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Pipe or Die PlaytestNewsSeptember 13th Changelog
Game update

September 13th Changelog

Pipe or Die Playtest · published 14 Sep 2026, 02:14 UTC

All newsPlayers around this dateRead on Steam

Added

  • 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 the shop now shows how much rent you owe and what day it is due. It is red while your bank cannot cover it and gold once it can.
  • Deaths cost money, hats bring it back, a clean run pays a bonus. Each teammate who dies costs the company money ($150 on day one, more on later days). Bring their hard hat back to the elevator, worn or carried, and you get that money back. If nobody dies and everyone is in the elevator at launch, the crew gets ten percent extra on the day's haul. Each of these shows as its own line on the day report.
  • You can leave and come back. If you drop out and rejoin, you land where your crew is. If they are on the job board, you see the same three jobs and your vote still counts. If they are in the shop, you are in the shop with all your upgrades, your items and your money. If they are underground, you wait in the lobby and the lobby tells you why. You join them when they come up.
  • A dead player's hat is easy to find. The hat on the floor now shines with that player's own headlamp: same colour, same brightness, same reach, and it shows their camo pattern. The light comes out of the front of the hat.


Changed

  • One ore patch per colour. Each colour now has one patch, and it holds all twelve crates' worth of ore. Carry the extractor to it once, plant it, and leave it there. The other two patches per colour are gone, so levels are smaller: a three-player day one has eight rooms instead of twelve, and a six-player day one has fifteen instead of twenty-four. The rent's crates still come up in clean air, coughing starts on the crate after that, and pulling every crate still means wearing a mask.
  • Bigger upgrades, fewer of them. Each upgrade in the shop now has three levels instead of five, and each level does about two and a half times as much as before. Stamina gives sixty sprint per level, Battery Capacity two and a half minutes of lamp, Bigger Pouch and Head Start twenty-five pipes, Filter Life forty seconds, Padded Vest fifty health, and Brighter Lamp thirty-five percent. Prices went up a little. You should feel one level on your very next run.
  • Scrap does not slow you down. Carrying a gold hunk, or a belt full of them, no longer slows your walk. Sprinting with a load still uses stamina, but much less than before. With a hunk in your hands a full bar now lasts about three seconds instead of under two, and each Stamina level adds real time.
  • Carrying scrap looks right. Everyone can see a player holding a hunk in the carry pose, standing or crouched. The pose drops as soon as the hunk goes on the belt or gets thrown.
  • New monsters show up slower. A new kind of monster joins every two days instead of every day. Days one and two have two kinds, days three and four have three, and the full cast is in by day seventeen.
  • Monsters give you more breathing room. A monster that crowds you gets sent away after about twenty seconds instead of a full minute. A monster that has been on the floor a long time gets sent away even if it never found you. A monster that has been sent away stays gone longer. The Warden waits longer between hunts, and late in a long run a monster that leaves stays gone for forty seconds instead of ten. A Warden that is alone on you still gets her whole hunt.
  • The Listener leaves like the other monsters. It used to stay on your level for the whole run. Now it leaves on its own: after about a minute and a half on the floor, or forty-five seconds of hunting with no catch, it walks away at the next quiet moment. After it hits someone it leaves instead of hanging around them. It comes back later like the others. If you are making noise it will not turn away, so staying quiet is still how you escape it.
  • The Canary's rage is shorter. His bird now dies with thirty seconds left instead of seventy-five, and his chase has a proper sound instead of a music track.
  • Shorter side tunnels. A loop between two rooms is now short instead of running across the whole map. A dead-end tunnel is ten to sixteen metres, a quick pocket to check rather than a long walk. Small crews also get a shorter first tunnel out of the fab.
  • More crystals in fairy weather. About five times as many crystals grow along the tunnels on a fairy night, on the walls and the ceiling, and the air is a greener teal. None of them float off the rock.
  • The Decay job is off the job board until it is reworked.
  • Better spectating. When you watch your own hat, the camera now stands back and above it so you can see it, even if it fell next to a wall. When you watch a living teammate, the camera follows their head as they crouch, carry and walk.
  • Two bits of text are gone. The job board no longer tells you to change your vote while the timer runs, and on a No Survey day the map just says there is no survey on file.


Fixed

  • A friend's voice got worse and worse the longer they talked. If your game stuttered for a moment, from a level loading or a dropped frame, their voice got stuck behind it and every word after that got cut off until they stopped talking for a full second. Voice now catches up quietly instead of chopping words, and your own microphone handles a stutter without dropping your voice.
  • A new company started without a pipe bomb. After a company was terminated, the elevator ride was using up the new company's free bomb. The new company's first day now gets its bomb.
  • ESC did nothing on the job board or in the shop if you had not played a level yet that session. The pause menu now opens on every screen.
  • You could hear the last level while picking the next job. The factory hum, the weather and the monsters kept playing under the job board and the shop. The level now goes silent the moment the board comes up. Voice chat still works.
  • Monsters froze after a kill and slid away. After hitting someone, the Listener slid away stuck in its idle pose, the Lighthouse ran its legs at chase speed while walking, and the Canary's swing could restart as he turned away. All three now walk away properly.
  • A dead player's hat was one flat colour instead of their camo. The pattern shows now, even if the camo choice arrives after the hat has already dropped.
  • The dead player's lamp sat inside the hat. The light now comes from the lens on the front.
  • The spectate camera sat inside your own hat. It now stands back where it should.
  • A monster that was already leaving could cancel the next send-away, so nobody left. A monster on its way out is no longer picked.
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