This update focuses on expanding level regions, restructuring main quest progression, introducing new items, and adding new entities. Regional layouts, resource distribution, and exploration objectives across Levels 0–3 have been revised. Main quest progression now follows a construction-based structure centered on road building, resource production, and Layer Network activation.
I. Level Region Expansion
The main regional additions and revisions are listed below:
Level
Regions
Main Changes
Level 0
Liminal District, Furniture District, Well District, Serpentine Chasm, Giant Pillar District, Blackout District
Added arched spaces, furniture clusters, open shafts, extended chasms, and halls with giant pillars, creating distinct layouts and exploration environments. Wood and Cloth resources, along with exits leading onward, are associated with their respective regions.
Level 1
Aquila District, Goldspring District, Gothic District, Concrete Caverns, Blackout Wasteland
Expanded industrial spaces and warehouse layouts, with Gothic pillar halls, massive rock columns, and open wasteland environments. Metal, Copper Wire, and the exit to the next level are distributed across their respective regions.
Level 2
Pipe Nightmare District, Ghost District, Richard District, Steam Confluence
Restructured the layout around longitudinal pipe corridors, cross-connections, and regions on either side. Added an entrance hall and return facilities, integrating Firesalt production, temperature control, and exit exploration into regional progression.
Level 3
Power Station District, Clean District, Sanctuary District, Rust Forest District
Added clean spaces lined with white tiles, decorative pillar formations, pools of water, and rust-red industrial environments, along with a dedicated Terminal Engine Court. Blue Gel production, electromagnetic protection, and engine activation are the primary objectives in this level.
Levels 0–3 also feature separate upper-floor rooms, connecting corridors, staircases, and spaces with open vertical sections, expanding opportunities for vertical exploration. Materials, lighting, resources, and entity distribution now vary by region. The map also displays regional resources and available loot.
II. Main Quest Restructure
The main quest now follows a regional construction progression comprising 24 engineering objectives and 10 quest-related camps. Players receive assignments from outpost leaders and progress through resource discovery, road construction, camp production, environmental protection, and Layer Network development.
III. New Items and Acquisition Changes
Category
Additions
Primary Uses
Firearms and Explosives
TSR9 Submachine Gun, Fragmentation Grenade
Expand options for ranged combat and area damage.
Utility Throwables
Freeze Grenade, Cashew Water Grenade, Almond Water Grenade, Bait Bomb
Provide slowing, attraction, repulsion, and delayed explosive effects.
Deployable Devices
Spike Cage
Traps a passing target and deals damage over time. Captured targets can escape, or the cage can be destroyed.
Consumables
Multiple variants of Moth Jelly, Royal Rations, Adrenaline, and more
Expand supply, recovery, and special status effects.
Collectibles and Loot
New collectibles and searchable containers, including wooden crates, filing cabinets, and vending machines
Increase the variety of regional loot and supply sources.
IV. New Entities and Encounter Mechanics
Entity
Main Characteristics
Skinstealer and Its Disguised Form
Its normal form can pursue players. Its disguised form can appear as a trader and reveal itself under specific conditions.
Dullman
Attempts to approach from outside the player's field of view. Being observed causes it to abort its attack and flee.
Clump
Alternates between roaming and stationary behavior. It can grab nearby players and inflict damage over time; captured players can still fight back with weapons.
Wandering Trader
Offers limited quantities of consumables. Sold-out stock is not immediately replenished, and players can only buy from the trader.
Ball Cat
Appears rarely in Levels 1–3, with Orange and White, Bicolor, Dragon Li, and Gray variants. It does not initiate attacks against players.
Entity distribution and encounter rates have been adjusted across the levels, alongside improvements to entity audio, pursuit behavior, and death reactions. Some interaction mechanics for Blue Smilers and Red Smilers have been revised, and both now drop Blue Gel.
V. Other Changes and Save Compatibility
Added a fixed prologue sequence and visual effects for noclipping through anomalous walls. Updated the Terminal Engine's mechanical structure, charging animation, and activation audio. Revised outpost facility layouts, media screens, quest notifications, and backpack information displays. Optimized camp production, reward distribution, and save processing, and fixed several issues involving crashes during level transitions, death-cache recovery, and legacy save imports.
When converting a 0.1-series save to 0.2.0, characters, backpack contents, storage contents, character progression, personal technology, and Class are retained. The main quest restarts at Alpha Outpost. Existing roads, camps, exploration records, and production assignments are not carried over. Conversion creates a separate copy and preserves the original save.
Multiplayer currently supports Squad Play only. Cheats are enabled by default in new worlds. Enabling cheats permanently disables Steam achievements for that world; existing saves retain their current cheat settings.