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Pipe or Die PlaytestNewsSeptember 7th Changelog
Game update

September 7th Changelog

Pipe or Die Playtest · published 7 Sep 2026, 23:06 UTC

All newsPlayers around this dateRead on Steam

Added

  • Four deposits per resource. Each resource is a tree now. A main tunnel runs out from the fabricator and ends in a resource room, and more tunnels branch off it, each ending in a resource room of its own. Every deposit holds 100 ore (four of them is the old single 400), so the extractor has to be carried from deposit to deposit as each one runs dry. Standing still is no longer a strategy.
  • The fabricator pipes its crates. Pipe from the crate port toward the elevator, as far as you like. Pull the lever on a ready crate and it shrinks into the pipe, rides to the end of your line, and pops out full size as a normal crate: in the elevator if you piped that far, or wherever your line stops, to be carried the rest of the way. With no pipe on the port the crate docks in the mouth exactly as before.
  • Hard hat camos. Twenty-two of them on the Hardhat page: digital camos in urban and desert, woodland, arctic, flecktarn, tiger and blue tiger, snakeskin, dazzle, racer, hex, splatter, magma, obsidian, circuit, gold, platinum, and two that move, oil slick and dark matter. Magma drifts down the helmet on a loop.
  • You earn them by playing. Each camo is unlocked by a record that counts on your own machine: days survived, days lost, teammates buried, companies finished, pipes laid, times hunted, deaths. Hover a camo to see what earns it and how far along you are. Locked camos still show on the miner so you can see what you are working toward.
  • Pipe finishes. Twelve on the new Pipes page: stock, crusted, polished, enamel, and eight camos. A camo pipe keeps its line's colour, so a blue line gets tiger stripes in dark and light blue and stays the blue line. Finishes are earned the same way the camos are.
  • Your camo travels with you. Teammates see the camo on your hat, and a hat you drop keeps wearing it.
  • Items move faster in pipes. 5 metres a second, up from 3. Ore and crates both.


Changed

  • Maps are bigger. Three more resource rooms per line. A solo day is around 14 rooms where it was 7, a six player day around 23 where it was 11. The resource trees are the outer edge of the mine now, and their tunnels are laid level so they can branch.
  • More pipe on the map. Enough to reach every branch deposit from your existing line, and to run the crate line to the elevator. Moving the extractor never means grinding pipe down first.
  • You can't pipe inside the elevator. The line stops at the door and the crate is thrown through it.
  • A piped fabricator re-arms the lever the moment the next crate is built. Nothing waits in the mouth, so crates stop queueing behind an uncarried box.
  • The resource trees don't spend the warren's tunnel budget. Loops, dead ends and maws are dug as before.
  • Blackout days are darker. Thicker air and almost no ambient light, so visibility is a few feet. Night vision still helps on a blackout, but much less than on a normal day.
  • Night vision thins the fog as well as lifting the dark.
  • Blood rain falls as light-headed, dark-tailed streaks, leaves deeper red puddles, and is a lot louder.
  • Floor fog is a layered mist now, smoother and denser at the floor.
  • Smoother shading in the dark, with less banding on flat surfaces.
  • The customization page. Camos and finishes are square swatches like the outfit colours, in grids. The pipe preview is a product shot of a three-segment run instead of a miner looking at a pipe. The hint text under the grids is gone.


Fixed

  • Picking an extractor up off an empty deposit and setting it back down refilled it. Mined ore is gone for good now, and an empty deposit refuses the extractor.
  • A deposit you had moved away from could never take the extractor again. It was still marked as claimed.
  • "Head back to the elevator" fired the moment the first deposit ran dry instead of when a resource is actually gone from the map.
  • Death-earned camos could never unlock for anyone who wasn't hosting. Your own deaths count on your own machine now.
  • Camo patterns on the helmet converged into a V at the crown and smeared on the sides. The helmet is properly unwrapped now; stripes run straight and even from crown to brim.
  • Magma looked like a lava lamp instead of a pattern sliding down the hat.
  • The pipe finish preview looked frozen on whichever finish you hovered first.
  • A sample pipe stood in the miner's face on the other customization pages.
  • The camo galleries overflowed the customization page and pushed the layout off the screen.
  • Hovering a pipe finish didn't preview it the way hovering a hat camo does.
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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…Game update11 Sep 2026September 11th ChangelogAdded · The magma level. Some jobs now send the elevator down into a magma level instead of the mine. The rooms are caves carved out of dark rock, and each one is a different shape. There are pits of lava in the floors and lakes of lava under the deep rooms. The air is orange, embers float up through it, and it shimmers near the lava. Stalactites hang from the ceilings, and stalagmites and loos…