Twenty changes, and the one that made the first ten minutes make sense
The page went up four days ago. Since then the game has taken 75 commits and closed 20 changes that you would actually notice, so this is the first proper update.
You now start with nothing.
This is the change everything else hangs off. Runs used to open with a stocked pack, which quietly meant the first thing the game taught you was how to open the inventory. Now you start empty, and the ground around the spawn is guaranteed to hold enough sticks, loose stone and fibre to make a stone axe and a stone pickaxe before you need either. The tutorial walks that path rather than describing it.
It is a small change to make and a strange amount of difference to play. The first ten minutes are now a sequence of things you did, and the axe is something you made rather than something you were issued.
Death leaves a grave.
Dying used to delete what you were carrying. Now everything you had — carried and equipped, with tool durability intact — goes into a gravestone where you fell, and the gravestone stays there. You respawn with a stone axe and a stone pickaxe so you are not starting from bare hands, and then you decide whether the walk back is worth it.
The point is that a death is now a problem with a location, instead of a number going down.
You can jump.
Space, or the left stick on a controller. Standing still it is a hop; moving, the same press is still the dodge roll it always was. Touch gets its own JUMP button. First and third person both follow the hop properly.
First person has hands.
If you play in first person — which is the default — you can now see your own arms, hands, and whatever you are holding. The full character still renders in the over-the-shoulder and tactical views.
Storage is furniture, not scenery.
Chests in buildings are opened with [E] rather than broken open. Chests you craft are portable — break one down and carry it. Lockers, gun safes and wall-mounted medical cabinets are craftable. And all of it is now scaled to a person: the old chests were roughly the size of a car.
Buildings have insides.
Camps, farms, towns, hospitals and military buildings now generate with actual rooms — bed frames, toilets, sinks — where there is space for them. They were empty shells before.
And a long list of things that were simply wrong:
- cars spawning inside buildings, and trees and rocks growing through roads
- crops rendering inside buildings, and a stray square on top of crops in first person
- walking through solid objects, and getting stuck in them when something hit you
- the crafting pane not scrolling
- the minimap being hard to read at a glance
- sprint not working while dash was held
- road and pavement intersections meeting at hard corners
- chopping and mining sharing one sound instead of having their own
- vehicles being far too common
- a starting area that could open you straight into trouble
One that you would only ever have hit at the worst moment: if your graphics driver reset mid-session — a laptop waking from sleep, a driver updating under you — the game would put a "GRAPHICS RESTORED" message on screen and then never draw another frame. It recovered the renderer and forgot to restart the loop that draws it, so the reassuring message was itself painted by the thing that had stopped. Fixed, and the fix handles both orders the browser can deliver the events in.
Still one file, still no engine, no framework and nothing to install. It is 1,324 KB and 36 modules of hand-written WebGL, and it runs from a single HTML file in a browser tab.
Play it in your browser · report anything broken with F8 in game.