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DystopiaNewsDystopia 1.5.6 Released!
In-game event

Dystopia 1.5.6 Released!

Dystopia · published 15 Aug 2026, 02:34 UTC · build 24745884

All newsPlayers around this dateRead on Steam

Dystopia 1.5.6


This update is mostly about overdue changes.

First, a feature that's been in other games for ages; Damage Indicators, to go alongside our first-in-class hitbeep system.

The Half-Life 2-era Pickup Indcators have been re-positioned, re-colored and animated.

Importantly, with a month before Dystopia's 21st anniversary, we've added credits screen. And, most overdue of all: Dystopia now speaks your language, translated into 30+ tongues that follow your Steam setting automatically.

Of course, a nice pile of fixes for broken stuff from ages ago (or recently.)

Now in your language


Dystopia is translated into 30+ languages. The whole interface, menus, HUD, scoreboard, options, the cyberspace hacking programs, dialogs, the in-world map screens, and the mission briefings, now follows your Steam language automatically.

  • Languages: Arabic, Bulgarian, Chinese (Simplified & Traditional), Czech, Danish, Dutch, Finnish, French, German, Greek, Hungarian, Indonesian, Italian, Japanese, Korean, Spanish (Spain & Latin America), Malay, Norwegian, Polish, Portuguese (Portugal & Brazil), Romanian, Russian, Swedish, Thai, Turkish, Ukrainian, Vietnamese, plus English (duh.)

Damage numbers

  • Floating damage numbers, on by default, switchable off in the options menu. Every hit puts a number where it landed, then slide clear of the body, then sweep up and gather above the head into a total that fades when you stop.

  • Enemy numbers match your IFF color; friendly fire is flat grey so it doesn't look like scoring.

  • Kills fold their damage into the "+N frag" text to see killing damage that you did over the last few seconds.

  • Distance-aware. Numbers shrink and fade the farther the target is, to prevent clutter, and scoped zoom is accounted for.

  • Customisable per client. The defaults are tuned, but every part is a cvar available in the options menu:

    • Visibility: dys_damagenumbers (0/1), dys_damagenumbers_alpha (0-255 opacity), dys_damagenumbers_friendly (0/1, show friendly-fire hits).

    • Motion: dys_damagenumbers_gather_time (spread out), dys_damagenumbers_rest_time (hold), dys_damagenumbers_rise_time (sweep up), dys_damagenumbers_spread (distance off the body, px), dys_damagenumbers_headroom (height above the head, px), dys_damagenumbers_merge_time, dys_damagenumbers_lifetime, dys_damagenumbers_rise (fade drift).

    • Distance: dys_damagenumbers_dist_near / dys_damagenumbers_dist_far (full-size and faded-out ranges, units), dys_damagenumbers_far_scale (size at the far edge, fraction of near), dys_damagenumbers_zoom_comp (0/1, scope awareness).

Credits

  • A credits window on the main menu: everyone who has worked on Dystopia, 215 people over the years. This is long, long overdue for these great people.

  • Missing or listed wrongly? There's a punyhuman.com/contact link at the top of the window.

Dying and respawning

  • The HUD fades out when you die instead of vanishing in a single frame.

  • Swapping weapons on the spawn pad no longer replays the whole spawn effect. Changing class still does because that's a new body.

  • The deploy panel no longer reappears when you open the loadout menu while alive.

Interface

  • A new Interface tab, and the old Advanced Multiplayer button is gone. Now everything is immediately apparent, split into scrollable lists: HUD and visual settings on Interface, gameplay and input on Multiplayer.

  • Crosshair color is now a color picker button that opens a full picker for any color, instead of three RGB sliders.

  • Corps IFF on turrets is no longer grey when using per-team IFF colors (red punks / blue corps). A mangled color key in the scheme (since 2019) meant corps turrets were always gray.

  • The same typo had also caused the corps TAC-scan radar blip end early, which was fixed.

  • IFF overlays no longer get cut off on ultrawide monitors, and kill scores no longer clip near the right edge on ordinary widescreen either. (reported and tested by Falldog)

  • Chat wraps while you type instead of scrolling the start of your message out of view. The box is narrower and the font now follows your resolution properly.

  • The team/class/loadout menu (M) is properly centered at every resolution, and colored for your team while you're in-game.

  • Punk's ammo icon no longer turns corp blue while reloading.

  • Boltgun bolts trail are your team's color, so red instead of blue for punks.

  • While in a server, the menu leads with a big RESUME GAME where PLAY NOW usually sits, but with DISCONNECT just below it.

  • The ammo dispenser animates properly again, mostly: spin up, loop while dispensing, wind down.

  • The Options > Keyboard tab has its buttons back. Enlarging the scrollable box in 1.5.5 messed that up, sorry.

  • The pickup feed is redesigned. No more flat-yellow Half-Life 2 stack climbing into the radar. Pickups now slide in along the bottom next to your ammo, team-colored, and your whole loadout (grenades included, finally) flies in when you spawn.

  • The server browser is now "Browse Servers" (was "Search Servers"), matching the button that opens it.

Spectating

  • A round restart no longer freezes spectators. Restarting the round (or a map_restart) used to leave anyone already spectating stuck on a frozen camera, unable to change spectate modes. Spectators now carry on normally across the restart.

  • Third-person spectate no longer tilts sideways. Chasing a decker as they came out of cyberspace left the camera rolled over on its side; it now stays level (while still keeping the intended tilt during actual cyberspace flight).

A quieter console

  • The developer console is now much, much cleaner.

Tickrate and net rates

  • New tickrate command: Servers report the tickrate actually in effect; players see the server's tickrate next to their own effective rates, so a 128-tick server no longer looks like a 64-tick one from the client.

  • -tickrate on the command line is now all a high-tick server needs: Rate bounds are derived from it and reported at map load. Setting them by hand while the derivation is active warns instead of doing nothing (sv_rate_bounds_follow_tickrate 0 to opt out. Thanks D3ST)

  • New players start at updaterate/cmdrate 128 and rate 196608: clamped by the server, so it costs nothing on a 66-tick server and just works on a high-tick one. Existing configs keep their values; sv_minrate is the server-side lever for dialup-era rates.

Stability

  • Fixed two potential server crashes involving turrets taking damage from map hazards or without an attacking player.

  • Fixed the music player logging an FMOD error every time a track ended.


Thanks to everyone playing 1.5.5 this past week. Keep the reports coming.

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