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UNHUMANNewsUNHUMAN Demo: Patch Notes (May 12)
In-game event

UNHUMAN Demo: Patch Notes (May 12)

UNHUMAN · published 12 May 2026, 19:49 UTC

All newsPlayers around this dateRead on Steam

UNHUMAN Demo: Patch Notes (May 12)

A big bundle of player-feedback fixes and new features: scalable UI, a new universal prototype item, multi-POI routing, faster combat flow, and a long list of quality-of-life and bug fixes.

UI & Display

  • UI Scale slider (70% to 150%). True scaling. Every UI element resizes through CSS layout, not browser zoom, so drag math, tooltip positions, and hit-testing stay accurate at every size. High-DPI 4K and 1440p setups auto-default to a sensible starting scale. Settings → Display Mode → UI Scale.
  • Font Size slider (70% to 150%). Independent from UI Scale. Bump up text size for readability without resizing the whole interface.
  • Settings reorganized. UI Scale, Font Size, and Combat Text Size are now in Display Mode (they were buried under Quality).
  • Loadout sidebar: text labels replaced with icons. SORT, ALL, GEAR, JUNK, SALVAGE, and SELL ALL are now clean icon buttons with hover labels.
  • Stash panel layout fix at 100% UI Scale. No more empty gap on the right side of the stash at default scale.
  • Loadout sidebar cleanup. The duplicate TECH button is gone. Tech Table is still accessible from the main hub and from the navigation terminal button on the top-right of the loadout.

Important: UI Scale is a brand new system and you may run into the occasional glitch at unusual resolutions or scale settings. If something looks off, a layout breaks, or a tooltip misbehaves, please let us know on Discord. Screenshots help a ton.

Quality of Life

  • Bulk Sell button on the stash sidebar. Sell all items up to a chosen rarity tier (Standard / Enhanced / Custom / Glitch / Prototype / Mythic and below) in one click. Auto-uses your highest-standing trader for the best price and spreads standing XP across the trader pool. Augments, used GPUs, Core Container, and currencies are skipped, same rules as single-item selling.
  • Bargain panel: hold to accelerate. When haggling, holding the +/- arrows on Your Offer or Ask now ramps up speed instead of staying at a constant tick. Pushing big-ticket items toward the price ceiling is no longer a wrist exercise.
  • New Field Log metric: Highest Single Hit. Your career stats now track the largest damage dealt in a single hit. Find it under Field Log → COMBAT. Existing saves start tracking from this patch.

Tutorial

  • First-time tutorial is now mandatory. New characters must play through Field Orientation before jumping into raids. Once you've completed the tutorial at least once, the SKIP option becomes available for all future characters. Players who already completed or skipped the tutorial are unaffected.
  • Tutorial immortality safeguard. During the tutorial only, you can't die from combat damage (HP floors at 1 per body part). Lifts the moment the tutorial ends. Stops bad RNG from soft-locking new players.

Combat

  • Post-combat auto-reload is near-instant. When combat ends and you're heading to the next enemy, your weapon refills in 200ms instead of waiting out the full reload time. Combat-internal reloads (when your magazine empties mid-fight) still use the weapon's actual reload speed.
  • Escape minigame succeeds 100% on player success. If you complete the minigame correctly, you escape, period. The hidden 50% chance to "block" escape afterwards is gone. Stuck in combat with a broken weapon is no longer a coin flip.
  • Boss kill aftermath sped up. After a boss falls, the extract point spawns in about 800ms (was 3.5 seconds) and now appears near the boss arena (center-right) instead of the far wall. Less standing around, faster extract.
  • Enemy affixes show on hover. Hover the enemy HP bar during combat to see what their prefix/suffix modifiers actually do, such as "Armored: +3 AC" or "of Fury: +20% DMG".

Routing & Automation

  • POI Priority Queue. Click multiple POIs to queue them up. Each gets a 1/2/3 badge. Your character walks the route in order, looting each one and auto-walking to the next. Path dots refresh after combat detours. System events (boss spawn, extract, warden) override the queue automatically.
  • Instant POI / Extract clicks. Single click adds or removes a target from the queue immediately, no input delay. Double click overrides the queue and sends you to that target alone.
  • Auto-Rush to Extraction filter. New AUTOMATION filter checkbox. When enabled, every raid starts with the extraction point auto-targeted. Walk straight to extract, no clicks needed.
  • Alert When Warden Available filter. New AUTOMATION filter. When your Warden progress fills a stockpile slot (12, 24, 36, or 48), you get a center-screen notification with sound and a count of how many wardens are stockpiled.

New Item: Prototype Magazine


A new universal prototype item type drops as raid loot.

  • Works with any weapon (pistol, AR, DMR, shotgun, SMG, bolt, even prototypes). Drop it into your rig, backpack, pocket, or secure container and it activates for the raid.
  • Grants Infinite Ammo to your equipped weapon for the duration. Same effect as the Infinite Magazine prototype affix, but as a consumable inventory item, no need to roll it on a weapon.
  • Carries its own rolled prototype affixes. Tooltip shows the exact rolled value (no cryptic ranges):
    • Damage Amplifier: adds +1-5% of weapon base damage
    • Reinforced Casing: adds +1 to 5 flat damage
    • Penetrator Rounds: 1-5% armor ignore
    • Targeting Module: +1-4% headshot chance
    • Cyclic Booster: +1-5% fire rate
    • Critical Edge: +5-15% headshot multiplier
    • Double Tap Chip: 1-3% chance to double total damage
    • Vampiric Coating: 1-3% lifesteal on hit
    • Volatile Rounds: 1-3% chance to apply a random elemental status (fire / cryo / electro)
    • Magnetic Receiver: 1-3% chance for +1 item from POI loot

  • Multiple magazines stack additively. Bring 3 mags? All affix percentages add up. Mix and match for build flexibility.
  • Side tooltip panel. Hover your equipped weapon and a focused magazine panel pops up on the right, showing exactly what your active mags are doing.
  • Ranged-only. Magazine effects apply only when a ranged firearm is equipped. Switching to melee or fists pauses them until you re-equip a gun.
  • Two icon variants for visual variety in your inventory.
  • Double Tap procs flash a pink-red x2! floating damage number, distinct from the yellow HEADSHOT.

Critical Fixes

  • Healing Stim full body heal works from the stash. Right-click → Use on a Healing Stim in your stash now restores all body parts to max (was previously healing only 1 HP because the stash-context Use handler ignored the heal-all flag).
  • Heal-use sell exploit closed. Players could queue a healing item at the trader, switch to Your Stash, right-click → Use to heal up, then sell the (now ghost) item for free money. The trader sell pipeline now skips items that no longer exist in the stash, the stash use handler clears the sell queue, and the trader UI refreshes immediately so ghost entries don't linger.
  • Weapon prototype drops fixed. Boss "guaranteed 1-2 prototype gear" rolls and custom-tier bonus rolls were silently skipping the weapon slot due to a missing internal lookup key. Now resolves to a random firearm or melee subtype as intended.
  • Trader stash drag-drop crash fixed. You can now drag-drop items in Traders -> YOUR STASH inventory.

Behind the Scenes

  • Raid-cycle cleanup. POI queue, cached combat stats, boss-extract timers, and idle-map markers now reset cleanly on raid end. Reduces memory growth over long play sessions, especially through death-loop and boss-kill flows.

Save Compatibility


All changes preserve the same save schema. Existing saves carry over 100%. New filter checkboxes default to off.

Discord: https://discord.gg/3JF6MtYgsy
Wishlist the full game: https://store.steampowered.com/app/4289340/UNHUMAN/

Most of what's in this update came from you. Thanks for taking the time to report bugs and share feedback, it genuinely shapes what we build next. Please keep it coming.

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