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Cold SweatNewsDEMO UPDATE #2 - The One About Inventory Slots (v0.4.0)
In-game event

DEMO UPDATE #2 - The One About Inventory Slots (v0.4.0)

Cold Sweat · published 14 Jul 2026, 01:06 UTC

All newsPlayers around this dateRead on Steam

THANK YOU

Big shout out to everyone who has left feedback on the game. A lot of these changes are directly because of bug reports and feedback suggestions, so keep them coming. Please join the Discord and help shape the game through feedback and suggestions!

Did I miss something? Please comment here or in the Discord on what you'd like to see!

PATCH NOTES - v0.4.0

🎒 INVENTORY / BACKPACK REWORK 🎒

Based on player feedback and after observing gameplay, I reworked the backpack / inventory system with the goal of preventing over encumbrance. Backpacks now add inventory slots to the player. Weight is still a factor but has been rebalanced to make over encumbrance much less of an issue. The loot you can carry will mainly be tied to how many slots your backpack has and less about the backpack's carry weight. You can still get over encumbered if you are loaded up on heavy things like guns and other gear, but looting should hopefully feel better and more clear now. If you have an open inventory slot, you can likely fill it without getting over encumbered.

I will be monitoring this change very closely so please let me know what you think of the change after a few raids.

  • Added Inventory Slots stat to all backpacks that unlocks additional inventory slots for you to carry items in. Starting slot amount is 12 without a backpack and can be increased up to a total of 42 slots with the best Legendary backpack (previous inventory size was 30)

  • Made item icons smaller to fit one additional item slot per row

  • Changed some backpack rarities so there is a more even amount of each rarity backpack (3 backpacks per rarity except for Legendary, which now has 2 instead of 1)

  • Reworked all backpack stats to better differentiate each rarity while also offering more diversity between backpacks of the same rarity (backpacks with less inventory slots won't allow you to carry as many items, but will increase your movement speed or Ergonomics)

  • Reworked all backpacks, guns, and armor to be heavier

    • DEV NOTE: The inventory rework should still allow you to take out a few pieces of gear without getting over encumbered, but taking too many will cause you to get heavy very quickly. Try prioritizing what you need more of: gear or items

🎮 GAMEPLAY 🎮

  • Reworked what items are available from Ron and Doc (mostly what backpacks they have available). Complete a raid to refresh their shops like usual. You won't be able to see the new items until you do this since your game's save file doesn't know they exist yet

  • Increased all ammo stack sizes to help reduce the number of slots they take up in your inventory and stash

  • Added compass markers for locked room locations if you are holding the key in your inventory

  • Decreased discover distance for world events like High Value Target and Powered Crate (you'll need to search a little harder to find these and claim the good rewards they offer)

  • Adjusted survivor squad spawning logic. Now squad size is directly tied to the current Danger Level. Higher Danger Level means higher chance of survivors being in squads of 2 to 3. Be careful who you choose to engage!

  • Rebalanced survivor loadouts to have more appropriate gear for the current Danger Level

  • Added damage indicators to show the direction damage was taken from. This also applies to bullets that whizz past the player so you know where you are getting shot from

  • Added basic item info pop-up when hovering over items. Currently displays the item name, price, weight, and if its "Usable" or not (like food, water, bandages, etc.)

  • Added a warning screen before going into a raid if you are missing certain equipment, don't have any ammo in your inventory for a gun, don't have any healing items, etc.

  • Increased all Snipers damage by +20 to make them more powerful per shot than Marksman Rifles, which shoot faster than Snipers

  • Reduced all key spawn chances

    • DEV NOTE: Keys are dropping left and right if you know where to look, so this has been toned down to encourage you to utilize barters for keys from the traders as well as rolling for them in the Vending Machine

  • Slightly reduced the spawn chance of higher rarity items

    • DEV NOTE: Higher danger levels saw an unhealthy amount of blue, purple, and gold items, so this should tone it back to not be game-breakingly lucrative. It's still worth going into higher danger levels though for better loot, so don't worry

  • Stash pages and the Vending Machine have more item slots in them due to item icons being smaller (when loading in for the first time, your stash and Vending Machine might loot out of order due to the new item slot count. Sorting your stash and re-rolling your Vending Machine will reformat things to look normal.)

  • Picking up armor or a backpack from the ground when you don't have one equipped will now auto-equip it instead of putting it in your inventory

  • Increased the Aim Down Sight speed of weapons with low Ergonomics (low ergo guns should feel slower to use, but the previous value was a little too sluggish)

  • Decreased lootable container spawn chance so loot per area isn't so plentiful. Also reduced the max number of items most containers spawn by -1. Again, this is to help mitigate the feeling of you having a full inventory 30 seconds into a raid. This should encourage players to explore more before filling up their inventory. This also encourages going on modified runs for better loot

🗺️ MAP MODIFIER REWORK 🗺️

  • Reworked the Map Modifier reroll system. Modifiers still have a chance to be applied every raid, but now the player can add a random Modifier in exchange for some Tokens or can remove a Modifier for free. This allows you to better choose what Danger Level you want to go into for that raid and offers more flexibility on what rewards and loot you want

🔵 OTHER 🔵

  • Changed the following ammo type names to be more realistic. There are no gameplay changes, just name changes:

    • 5.45x39mm is now 5.56x45mm (Assault Rifles)

    • 7.62x51mm is now .338 Lapua (Snipers)

  • Rebalanced Hard and Crushing difficulty presets slightly to account for map modifier changes and looting changes. You're still able to leave all difficulty settings exactly where you want, but the new "baseline" for these difficulties is easier overall


🐞 BUG FIXES 🐞

  • Fixed an issue causing the "Kill High Value Target" challenge to never complete

  • Fixed an issue where disabling the Full Screen Scope setting while aiming with a magnified scope wouldn't transition the black screen away, causing the camera to render a black screen when you are no longer aiming

  • Fixed an issue that could cause guns or armor to have higher than maximum durability

  • Fixed more missing translations

⚠️ KNOWN ISSUES ⚠️

  • Sometimes quick looting an item from a container into your inventory falsely states the "No Room In Inventory" error when your last inventory slot is empty

  • Spitters in the second floor of the school sometimes break and are unkillable but also perform no actions

  • Sometimes money stacks incorrectly in the player's stash

  • Performance drops during long raids (this is likely due to many enemies spawned over the course of a raid. I might implement a system to de-spawn dead bodies after some time has passed and replace them with a small container if they had items on them still. This should reduce unnecessary physics calculations and draw calls from the ragdolls)

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