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Forsaken FrontiersNewsv1700
Major update

v1700

Forsaken Frontiers · published 5 Jul 2025, 01:31 UTC · build 19101118

All newsPlayers around this dateRead on Steam

The Warehouse - Alexandria, Virginia

July 4th, 2147


"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.


NEW ENTITY ALERT

Designation: "THE SHEPHERD"

Classification: NIGHTMARE

Threat Vector: Reality Displacement/Psychological Warfare

CHARACTERISTICS

  • 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

ENCOUNTER PROTOCOL

  • 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

PROXIMITY WARNING SIGNS

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

DIMENSIONAL BREACH PROTOCOL

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


ENTITY EVOLUTION REPORT

Designation: "HOLLOW SHAMBLER"

Classification: NIGHTMARE

Threat Vector: High-Speed Pursuit/Entity Summoning

CHARACTERISTICS

  • 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

ENCOUNTER PROTOCOL

  • 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

BEHAVIORAL ANALYSIS

  • 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

SURVIVAL PROTOCOLS

  • 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


ENTITY EVOLUTION REPORT

Designation: "HOLLOW BUTCHER"

Classification: NIGHTMARE

Threat Vector: High-Speed Assault

CHARACTERISTICS

  • 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

ENCOUNTER PROTOCOL

  • 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

SURVIVAL PROTOCOLS

  • 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


Seasonal Content

Independence Day Decorations

  • 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.


Flashlight Authorization

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


Player

Changes

  • 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

Situational Guidance

  • 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.

Fixes

  • 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

Changes

  • 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


Sledgehammer

Changes

  • 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

Changes

  • 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

Fixes

  • 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


The Plantation

Changes

  • 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

Fixes

  • 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


The Tunnels

Changes

  • 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

Fixes

  • Corrected an issue in the new Nightmare Mode causing Tunnel gates to stay closed despite power being off, which prevented advancement


The Bunker

Changes

  • 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

Fixes

  • 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


The Pentagon

Changes

  • 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

Fixes

  • Fixed an issue where some walls were not properly blocking AI line of sight


Loot Items

Added

  • 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

Changes

  • 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


General Changes

  • 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.

General Fixes

  • 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

More from Forsaken Frontiers

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