Forest Doesn’t Care · published · build 24989632
The campfire is now significantly more immersive and features a fully redesigned cooking system:
Food and water containers are now physically placed around the fire.
Three cooking slots are available by default.
Three additional slots can be unlocked individually using stones.
Every item has its own cooking timer.
Cooking pauses when the fire goes out.
Raw food now visually changes after being cooked.
Water can now be boiled in a separate container.
Added sounds for frying meat and boiling water.
Fuel is now added separately and no longer ignites the campfire automatically.
Before lighting the fire, you can see how long the added fuel will burn.
Lighting the campfire now has a new animation, sound, and visual effects.
The number of unlocked cooking slots is preserved when the campfire is relocated.
The campfire interface has been completely redesigned, including food selection, fuel management, cooking timers, and clearer prompts.
The campfire is no longer just another crafting menu—it is now a proper place to rest, cook, and survive.
The collector gradually fills with water while it is raining.
The amount of water collected depends on the intensity and duration of the rain.
Collected water can be taken out and boiled before drinking.
You can now actually sit on craftable wooden chairs and benches. Incredible, right?
Two players can sit on the same bench at once. Romantic.
Press Jump or any movement key to stand up.
Sitting players remain vulnerable to both melee and ranged attacks.
If a seated player dies, their seat is automatically freed.
Sitting and occupied seats are correctly synchronized in multiplayer.
Grass, flowers, nettles, leaf piles, and small branches should no longer grow through selected structures.
When a structure is placed, vegetation beneath its footprint is automatically hidden. If the structure is dismantled or destroyed, the vegetation returns to its original position.
This system also works correctly with structures placed next to or on top of one another. Vegetation will not reappear while another structure is still covering it.
Shadow rendering has been optimized for:
Grass
Small flowers
Fallen leaves
Ivy
Small ground-cover plants
This provides another small performance improvement.
Stored items are visually displayed directly on the table’s surface.
There are now three craftable ways to store your belongings:
Storage Bag
Storage Table
Large Storage
Their crafting costs have also been rebalanced.
While using the Repair Station, the character now takes position beside the workbench and plays a repair animation while the camera shows the process from several angles.
Fixed an issue where the first-person camera could clip inside the character’s body while climbing trees.
Enjoy climbing!
Fixed a multiplayer weather desynchronization issue that could cause different players to experience different weather conditions.
Special attention was given to weather synchronization after sleeping and skipping the night. All players should now receive the correct current weather state.
Fixed conflicts between weather transitions that could occur when players went to sleep during rain, cloud formation, or another active weather change.
The transition from evening to night is now smoother.
Clouds now clear more gradually after nightfall, making lighting transitions feel more natural and preventing the night from arriving too abruptly.
Enemies and animals can no longer see you through vegetation that completely conceals your character’s silhouette.
No, this does not mean you can suddenly run around like Rambo and effortlessly slaughter every deer in the forest.
Animals and enemies still have sight and hearing. However, certain bushes and patches of tall grass now properly block their vision instead of allowing them to see straight through.
Keep in mind that hiding does not make you silent. If you run through vegetation and make noise, aggressive animals and enemies may investigate your position. Peaceful animals will most likely flee instead.
Stealth melee attacks have also been added.
Hitting an enemy with a melee weapon while they have not detected you and are not already in combat now deals significantly increased damage, making successful stealth approaches much more rewarding.