Although there is still some time left until the end of summer, we are closing the Summer Marathon.
To make sure we have time to do everything and make the new marathon great, we need to draw a line under the current event. Thank you for participating and gaining experience.
A new marathon is already waiting for you, with the familiar experience‑accumulation mechanics, but with fresh rewards and a number of differences:
Instead of 100 levels, there will be 50.
The main prizes are not weapons, but new and improved equipment.
At intermediate levels, you will find ingots of various metals, new artifacts, money, reputation, artifact parts, and gunpowder.
This marathon is already available. You can start gaining experience right now!!! Have a successful and productive farming session.
Auto‑save every 10 minutes — the value can be adjusted in the Settings → Game menu. The value itself is not saved.
You can now collect ore using the E key. This feature allows you to collect ore even faster, as you can combine it with mouse clicks. It speeds up ore collection and helps prevent accidental weapon shots after gathering.
Added an option to exit to the main menu (tests for loading a save after returning from the main menu).
Ally notification system — if you attack an opponent who is considered a friend based on reputation, they will notify nearby allies that you have attacked them.
Nikolay in the village now sells basic equipment.
XM8L1 GOLD machine gun — rarity fixed and the ability to mount optical sights restored.
TORN series artifacts — their stats have been adjusted.
MOD 1 Extended Pockets module — drop chance in dungeons increased by 2×.
Dungeon reset time set to 2 minutes (previously 10).
Weapon sight attachment points — positions adjusted to be more central. Sights can no longer be dropped.
Minimap scale at game start = 100%.
When opening the world map with the M key, the map now centers immediately on the player’s position.
All artifact parts have been assigned a weight.
Damage received has been adjusted based on the amount of armor equipped.
Rarity of keys and weapon parts has been changed.
The Outcast no longer sells stone and wood charcoal.
Item images for equipment from the Bandit Warehouse dungeon have been updated, along with color adjustments to the armor itself.
Event scopes can now be mounted on machine guns.
Removed the marker display for trees, sand, and clay after resources are fully collected.
Fixed the water position in the Toxic Tunnel.
Optimized the distance‑based behavior algorithm for bots and mobs (removed a CPU‑intensive zone).
Adjusted LODs for other map objects. An FPS improvement has been observed; we’d like to ask you — how is the optimization now? Has it gotten better?
A new and large location, “Red Forest,” is under development — it covers 2 square kilometers. Vegetation has been placed, the landscape configured, optimization tests conducted, and a plan for populating the area set up.
Balancing ore in Cave #12. Adding coal.
New quests.
A new dungeon.
Continuation of the story.
Garage system and new vehicles.
Filling out the Red Forest.
Filling out the Swamp.
This is all I can confirm for now in terms of planned work. How quickly or precisely it will be done — time will tell. Please share your comments, expectations, or what you think should be prioritized — I read and see everything.
I’ve been playing less because I’m focused on developing and testing the game, so some aspects are not yet balanced or optimized. If you have any statistical data or see something that feels off or significantly out of line with the rest of the game, please let me know. I review all issues and feedback as soon as they appear — just make sure to bring it to my attention and don’t hold back, because this is what makes the game better and more consistent.