Play Solo. Start a shift on your own straight from the main menu — no crew, and no Steam sign-in needed.
The power dies when you shut the fab down. Every light in the mine surges, the ground rumbles for three seconds, and then the whole grid goes out. The elevator's lamps are the only thing left burning — and that's your way out. Your headlamp, glow sticks and hard-hat lamps keep working.
Prompts on the things you actually use. Look at a slide door or the fab's shutdown lever and the control is written on the machine itself, in the world.
The menu music comes and goes. It recedes into silence every few loops and drifts back in, and it sits further off now — like it's playing in another room.
A stutter log. If the game hitches, it writes down what was happening at the time. The file's location is printed when the game starts, so you can send it to us.
Changed
Higher jump. You can clear a pipe run laid across the floor properly now — and land on top of one — instead of catching your toe on it. This was worst in tunnels.
You can drop further before you ragdoll, so hopping down off your own pipework no longer crumples you.
Levels grow more slowly day to day. A deep day is about 17% less walking, and stays as packed as day one instead of thinning out into long empty tunnels.
The map draws the real mine. It's a true slice through the level now: walls at their actual thickness, doorways as real gaps, tunnels at their real width — plus open drops, raised decks, and slide doors shown open or shut.
Steam is the only way in. The IP address box is gone from the menu. Friends join by accepting your invite.
Your mic recovers by itself if it gets unplugged and plugged back in. There's no button to press any more.
Your mic only transmits while you're actually talking, which cuts a lot of network traffic in a full lobby.
The HUD is sharper. It was being rendered at a far lower resolution than the rest of the screen and blown back up.
The "hold E on the fab" line is off the HUD. It lives on the lever now, where you're already looking when you need it.
Slide doors follow your hand more closely when you drag them open.
Fixed
Play Solo dropped you into a black screen once you picked a job — no camera, no controls, and an empty map.
Dying gave your gear straight back. In co-op, dying and dropping your pipe bombs handed them back half a second later and banked them to the company. You lose them now, as intended.
Scrap could get glued to your hands — stuck on screen, impossible to throw or put away. Crate hauling had the same fault and got the same fix.
Items stopped dead in a working pipe line. Two items meeting head-on in one lane jammed everything behind them, usually a few pipes short of the fab. They spot the jam and clear it now.
Picking a machine back up left items routing to a port that no longer existed.
Pipe crates could be thrown clean through a tunnel wall.
Props, pipes, scrap and bear traps were spawning inside walls and pillars. Obstacle avoidance had been switched off across the entire map since the mine became solid dirt.
Every room corner was quietly chamfered. Corners are square again.
L-shaped rooms drew a fake void on the map in the notch outside the room.
Ramp rooms lost their walls and floors where a tunnel joined them.
A framerate hitch every time a Lighthouse or a Listener spawned.
The door prompt flickered — it appeared for a second, then vanished while you were still looking at the handle.
The HUD readout could overlap the vitals bars when there was a lot on screen at once.
Hosting with Steam closed now tells you so instead of leaving you on a black screen.