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Pipe or Die PlaytestNewsSeptember 6th Changelog
Game update

September 6th Changelog

Pipe or Die Playtest · published 7 Sep 2026, 00:35 UTC

All newsPlayers around this dateRead on Steam

Added

  • Weather. About one day in three now has weather. It does no damage and changes no rules. Blood rain falls in rooms and tunnels and leaves red stains on the floor. Static patches drift through the mine: inside one the world goes greyscale, static covers the screen, and sound is muffled. Ground fog sits knee deep and white across the map. None of it appears in the elevator.
  • Night vision. A gas mask upgrade. With it bought and the mask on, the world turns green, the dark lifts, and smog drops to 30 percent. The mask still muffles your hearing.
  • Padded Vest. Four ranks, 25 more max health each. Maxed is 200 health.
  • Prospector's Pockets. One rank. A scrap slot holds two hunks instead of one, pocketed gold weighs half as much, and you can put a product crate in a belt slot. A pocketed crate is heavy, and it only counts toward the haul once you take it out and set it down in the cage.
  • Crystal trail. Tunnels leading to a resource patch have crystal shards on their walls in that patch's colour, denser closer to the patch.
  • Filter Life. Four ranks, 20 more seconds of mask each.
  • Brighter Lamp. Three ranks, 25 percent each. The base headlamp is slightly brighter as well.
  • Rave bulb is now a shop upgrade instead of a free customization option, and it strobes slower.
  • Mic gain slider on the Voice tab, default 200 percent. The voice chat slider now goes to 200 percent.
  • Crouch, carry and haul animations. Ten new clips. Teammates now visibly crouch, hold a crate in both hands, and carry an extractor by its handles.
  • Gas mask model. A teammate wearing a mask now shows the mask and hose instead of a grey block.
  • Tunnel props. Tool litter, and occasional barrels, crates and rocks along the tunnel walls.


Changed

  • Maps are smaller and more consistent. The walk from the elevator to the fabricator is about half what it was, so a crate round trip is roughly 150 metres instead of 290. Map size also varies far less from day to day.
  • Warrens and resource patches are together now. Warren rooms sit past the fabricator with the deposits off them. The fabricator's spare doors no longer generate dead end mazes.
  • Crate value scales with crew size, 25 percent more per player past the first. $125 solo, $250 at five.
  • The dead can talk at the job board and shop. Previously a dead player was only audible through their hard hat, from where they died.
  • The hard hat carries farther for the hold to talk lifeline during a shift.
  • Voice uses about a fifth of the bandwidth, and the host only forwards a talker to players in range of them.
  • World prompts are larger and sit lower, on one size and one height for every door, lever and valve.
  • One air filter per day instead of buying spares. The base filter is 60 seconds.
  • Pipe lights are brighter when lit.
  • Carried items sit at the old height on your own screen. Teammates see the crate or extractor in your hands.


Fixed

  • Placed pipes took several seconds to appear for other players. Voice and item traffic were saturating the connection. A pipe now appears immediately for the player placing it and is confirmed by the host, with a refund if the host refuses it.
  • Four extractors could spawn with only three deposits, on about a third of days. A patch that failed placement was dropped without telling the machines.
  • Monsters got stuck in the elevator. They can still enter, they just no longer wedge.
  • The Chewer ate pipes from several feet away. It now walks up to the pipe first.
  • The spectator camera clipped into walls, which showed dead players the map layout.
  • The lamp design was missing from the customization preview, and did not line up with the light.
  • The fabricator could be ground.
  • The fabricator's ready ding was too quiet.
  • The elevator's door open button hitbox was misaligned with the model.
  • The pipe bomb snapped to the nearest line instead of what your crosshair was on.
  • A hard hat worn by a living player floated above their head instead of following it.
  • The corpse was missing the top of its head.
  • The shop cart's remove button hitbox was too small to click reliably.
  • Holding right click for the full 5 seconds on the decoy could erase your saved message. A dead mic now reports the failure instead of saving silence over it. The decoy also split at its seams while inflating.
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Game update16 Sep 2026September 15th ChangelogAdded · The controls show up when you need them. Swap to a tool or pick something up and a short line appears above your belt telling you what it does, then fades. It shows your own keys, so if you have rebound anything it says the key you actually use. The wrench also reminds you of your flashlight key. · Lights in the room outside the elevator. The square room you walk into now has four strip…Game update14 Sep 2026September 14th ChangelogChanged · Crates are much faster to make. The meter on the fab now fills in five seconds, whatever the size of your crew. It used to take ten seconds or more. · Extractors pump ore twice as fast to keep up with the faster fab. Each patch still holds all twelve crates' worth of ore. It just runs dry in about a minute of steady pumping instead of two. · Macerators and furnaces work faster too, so…Game update14 Sep 2026September 13th ChangelogAdded · You can find gear in the mine. Some spots that used to hold gold scrap now hold a glow stick, a pipe bomb or a decoy instead. Look for a small coloured glow on the floor: green for a glow stick, orange for a bomb, blue for a decoy. Walk over it to pick it up. You keep it for the next day. This never happens on a Scrap Run or in the training shift. · The shop shows the rent. The top of t…