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Project SilverfishNewsProject Silverfish now in Early Access!
Steam news

Project Silverfish now in Early Access!

Project Silverfish · published 26 Jun 2025, 04:04 UTC

All newsPlayers around this dateRead on Steam

Beta 0.1.0 Early Access

NOTICE: Save files are not transferable between the Demo and the Early Access build! (They would just break anyway, sorry.)

New Features:

-New character creator!

-New overworld maps!

-Several new dungeons.

-New contracts.

-Many new weapons.

-New artifacts.

-New story questlines (Still WiP).

-TVs will now play full video. You can add any .mp4 or .mov file to the folder: Silverfish>Content>Movies>TV_Clips and the TV will play them.

-New ammo caliber, .338 Magnum has been added for several sniper rifles.

-There is now more than one way to reach the Northern Zone.

-New Eather power armor.

-New weather events.

-New Crafting system.

-New enemies.

-New lore.

-New trades and item requests from major NPCs

-New experimental faction starts, VERY MUCH A WIP.

-Radiation damage now works. The Detector item now also has a Geiger counter. 

-A search bar has been added to shops and stashes. 

-New enchanted ammo. (Might be craftable in the future*)

Changes:

-Backpacks dropped on death no longer despawn upon your next death. Instead, all dropped backpacks will remain persistent until found and will decay one random item each day they are left unfound.

-Important quest items marked with a star will never decay from a backpack, and will always drop in a backpack on all modes other than Mercy or Permadeath. 

-Virtual Shadow Maps setting has been removed as it no longer functions with re-vamped shadows.

-New, more user friendly save system.

-Disguise system has been made more robust and straightforward.

-9mm ammo has had a damage buff.

-The in-game economy and loot distribution has been completely overhauled.

-Thematically relevant loot will spawn in specific locations and new types of lootable containers. 

-NPCs now have more diverse voice acting between factions, (some of this is still WiP and placeholder).

-Military reinforcement system has been re-balanced. 

-Some existing quests have been slightly changed or given better clues.

-AI improvements and re-balancing.

-Changes to how Tesseract Artifacts work.

-More destructible objects.

-UI polish and improvements.

-Reworked how fail penalties work for contracts: Contracts no longer fail on death, penalties are invoked when a contract is abandoned or breached by the player's deliberate actions. 

-Limit for active contracts has been simplified: Player can hold 5 Contracts at once, story quests and major missions are handled separately under their own header. 

-Dr. Mosby's lab now has a public terminal where all data tapes turned in to him as quests can be re-downloaded. 

-Dr. Mosby's lab now has a data tape reader. 

-NPCs who are 'Distrusting' of the player now have more nuanced behavior. 

(Except for the military, they shoot enemies on sight) They will react to things like you lowering your weapon, aiming at them, getting too close, ect.

-You will now lose relevant faction rep for destroying turrets, vehicles and faction infrastructure. 

-You now Hold G to lower your weapon instead of F. (Default keys)

-Re-balanced health regeneration. 

-Certain themed headwear will now give rep bonuses/penalties to certain factions.

-Changed how turrets and guards in raids will respawn.

-Added flash option to the camera item.

-Made various improvements to stealth mechanics. 

-Bolt-action and pump-action weapons now cycle when the trigger is released rather than automatically after firing.

-Some shops will lower their prices as your reputation improves with their faction. 

-Buffed grenade damage. You can now also 'cook' grenades. 

-Pyrogeists are less aggressive. 

Major Bug Fixes:

-Major performance improvements. 

-Fixed issues with sound occlusion.

-Artifact respawning has been fixed; they will now refresh correctly each time a particular new in-game event occurs. 

-Fixed major issues with Melee enemy pathing. 

-Fixed huge memory leak caused by rain particles. 

-Fixed a bunch of weird visual artifacts caused by fog.

-Under-barrel attachments on weapons now work correctly and can use all ammo types of their caliber. 

-The demon known as "Nanite" has been fully exorcised from the game.

-Prop surfing should be fixed.

-Hundreds more minor bugs have been addressed. 

Beta 0.1.1 Hotfix

New Features:

-Improved Player Card UI in Inventory screen. Food and disguise info are now more visible. 

Changes:

-Replaced Red Cross on health items with more appropriate First Aid symbols.

-Updated credits.

-Melee enemies will now zig-zag when attacking, rather than running in straight lines. 

-Made faction coloration more distinct.

-Made clue for Spratt's location more clear.

-The Eather Detector's description now mentions it's Geiger counter function.

-The player can no longer ask Simmi about factions they have yet to encounter. (You must at least go to Cross Roads before being able to ask.)

-Added copper wire to tool box loot pool.

-Air-born NFTA reinforcements will be slightly more common.

-Removed gold bar from graveyard (it was worth way too much), replaced it with more reasonable loot.

-Reduced size of faction incursions. 

Bug Fixes:

-Fixed Model 1931's iron sights.

-Fixed missing custom use verbs for certain consumables. 

-Fixed pathing issue that caused a scripted enemy encounter to all die before the player found them. 

-Fixed issue where discovering certain dungeons would mark the entrance to Cistern on the map in error.

-Fixed hit-box issues with climbable chains. 

-Addressed issues with certain enemies spawning outside the map in Cistern. 

-Fixed bug where the death of an assassination target wasn't displaying a screen message. 

Beta 0.1.2 Release Patch

Changes:

-Improved lighting on the character creation screen. 

-Improved lighting on Intro Level.

-Improved base security at Dead Bridge military checkpoint.

-Made food bar easier to read. 

-Added missing anomaly spawns on Slums.

-Slightly lowered enemy spawns on Slums. 

Bug Fixes:

-Fixed sequence break with Drill Head alt quest line.

-Fixed issue where melee enemies could get stuck while charging a target. 

-Fixed issue where melee enemies could get stuck "hugging" their target. 

-Arc Wardens will no longer drop more than one artifact when killed. 

-Re-added missing tooltip for Hunger.

-Fixed several typos.


We're so happy to finally let you all get your hands on the Beta! There's still so much left to do on the road ahead, but having the support of this community makes it possible!Thank you!

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