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CrabmeatNewsPatch 0.4.01
In-game event

Patch 0.4.01

Crabmeat · published 18 Jun 2026, 01:04 UTC · build 23793410

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Hello Fellow Penal Colony Workers,

So after Bitsummit and watching players for 3 days straight I had some clarity around some issues with the game I wanted to address as well as noticed some smaller stuff I wanted to tackle.

Navigation/Input Change

Thanks to our discord community for helping find a bunch of edge cases and provide feedback to refine this.

  • Allow the player to click on a significantly larger area to move including walls up to a certain height from the ground, hotspots still take priority if they are selected

  • The true destination will be previewed as a low opacity footstep

  • Hotspot navigation reuses this and also shows the destination preview

  • Footstep marker now changes to a slightly animated icon when player is running and will be marginally brighter, hopefully this makes the state distinction clearer

*This change could still use fine tuning, so please report any funnyness you notice with this

Balance

  • Added an extra ammo box to starting weapon locker

  • Increased player run speed from 3.5 > 3.6

  • Enemies now move slightly slower when giving chase to a fleeing player

Localisation

I tried to tackle the worst offenders here, there are obviously still places where localisation is missing (ie. hopper sorting decal) but I wanted to get this gameplay critical ones fully translated rather than the half baked solution I had in 0.4.00

  • Contract localisation now imbedded directly and updates for each language rather than being only updated on mouse over

  • Large direction signs now have custom decals for each language rather than requiring mouse over to translate

General Improvements

  • More steamdeck text size increases (We've got the steam deck green tick now!)

  • Added another clock to the ship

  • Added "hold {Interact} to sign} text next to contract signing

  • Bulkhead switch light now blinks while active

  • Prepare to use item and use item tutorials now SHOULD only appear once per item and will appear once for every item so they can act as a reminder each time you pick up a new item for the first time

  • Lowered priority of open inventory tutorial so it's likely to appear after you've experimented with the blowtorch not before

  • Fixed gamepad item highlighting in inventory overlapping with item descriptions

  • Railing around the ship now uses simpler colliders and the thin top rails will no longer block line of sight for movement and rendering

  • Ship damage nodes placement tweaked to prevent them spawning inside things making them hard to see and repair

  • Fixed tiny hole on ship railing

  • Fixed traps slightly visually overlapping on trap loader

More from Crabmeat

Other announcements

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In-game event31 Aug 2026Patch 0.4.04Hello Fellow Penal Colony Workers, I was recently exhibiting Crabmet over in Busan, Korea at BIC and noticed a few issues while I was there. Also shoutout to our buddies at Bada Games (the games Korean translators) for helping me out during the event. Fixes / Improvements · Fixed Credits not supporting skip after recently input code changes broke it · Updated Crab Hopper Text in Korean · Fixed…Game update3 Aug 20260.4.03 Hotfix 1This is just a quick one to fix up two mistakes in the english version of the contract. These probably regressed when the contract was converted from a graphic to localised text. Fixes · Fixed spelling of Heinous · Fixed capitalisation of Feudostate · Fxed LOD blending missing on small icebergs -NickIn-game event23 Jul 2026Patch 0.4.03Hello Fellow Penal Colony Workers, Thanks to those of you who reported save corruption issues and to those of you who sent me logs I was finally able to track down and fix two of these. These fixes will not allow recovery of broken saves but SHOULD prevent future corruption, assuming there aren't other edge cases I've missed. Fixes · Fixed case where keys in the hopper would corrupt saves of an…