has been added next to the shop window
Reduced the volume of shop purchase sounds to make them less abrasive
Can now be used to kill the Shambler
Increased cost from $100 to $500
Fixed the Sledgehammer so it lies on its side rather than awkwardly standing upright
The Abandoned One now pauses to reload after firing, giving players an opportunity to escape
The Abandoned One now responds to close proximity by attacking with the back end of his weapon
The Abandoned One has grown more cunning, with sharper instincts and improved tracking behavior
Reworked The Abandoned One’s shotgun audio to carry more weight and menace. Every blast now fills the room with brutal intent
Resolved an issue where the Abandoned One targeted cocooned or hooked players for execution
Fixed Infestation Modifier spawning multiple instances of The Abandoned One
Fixed The Abandoned One briefly displaying in A-pose at the start of some animations
Fixed upper body animation masking issues for The Abandoned One for client players
Disabled debug mode that was mistakenly left active. This mode was used internally for logging and visualizing the shotguns mechanics, which was affecting performance slightly
Significantly increased loot value to better compensate for its trap-heavy layout and slower navigation, which often resulted in lower rewards than other high-value locations
Added additional tripwires
Fixed the lattice wall that wasn't blocking AI navigation and allowing entities to walk through it
Corrected low volume on the wine bottle pickup sound
Resolved an issue with an end table spawning both its lootable and ruined variants simultaneously, resulting in visual overlap
Buffed loot to offset its danger and lower loot density relative to other costly locations
The travel fee has been increased from $800 to $1000
Loot now resupplies at a slower rate, matching the speed of the Bunker and Plantation
Corrected an issue in the new Nightmare Mode causing Tunnel gates to stay closed despite power being off, which prevented advancement
Bunker loot has been slightly buffed for better balance across high-cost locations
Increased rifle magazine pickup hitbox size to make it easier to grab
Fixed an issue where blast doors could appear closed and become unopenable during power outages, preventing progression (This bug was recently introduced in v1600)
Players can no longer get stuck between cargo container doors
Increased the number of cells that generate to help spread out entity spawns and reduce overwhelming encounters
Increased the overall value of Pentagon loot to better reflect the rising difficulty as more entities have been introduced
Vaults now generate a little closer on average, improving discoverability
Vault loot value increased to make them more rewarding and worthwhile
Increased Pentagon travel fee from $1600 to $2000
Supply replenishment has been re-enabled at the Pentagon, now set to a reduced rate of 3% (previously 0%. For comparison, high-cost locations replenish at 15%, and lower-cost locations at 20–25%
Spawn count for regular Shamblers decreased from 4 to 3, with 1 Nightmare Shambler now spawning in their place
Fixed an issue where some walls were not properly blocking AI line of sight
Batteries have been added as a new pickup to the standard loot pool
Added warehouse pickups, each with their own unique pickup sounds:
Clipboard
Label Maker
Lunchbox
Markers
Paper Ream
Tape Roll
Utility Knife
Lightbulbs now have their own unique pickup sound
Box of Cigars now have their own unique pickup sound
Canteen pickup audio has been redesigned
Small metal loot pickup audio has been redesigned
Adjusted Pentagon lootable pickup volume to be less intense
Increased the value of Cash and Credit Card items to make looting registers more rewarding and improve overall returns from the Hotel
Removed Fog as a possible random modifier at the Bunker and Plantation, as it caused issues with outdoor-to-indoor transitions
Decreased locker opening volume to make it less jarring
The Shepherd also spawns at the Bunker, Tunnels, and Plantation. But only on Forsaken difficulty and only after 5PM. It also appears at the Pentagon – though by now, that should probably go without saying.
Increased the Ventress’s hearing sensitivity from 1x to 1.25x
Reduced the Butcher’s hearing sensitivity from 1.5x to 1.35x
Shambler spawn times have been rebalanced for all difficulties and locations
Removed the ability for the Butcher and Spider to detect player speech
This change addresses situations where background noise could unfairly reveal hiding players, even when they weren’t actively speaking. They could also hear players talking from inside the train. While this was intentional, it often led to confusion, with players assuming they were being camped when, in reality, the entities were simply reacting to voice chat.
Firecrackers now despawn after burning out, fixing a bug where spent ones could persist after leaving a location
Fixed train station elevator incorrectly alerting enemies upon arrival
Fixed a vent in one of the Hotel cells where the Ventress could get stuck behind a wall when exiting
Fixed a bug where entities could spawn at unintended locations during Escape mode (packrat at bunker for example)
Fixed an issue where enemies would spawn for a frame at the world’s origin, occasionally causing them to aggro on players near the train immediately after spawning in
Fixed a bug where the elevator ding noise for AI detection was emitted at the player's location instead of at the elevator itself
Seasonal events now use local time instead of UTC, fixing an issue where decorations could activate a day too early