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Aftergrowth PlaytestNewsdev build - 204 , 30 Aug 2026
Game update

dev build - 204 , 30 Aug 2026

Aftergrowth Playtest · published 30 Aug 2026, 16:58 UTC

All newsPlayers around this dateRead on Steam

### Art & characters
- **Boots fixed.** `_boot` tested `alpha > 0`, so it painted the contact shadow as solid
trouser — inventing a plinth that fused both feet. Foot mass 20px → 16px against a 14px
shin; 1432 invented pixels removed across 48 frames. Downed/asleep frames untouched.
- **Armour reads at game size.** `hooded: True` was deleting the skin face, so cloth and
leather collapsed into one flat mass (head-vs-torso luminance −2.0 and +1.6, against
plate's +16.2). Face opened on both, cloth hood darkened two shades, leather moved from
rust to dirt with a rust hood.
- **Backpack no longer comes out of the head.** `PACK_RISE` lifted the lid above the
shoulder line, climbing ~6 rows into the skull. Stray pixels above the coat, up-facing:
20/36/36 → 0/0/0. Quarter-back views were worse and are also fixed.
- **The pack is a worn item now.** Removed from the base body; a crafted backpack draws
from the `back` slot. Wanderers carry the same overlay (they drop a bag when killed);
traders deliberately don't.
- **Held items were a tenth too large.** The whole set sat at ~0.60 of a body while the
swing constants assume half. Torch 0.60 → 0.53. The "detached flame" is not a defect —
after dark the unlit haft sinks into the ground while the fire stays bright.

### The tablet
- **Black line removed.** The dead column is gone; 1476 pixels changed and nothing else on
the page moved. The test now bans the shape, not the address.
- **Opens a third faster.** 3837ms → 2690ms, by hoisting a bounding rectangle that was
being rebuilt 588,000 times per page. Output bit-identical across all four page states.
- **Co-op party markers.** Teammates show as rings on the glass — position only, no shared
map discovery. A teammate in unexplored country changes 24px, all inside their own ring;
0 of 148 pixels of unwalked ground. Solo play bit-identical.

### Movement & controls
- **Sprint.** Old speed is now sprint; walking is 70. Held on Shift / left trigger / a
SPRINT plate on iOS. Drains stamina — 9.1s from a full bar, 2.56s before you can run
again — and charges hunger through the existing system.
- Fixed: a downed survivor paid sprint stamina without moving.
- Fixed: the walk animation was time-driven while footsteps are distance-driven, so a
walking survivor took 4 strides/sec while making 2.7 footstep sounds.
- Controls page gained a sprint row, plus a test that every pressable action has one.

### Enemies
- **Raiders shout** when they spot, chase and lose you. ~1.7 lines per raid measured;
closest two lines 4.2s apart.
- **Fixed "coming at me then running" — two separate bugs.**
1. Patrols never arrived: placement demanded open *grass*, and settlements are asphalt,
concrete and dirt — so the search spiralled 97 tiles to the city outskirts. City spawn
3399–3625px → 429–481px; raiders engaging 0 of 3 → 3 of 3.
2. The ones that arrived turned round at a wall: a rule about *bodies queueing at a noise*
was firing on architecture. Crowd now requires an open line; being shut out by a
building is its own clause with a 30s patience.
- **Fixed:** raiders crashed the speech plate (~180 errors per shout), which also left the
speech tail pinned to the ground where the raider started.

### The world
- **Containers respawn.** Roadside wrecks 72h, town crates 120h, city caches 168h — after
the patrol rest interval, so people come back before loot.
- A regrown container rolls from a **poorer table**, because loot is seeded per tile and a
plain respawn would return identical contents forever. City ingots/day 6.62–11.85 → 0.44–0.79,
schematics 5.59–10.0 → 0. First openings still tile-rolled, so seed surveys are unchanged.

### Netcode & other fixes
- **One co-op join in eight was broken.** Spawn slots come from `peer_id % 8`; the host is
always peer 1, so a guest could land on the host's exact pixel. Two coincident colliders
depenetrated identically every frame — both players sliding north at 476 px/s forever.
Same fault on the bedroll respawn path. Caught by the integration gate, not by any test.
- **Fixed:** the tablet's scan button reported success for a scan the device had refused.

More from Aftergrowth Playtest

Other announcements

All news
Game update16 Sep 2026Dev Build 241, Sep 15thThe city · The city has stopped being kept. Silt and moss in the gutters, moss in the kerb joints, grass through the cracks in the slabs, lichen on the pavements, a damp line with weeds at the foot of every wall, and the trodden yards gone over with sprouts and dead straw. Nobody has swept these streets in twenty years and now it looks it. · Every collapsed roof has the weather coming through i…Game update8 Sep 2026Dev Build 234, Sep 8th- Added Working Steel, a trader contract offering a guaranteed route to steelworking notes. - Expanded early objectives to guide you through finding notes, researching steelworking, and crafting your first steel axe. - Opening guidance now appears while waiting for the introductory trader. - Trader contracts now explain their purpose, recommended preparation, required supplies, and rewards. - A…Game update7 Sep 2026Dev Build 230, Sep 6th• World Activity, Storm Audio & Performance Update The world feels more alive, storms sound fuller, and several causes of frame-time spikes have been addressed. A More Active World - Traders tend gardens, NPCs carry out camp tasks, and animals graze and drink. - The introductory trader is positioned along the early progression route. - Animals choose feeding spots clear of walls and fences. Vis…