You can now create a Shared World as well as the Standard Worlds you have been doing since Game Preview launch. Shared Worlds are stored in the cloud and you can share them with any of your friends so they can host that world while you are not online.
You can own up to three Shared Worlds at any given time.
You can have 50 worlds shared with you at any given time.
Any Standard Worlds from before can be converted to a Shared World via the Save / Load menu.
Any Shared World you own or have been shared with you can copy as a local Standard World for you to play on your own.
Shared Worlds can only be played by hosting it as a Multiplayer game.
Only one person can host a Shared World at a time (others will be able to join the current player who is hosting).
Any game progress that happens while anyone is hosting a Shared World will be properly restored regardless of who hosts the world next.
NOTE: This feature is considered beta and could have issues and could require online shared saves to be reset / lost as bugs are ironed out. If you test this feature out with a save with lots of progress, make sure it is not the only working copy of the world you have on your account. The shared save service could also go offline at any time during this testing phase to account for issues or updates as needed.
CONVERT NON-CUSTOM GAMES TO CUSTOM[]
You can now convert any non-custom game into a custom game at any time while playing to be able to tune values on any game as you go.
GNAT PET[]
You can now tame and own a bumbling little gnat pet. Pets are also more helpful and less squishy as outlined in tuning changes further below.
REST TIME-LAPSE[]
Upon resting, you will see a quick time-lapse of the yard as the 8 hours pass.
BURG.L MOVES![]
BURG.L has acquired enough chips to remember he can roll his treads to inspect the Oak lab and fulfill his assistant duties.
NEW FEATURES: WINDOWS STORE BUILDS[]
IMPORT SAVE[]
The "Save Game" interface now allows importing Steam saves into the Windows Store version of the game. Note: The old way of importing saves into Steam via placing them in a specific folder in Windows no longer functions or is supported.
NEW CRAFTING CONTENT[]
ROTTEN MEAT SLURRY[]
For taming Gnats.
COOKERY[]
Meals are now crafted at the new Cookery building instead of the Oven.
Meals can be created much earlier in the game now.
Unlocked by purchasing the "Cooking 101" Science Shop unlock which is one of the default unlocks you can purchase once unlocking the ASL station.
2 new meals have been added to the game!
CHANGES / TUNING[]
ARMOR AND WEAPON UPGRADE CHANGES[]
Quartzite, Leather Scraps and Leather Plates have been removed from the game.
Upgrades now require a unique, non-respawning, resource found across the yard
Armor upgrades require "Style Nuggets"
Levels +1 through +5 require "Style Nuggets"
Levels +6 and +7 require "Cool Style Nuggets"
Levels +8 and +9 require "Rad Style Nuggets"
Weapon upgrades require "Tough Nuggets"
Levels +1 through +5 requires "Tough Nuggets"
Levels +6 and +7 require Globs similar to before, but are crafted out of "Cool Tough Nuggets"
Levels +8 and +9 require Jewels similar to before, but are crafted out of "Rad Tough Nuggets"
Cost of upgrades has been dramatically reduced
Levels +1 through +5 cost
Weapons start at a cost of 2 and increase linearly: 2 → 4 → 6 → 8 → 10
Armors start at a cost of 1 increase linearly: 1 → 2 → 3 → 4 → 5
Levels +6 and +7 cost
Weapons start at a cost of 5: 5 → 10
Armor starts at a cost of 2: 2 → 4
Levels +8 and +9 cost
Weapons start at a cost of 5: 5 → 10
Armor starts at a cost of 2: 2 → 4
Tough Nuggets can be found by harvesting Stones of Toughness. Style Nuggets can be found by harvesting Rocks of Style.
Style and Tough Nuggets can also be found in lab chests and laying in nooks and crannies around the yard.
At certain points in the game you'll unlock crafting recipes to create Style and Tough Nuggets, transitioning the resources from finite to infinite.
Note: Rad Nuggets will not be able to be crafted until 1.0 but a finite amount of them have been placed throughout the yard.
FACTIONAL REACTIVITY / MIX.RS / WAFT EMITTER[]
The amount of destruction that can be done to larger bases has been lowered.
Each faction now has a different reputation value requirement before it becomes upset at the player.
Players will no longer be attacked by lots of larger creatures at the same time.
Larva have been added to Factional Reactivity and the Waft Emitter.
Buildings destroyed by defense event creatures now drop a small amount of the resources it took to build it.
Base attack difficulty will slowly ramp up over the course of a playthrough instead of being able to instantly go from easy to extremely hard over a short period of time.
Base attacks no longer trigger while in a lab or underground.
The Waft Emitter will no longer work in the Haze while the haze is still active.
Improved creature spawning locations for base attacks.
An Auto-Save will attempt to trigger right before a Payback attack or MIX.R event trigger.
MOVEMENT[]
You no longer will be occasionally launched sideways after hitting your head while jumping.
ANIMATION[]
Updated and improved a handful of run/walk/attack third person animations.
AUDIO[]
Assistant Manager boss has new music.
Volume and distance attenuations of creature sounds adjusted to better inform the player about what's nearby.
Unique ambient sounds added to help diversify soundscape.
Improvements to overall mix and clarity.
CRAFTING[]
Crow feather arrows awarded per craft increased from 2 to 5.
Glue Factory name changed to Glue Masher.
Glue Masher has updated art.
LOCALIZATION[]
Simplified Chinese, Traditional Chinese, and Korean now use correct fonts for those languages.
ACCESSIBILITY[]
Various tweaks and improvements to the Read To Me feature have been made throughout the UI.
When navigating dropdown menu options, the index of the selected option will be narrated.
COMBAT[]
Final encounter in the Haze lab has been tuned:
Default number of enemies reduced.
Additional enemies are added based on difficulty level.
Additional/harder enemies are added based on player count.
Bows now do bonus damage when fully charging a shot as opposed to snapshotting.
Spicy Coaltana can now trigger Burr Traps when thrown.
Swinging the Spicy Coaltana has upgrade visuals.
The "Open Crafting Menu" hotkey has been set back to C for keyboard. "Customize" building hotkey changed from C to G for keyboard
PETS[]
Pets will no longer leave the player when they are unhappy.
Pet happiness governs various other things, but will never cause your pet to leave anymore.
Pet equipment now gives pets substantial defensive upgrades
+200% bonus max HP
Bonus DT based on tier of equipment
Bonus DR based on tier of equipment
Passive buffs given for having an active pet have been tuned.
Pet inventory can now be opened directly from the player inventory screen via a new "Pet" button.
Weevil pet gravestone has new art.
Pets can no longer drown.
Pet Inventories count towards "Nearby Storage" when crafting.
INTERFACE[]
The "Save Game" interface will only show saves from the current playthrough instead of all of your saves.
Data page on the SCA.B has been improved
Items are now recategorized to better fit the story
Some audio logs and notes are now dated
Items are now sorted and it's easier to spot logs and items that are missing
The password being typed while joining a multiplayer game is now hidden.
Custom Game Settings (and thus the Game Difficulty setting) can be accessed from the Death screen.
BURG.L quests can be acquired by double-clicking them.
A button to view the Survival Guide has been added to the Death screen.
The "Build a Lean-to" survival quest now displays the Building Radial control next to it.
A line will show up on your SCA.B Health and Stamina bars to indicate where "100" health or stamina is at. This is to help show how much growth your health and stamina get from Molar upgrades or status effects.
BUILDING GENERAL[]
Dead players will no longer bounce indefinitely on vertical bounce webs until they respawn.
You can now exit Turrets using the Interact button (E on Keyboard default, X on Controller default)
BUILDING PLACEMENT[]
Floors now support cells and walls underneath themselves.
Floors require only 2 points of contact with the ground rather than 3.
Sap Catchers can no longer be attached to Turrets.
OPTIMIZATION[]
Save game sizes have been reduced.
Reduced memory usage.
Fixed small memory leaks.
WORLD/RESOURCES[]
The Resource Surveyor switch has been moved from the end of the Hedge Lab to the small radar lab at the early portion of the Hedge.
House patio wood panels have been cleaned up and holes have been patched.
Cookie Sandwiches now follow the new "big food" structure introduced on hotdogs and apples in 0.13.
Thistles should be easier to pick and require less cursor precision.
Lab chest loot added to the Hedge, Haze, and Pond labs.
Creatures[]
Hostile bugs tether more appropriately, including those pesky mosquitos.
Scarab HP has been halved.
Scarab peripheral vision cone has been reduced (it's easier to sneak up on them).
Added new BURG.L quests for killing the following bugs: Black Ants, Antlions, Black Ox Beetles, Ladybirds, Dust Mites, Rolypolys, Termites, Tadpoles, Water Boatmen, Water Fleas, and Diving Bell Spiders.
Ladybird Larva now drop up to 5 spikes each.
Weevils will hoard less around dropped mushrooms.
ART[]
Improved player shadows while playing in first person view.
BUG FIXES[]
Major Fixes[]
Game no longer incorrectly prevents you from saving noting "base under attack" when there is no base under attack.
Clients can now correctly use ladders that were previously broken when built in some areas.
The player cannot unbind critical controls such as "UI - Select" by binding the key to a conflicting control.
Multiplayer games that have been active for longer than 90 minutes no longer stop showing up in the Game Finder window or prevent players from joining via invites.
Fixed issue with users having trouble hosting or joining multiplayer games after having the game open for long periods of time.
The Crow Crossbow no longer occasionally misfires.
Termite King should respawn more reliably.
Other Fixes[]
Sleeping creatures will no longer attack nearby players immediately after loading a save.
The player will now be able to crouch after entering a turret from a ladder.
Furniture will no longer collapse when replacing the floor it's built on.
Palisade Curved Gates can no longer have structures placed clipping into the tops of them.
Flying creatures will no longer become stuck when trying to land while over water.
Resource Surveyor will no longer detect rotten foods as sources of fresh food.
The player can no longer pick up items through floors.
Floors can no longer be built through diagonal walls.
Accepting a BURG.L quest will now show one notification instead of two.
The player can no longer attach grid buildings to the moving parts of palisade gates.
Saved game "Time Saved" will now be displayed correctly when saves are shared across time zones.
Chipsleuth quests will no longer complete if the game is loaded after collecting the chip and before turning it in.
Droplets do not merge unless they are the same type of liquid.
The hauling UI will display correctly after loading a game where the player was hauling.
The Defrag tooltip is now translated.
Items that fall through the world will now be destroyed, or returned to play if critical.
The Rest button will properly activate if the Rest cooldown expires while you have the Rest UI open.
Buildings cannot be built on big food harvest nodes.
Wall-mounted buildings cannot be built on swinging doors.
Cacti should behave more consistently and cause less instant deaths.
Mom Genes can no longer trigger underwater.
Cookie Sandwich Bits will no longer spawn under the ground when breaking cookies.
Apple core chunk locations are properly synced on clients.
Knocked down pupa locations are properly synced on clients.
Disable Pet Home equip button when a non-equippable item is selected.
Payback attacks can no longer trigger if a boss fight is active.
The Pause Menu can no longer be triggered in between level loads by spamming ESC / Start.
Achievements no longer unlock after loading a custom or a creative mode game.
Relocating an armor dummy and customizing it no longer puts the camera back to the old location.
Termite King should respawn more reliably.
Aphids no longer stay in large groups doing nothing.
BUG FIXES - XBOX / WINDOWS STORE BUILDS[]
Renaming a save game or playthrough will properly update the names such that they will stay renamed after restarting the game.
Resuming the game from being Suspended will bring you back to the Main Menu if you were in a Multiplayer game when you went into Suspend mode.
BUG FIXES - STEAM BUILDS[]
Fixed issue where playing another game that requires Xbox Live login while logged into Grounded would cause sign in issues.
Fixed crash that could occur when signing out of your Xbox Live account in Grounded.
Bugs will take the fight back to your base when they get tired of you intruding on their territory or killing their kind. The more you annoy a certain species, the more likely they are to say "knock knock!" at your door.
WAFT EMITTER[]
Want to anger the yard at will? Build the Waft Emitter! Concoct a pile of rotting bug parts that wafts throughout the yard, enraging whatever bugs whose parts you add to the pile. The more you add, the more enraged the bugs will be.
Why you say? Well, why not??? Maybe you want to have bug delivered straight to you on demand!
MIX.RS[]
Find MIX.R tanks across the yard mixing some good ol' Raw Science for Wendell's experiments. Overdrive the system by turning up the mix speed beyond suggested limits and trigger an explosive result to collect the massive amount of Raw Science inside. A word of caution though: MIX.R Overdrives are noisy and take time, and nearby bugs don't particularly appreciate that.
ADDITIONAL DEFENSIVE RESOURCES[]
TURRETS[]
Help defend your turf by building one of the two new turrets, hopping in, and gunning down some angry bugs.
Pebblet Turret
Shoots pebblets at high speeds to destroy your enemies.
Pollen Turret
Shoots pollen that stuns enemies. Effective at bringing down flying pests!
EXPLOSIVE BURR TRAP[]
Highly volatile, will explode as soon as something spicy hits it.
1 New Mutation
CREATURE CARDS[]
The teens can use their PEEP.R skills to better understand their bug neighbors and unlock creature cards that record important information on them.
Creature Cards are obtained via the PEEP.R
Successfully PEEPing a creature for the first time will unlock its Creature Card in the Data page
Creature Cards contain valuable information regarding the creature
Strengths
Weaknesses
Weakspot locations
Health and Creature tier
How many the player has killed
Flavorful information or a fun fact
ARMOR UPGRADING AND ADJUSTMENTS[]
Armor has been completely reworked
Armor now applies flat Damage Threshold based on tier and % Damage Reduction based on weight class
Flat Damage Threshold reduces damage by a flat number and is better against small hits
% Damage Reduction reduces damage by a % and is better against big hits
20 damage - 10 Damage Threshold = 10 damage
200 damage - 10 Damage Threshold = 190 damage
20 damage - 20% Damage Reduction = 16 damage
200 damage - 20% Damage Reduction = 160 damage
Armor Upgrades
You could upgrade your weapons. Now get ready to upgrade your armor as well!
+1 - +5
Upgrades the Damage Threshold value and durability of armor by 5% per level up
Requires Grub Leather Plates
Bulky Path
+6 - +7
Upgrades the Damage Threshold value and durability of armor by 10%
Requires Berry Leather Plates
+8 - +9
Upgrades the Damage Threshold value and durability of armor by 10%
Requires Berry Leather Plates
Upgrades the Damage Threshold value and durability of armors by 10%
Requires Pupa Leather Plates
Sleek Path
+6 - +7
Upgrades the Damage Threshold value and durability of armor by 5% per level up
Unlocks an innate status effect on the armor piece
Requires Berry Leather Plates
+8 - +9
Upgrades the Damage Threshold value and durability of armor by 5% per level up
Requires Pupa Leather Plates
Weight Classes Reworked
Penalty for heavier armors is now stamina per weapon swing instead of stamina regen delay
Light
10% Damage Reduction
5% More stamina cost to attack
Medium
20% Damage Reduction
15% More stamina cost to attack
Heavy
30% Damage Reduction
25% More stamina cost to attack
Repair has been reworked on upgraded weapons and armor:
All weapons and armor +6 or higher have their repair recipe replaced with "Repair Glue"
Repair Glue can be crafted at a new crafting station: the "Glue Factory"
Weapons and armor of +0 through +5 use their normal repair recipes as usual
WEAKPOINTS[]
Creatures can now have weakpoints: locations on their bodies that can be attacked for additional damage.
Enemies will take extra damage when struck in a weakpoint
Certain weakpoints are only affected by specific damage/attack types
Enemies that have weakpoints will have their weakpoint locations detailed on their creature card
A special VFX sparkle will play when the player successfully hits a weakpoint
SWAP DIFFICULTY MID GAME[]
You can now change the difficulty of the game at any time on any game that is not in "Creative" mode. This includes non-custom games.
CHANGE CUSTOM GAME SETTINGS MID GAME[]
You can now change many of the Custom Game options mid-game after having started a custom game. The following options can be changed at any time:
Difficulty
Bugs Ignore Players
Building Integrity
Player Damage
Friendly Fire
Pet Invincibility
Hunger/Thirst Drain
Stamina Drain
Equipment Durability
Food Spoiling
Menu Pauses Game
Faction Reactivity
Backpack Items on Death
The following changes cannot be edited mid-game:
All Recipes Unlocked and Free
Bugs Spawn
Quests
ASL TERMINALS[]
Field stations now feature state of the art "Advanced System Library" Terminals that connect directly to BURG.L's lab tech from anywhere in the yard. You can now access the Science Shop, BURG.L Quests, and the Milk Molar Infusion interfaces at any field station you find without having to visit BURG.L directly at the Oak Lab.
SAVE GAME NAMING[]
Full playthroughs and individual saves can both be renamed for better book keeping!
STORAGE NAMING[]
Storage containers can now be renamed and the name will display above the interact text. The name will also show floating above the storage similar to the chosen icon.
BUG JUMPING[]
Some bugs have evolved to get you where you previously felt safe. Bugs hate cheese...
ADDITIONAL FEATURES[]
"Take All" option on Sap Collectors
The Read To Me feature can now use different voices installed on your system, including voices for languages other than English. Change the voice in the options menu.
NEW CRAFTING CONTENT[]
Charcoal Canteen
Purify dirty water on the go.
Charcoal Torch
Light up a bigger radius, and repair your torch when it gets low instead of crafting a new one.
STORY / QUEST REVISIONS[]
Story and Quest progress will be reset.
A lot of the early dialogue and quests have been undergone revisions and thus the story and quest flow are now different. Story and lab content will need to be traversed again to progress the new story flow. You will be placed back at the starting ravine.
All inventory, player bases, unlocked recipes, milk molars, science purchases, and other unlocks will carry over.
The dialogue revisions are still missing final recorded VO.
Note: The first load of old saves may take longer than normal as the conversion process takes place.
CHANGES / TUNING[]
SYSTEMS[]
Rest warning for waking up in the dark has been moved to 5am instead of 6am.
The player will respawn at the nearest discovered Field Station if no respawn point is set.
Billy Hogs and Apples now grant more items and are harvested in a slightly different way.
After breaking the initial big food node it breaks in to several chunks.
Each chunk can be hit to burst in to large quantities of loot.
Billy Hogs now grant spoiled meat in addition to their other loot.
Increased Milk Molar HP upgrade values
Lint Rope now only costs 2 lint to craft.
Minor Stamina Rework:
When stamina is fully depleted you'll now enter an "exhausted" state
Exhausted state lasts for 3 seconds
Cannot perform any actions that require stamina while exhausted
After exhaustion ends, all stamina is fully recovered instantly
Some systems such as Thirst have been changed to interact with exhaustion time instead of stamina recovery speed
Stamina recovery speeds and delays work as normal in all other circumstances
Stamina cost for swinging all weapons has been halved
CONTROLS[]
When in PEEP.R mode, your rotation speed is scaled down for more precise control.
MUTATIONS[]
Mithridatism is now a 3 stage mutation
Stage 1
Obtained: Kill 1 Wolf Spider
Effect: 25% Poison damage reduction
Stage 2
Obtained: Kill 5 Wolf Spiders
Effect: 50% Poison damage reduction
Stage 3
Obtained: Kill 10 Wolf Spiders
Effect: 75% Poison damage reduction
Lil Fist has been reworked and is now a 3 stage mutation
Stage 1
Obtained: Kill 40 creatures with fists
Effect: 25% chance on-hit to gain a damage up buff for unarmed attacks, stacks an unlimited amount of times. Clears on combat end.
Stage 2
Obtained: Kill 100 creatures with fists
Effect: 50% chance on-hit to gain a damage up buff for unarmed attacks, stacks an unlimited amount of times. Clears on combat end.
Stage 3
Obtained: Kill 200 creatures with fists
Effect: 75% chance on-hit to gain a damage up buff for unarmed attacks, stacks an unlimited amount of times. Clears on combat end.
Cardio Fan now also decreases exhaustion time on top of its previous effect of increasing stamina regen speed.
Reliable Friend now decreases revival time by a much larger amount
Stage 1 = 25%
Stage 2 = 50%
Stage 3 = 75%
Daredevil now decreases fall damage by 50% and prevents dying from falling in almost all situations.
MOVEMENT[]
Zipline speed and acceleration increased.
The player will be slowed when finishing ziplines, to reduce falling damage.
TECH[]
Upgraded engine to Unreal 4.27.
AUDIO[]
One new combat music track.
ACCESSIBILITY[]
Read To Me now works with non-Latin languages.
Improved Read To Me functionality in Molar, Tech Store, and BURG.L Quest interfaces.
Read To Me now pronounces science words such as BURG.L and TAZ.T correctly.
COMBAT[]
All creatures have had a damage pass to keep up with new armor system
All creatures have had AI adjustments for combat
Creatures will now strafe and move more frequently
Creatures have had their attack frequency and cooldowns adjusted
Stamina cost for swinging all weapons has halved.
Daggers now deal Slashing damage instead of Chopping damage
Daggers can no longer harvest plants requiring chopping damage while above water
Get ready for this sizzling hot area as you prepare to journey through the ashy wastelands of the BBQ Spill.
Shed Surroundings
Filled with plenty of items to explore and new creatures to encounter, we know you'll find plenty to do in this exciting new area.
Wood Pile
Traverse into the depths of woodpile, but beware, because as you lumber deeper down the halls you will quickly realize you are not alone.
NEW BUGS[]
11 New Additional Bugs
Termite
Soldier Termite
Ladybird Larva
Ladybird
Black Ox Beetle
Roly Poly (not sickly)
Green Shield Bug
Dust Mite
Scarab
Infected Wolf Spider
SECRET ROYALTY
NEW CRAFTING CONTENT[]
Termite Axe (Tier 3)
Black Ox Hammer (Tier 3)
Termite Chest Armor
Splinter Arrows (Tier 3)
New (secret) Weapon
New set of base floors (Burr Weed)
Two new meals
NEW FEATURES[]
RESOURCE SURVEY STATIONS[]
Field Stations now have survey stations that can be operated to search for resources in the yard. After flipping the switch in the Hedge Lab, the surveyor system across the yard will become powered.
Surveyors are found at Field Stations.
Analyze resources to be able to survey for them.
Each survey station activated adds to the survey area across the yard.
Place a waypoint on the map where there's a high concentration of a specific resource you want to mark.
You can survey for any analyzed material, including insect parts!
CUSTOM GAME OPTIONS[]
Custom Game Options are a new way to fully customize your yard experience. If you select the custom game option from the lobby screen, you can adjust settings and make the yard your own:
Difficulty
All Recipes Unlocked and Free
Bugs Spawn
Bugs Ignore Players
Building Integrity
Quests
Player Damage
Friendly Fire
Pet Invincibility
Hunger/Thirst Drain
Stamina Drain
Equipment Durability
Food Spoiling
Menus Pause Game
Backpack Items on Death
PEEP.R MODE[]
Peep Resonance is a SCA.B Executable feature turning your tiny hands into light wave amplifying chambers that bring the distance into focus. Peep off into the far reaches of the yard and drop player waypoint markers. These markers show up on your map and other players' screens for better team peeping and navigation around the yard!
Place a waypoint by looking at a spot in the yard and pressing a button.
Place a waypoint by opening the map and selecting a location to drop a waypoint.
BUILDING CUSTOMIZATION[]
There's a new menu to a selection of buildings which allows you to customize the look or behavior of the building.
Bounce Webs can be adjusted for angle and power.
Firefly Hanging Lantern, Sap Sconce, and Mold Sconce can be turned on and off, and adjusted for strength and color.
Armor Dummies can be posed with any of the poses usable in Photo Mode.
IMPROVED DATA PAGE[]
The Data tab in your SCA.B menu has been improved to better organize and show new information. Items and information will be categorized by where it came from or what it pertains to. You will also have entries and descriptions of all notably locations discovered in the game as well as know how many you are missing from each area.
STATUS EFFECT DISPLAY[]
Status Effects are now displayed with tooltips on the Backpack and Status screens. Active Status Effects will also be displayed on the HUD below the SCA.B display.
ADDITIONAL FEATURES[]
New Languages
Turkish, Thai, Arabic, and Japanese.
Craft Many
"Craft Many" button in the Crafting menu will allow you to craft 5 of something at a time.
Copy Placed Building
You can quickly select a building blueprint to start placing down by walking up to an already placed building and hitting the "Copy" interact action. This way, you can quickly copy building blueprints without always needing to open up the building menus.
Storage Hot Deposit
You can now "Hot Deposit" like items on storage buildings by holding Interact on them. "Hot Deposit" will automatically deposit any items in your inventory that match any items already in the storage container.
Achievements
Added 8 New Achievements
CHANGES/TUNING[]
SYSTEMS[]
If players die with a bow equipped, the equipped ammo type will carry over when respawning.
You can now rest at any time of the day. You will rest for 8 hours and will not be able to rest again until you have been awake long enough to rest again.
CONTROLS[]
Added "Level Camera on Sprint" option.
Many UI controls that were not previously rebindable in the options menu now are.
MUTATIONS[]
Blademaster no longer repairs the durability of swords.
Now reduces the stamina cost of the next several attacks when procced.
Javelineer no longer slows enemies.
Now reduces enemy Damage Resist when procced.
ACCESSIBILITY[]
Added "Wide Interaction" option, which allows the player to interact with objects without looking directly at them.
Several interfaces have had narration support added or improved.
Added "Read To Me Speed" option.
Various notifications are now narrated when shown.
Important narration such as quest notifications will not be interrupted by lower-priority narration.
COMBAT[]
Weapons now deal progressively more damage with each hit in a combo sequence.
The first attack of a weapon combo does the least amount of damage
Combo finishers deal the most amount of damage
Overall DPS of a full combo is the same
Specifically, instead of a 3-hit combo doing 100 → 100 → 100, now it'll deal 50 → 100 → 150
Hammers now have a 3-hit combo to utilize the above combo system changes.
All weapon types have had a damage curve pass to make sure they're in-line with each other.
Shields no longer slow down movement when blocking.
Reduced the movement penalty for moving backwards.
Crow arrows now apply a bleed DoT.
Fall damage no longer affects durability in any way.1
BUILDING HEALTH / REPAIR TOOL[]
The attack input can be held to constantly trigger the repair action repeatedly while holding the repair tool.
The repair world icons are now replaced with a red outline around the buildings that need repair.
Building structure health values have been increased across the game.
INTERFACE[]
You can assign similar tools that are at different upgrade levels / types to different slots on the Hot Pouch. For example, one slot can be a Spicy Pebble Axe while another slot is a Fresh Pebble Axe. Tools of the same upgrade level / type will be grouped to the same slot if you have more than one.
Players can now place a temporary waypoint on the Map UI.
Dropped item/arrow icons become less visible if the player is in combat to remove HUD clutter while fighting bugs.
Selected items in the storage UI will display what level upgrade they have if any.
Damage type icons shown when looking at harvestable objects now only show when the object is in range.
The Oven, Spinning Wheel, and Grinder show an icon over them when there are finished items ready to collect.
The Oven, Spinning Wheel, and Grinder have a quick "Take All" action you can do by holding Interact without needing to open the UI.
WEAPON UPGRADES[]
Weapons can now be upgraded to +9.
+8 and +9 require a new upgrade material.
Damage and durability increase per level up has been reduced across the board.
Upgraded weapons will now require additional resources to repair.
Globs now cost 20% less shards to craft (1 less for candy, 2 less for quartzite and salt).
DOORS[]
Base doors now properly save and load which direction the door was open.
Curved doors now only open in the outward direction.
BUILDING GENERAL[]
Updated Smoothie Mixer art.
Triangular walls can no longer be walked on.
BUILDING PLACEMENT[]
Buildings of the same shape are now grouped in the building radial. The building material can be changed with the "Next Building Material" control (default F key / Y button)
Structural buildings are no longer allowed to overlap unbuildable materials (plastic, glass, metal).
Large foliage such as grass and rocks will now block placement of certain non-structural buildings.
THE SPINNING WHEEL AND GRINDER[]
The Spinning Wheel and Grinder UI's have been updated to work similar to the Oven UI to support more features:
Pulling items from Nearby Storage works now.
You will see a list of all recipes you can do at these buildings even without having said items to process.
You can grind any Grass Planks or Weed Logs you are hauling into Plant Fiber.
NOTE: To backwards support this with saves prior to 0.12, any items that are finished and not collected or currently being processed in the Spinning Wheel or Grinder will be lost the when loading a save prior to 0.12 for the first time.
OPTIMIZATION[]
Improved CPU performance for hosts of multiplayer games. Improves framerate for host and experience for connected clients.
WORLD/RESOURCES[]
Grass blades drop planks with only a 20% drop rate when destroyed by explosives.
Grass blades break immediately when destroyed by explosives.
CREATURES[]
Sickly Roly Polys no longer drop sickly parts. (Recipes have been adjusted to no require these)
ITEMS[]
Using the Dandelion Tuft no longer requires stamina.
Crusty Roly Poly armor is no longer craftable.
A complete crusty set can be found hidden around the yard instead.
Antlion armor is now considered Medium armor.
+25-50% durability for all weapons to compensate for higher repair costs.
BUG FIXES[]
MAJOR FIXES[]
Creatures will stop clumping into certain areas when players are not around.
Arrows shot from the player should no longer occasionally come out delayed.
Player voices while wearing the Gas Mask will no longer cause audio corruption.
CRASH FIXES[]
Fixed a crash related to flying creatures flying around.
Fixed a crash related to grid buildings.
Fixed a crash related to creature audio loading.
GAME[]
The crafting interface can no longer become unresponsive to keys after pressing enter in the filter box.
The "See BURG.L about Milk Molars" quest properly triggers for the host in MP.
WORLD[]
Pond breakers will now show a red indicator when powered but not yet reset.
Some assets that could not have buildings placed on them now can.
Building validity checks for very flat or narrow buildings are now more consistent.
You will no longer hear sizzle audio for players far from you who are taking Sizzle damage.
ITEMS/EQUIPMENT/RESOURCES[]
Roof Squared Corner will no longer change into Roof Corner after placing one.
Drying Berry Chunks on the Jerky Rack now credits "Artificer: Berry Leather" quests.
When slime molds are harvested, clients will see the correct number of remaining stalks in the cluster.
Two-handed weapons can no longer be auto-equipped on pickup when only holding a shield in your off-hand.
Aphids on the Roasting Spit are properly positioned on the spit.
Weapon Upgrades can be purchased for free in Creative mode or if "All Recipes unlocked and free" is checked in a custom game mode.
Smoothies can be purchased for free in Creative mode or if "All Recipes unlocked and free" is checked in a custom game mode.
Beefy smoothies can be crafted in Creative mode.
PETS[]
Clients will now see the pet Inventory prompt on their pet after rejoining a game in progress.
Pet Memorials will no longer forget the pet's name after being demolished.
UI[]
Fixed ultra-widescreen issues in a handful of UIs.
BUG FIXES - STEAM PLATFORM:[]
Fixed a crash on boot that could happen for some users.
BUG FIXES - WINDOWS STORE / WINDOWS GAMEPASS PLATFORM:[]
The 'Export Save' option in the save/load menu now shows the correct hotkey
Note for the test: The new areas are still in active development. We encourage players to build in these areas for feedback and testing purposes, but please keep in mind that the terrain and objects in these areas might shift or move before the official 0.11 release. Please do not expect any new bases to work completely when moving over to a non-test build. Thank you!
The Sandbox
Dig up buried treasure and find ways to survive the sweltering heat of the Sandbox, or wait until night and venture forth in the dark. Either way, you'll have to discover new ways to survive while avoiding your new antlion friends!
The Black AntHill
Introducing a new sprawling anthill in the western yard full of black ants and other secrets. This dungeon allows players to uncover new craftable weapons and armor and includes a new mini-boss within its depths.
The Trash Heap
Too precious to throw away, but not precious enough for the Trash Heap! Here, players will be able to uncover some of the trash left in the backyard. From food items in the knocked-over trash can to the AARTZ 3000, it'll be interesting to see what the players designate as treasure of their own.
The Picnic Table
Something's abuzz over at the Picnic Table! Joining the beehive, players will now find trash from yesterday's lunch, along with the latest and greatest in tabletop RPGs, Minotaurs and Myrmidons vol. II! While the players will be too tiny to play, they can have fun exploring some of the components.
HAZE REVAMP[]
Although this biome has been in the backyard since the beginning, players will experience a new Haze with this update. Avoid exploding fungi and survive the highly dangerous new friends that roam this battlefield to plunder the lab and its secrets.
NEW BUGS[]
3 NEW INFECTED BUGS[]
Infected Ladybugs, Infected Larvae, and Infected Gnats can now be found in The Haze!
They have unique attacks that fit the infected-creature theme
Creatures here will drop fungal growths as loot in addition to the normal loot
5 NEW ADDITIONAL BUGS[]
Black Worker Ants
Just as busy and cute as their red ant cousins on the other side of the yard
Black Soldier Ants
Not as cute as the Black Worker Ants, but just as busy trying to keep you out
Sickly Roly Polys
Maybe all that time near the trash cans isn't such a good thing for these little guys
Antlions
There is only one thing in the yard that they hate more than ants, and that's YOU
Meaty Gnats
What's better than gnats? MEATY GNATS! The meatier the gnat, the bigger the BOOP!
1 NEW MINI-BOSS[]
[All information regarding this asset has been WITHDRAWN from the patch documentation per Ominent Management]
NEW CRAFTING CONTENT[]
Antlion Equipment:
Antlion Armor Set
Status Effect: Protects the wearer from the sandbox sizzle effect
Set Bonus: Faster reload speed in combat with bows and crossbows
Antlion Greatsword
Sickly Roly Poly Equipment
Crusty Roly Poly Armor Set
Status Effect: Blocking attacks builds stun gauge on enemies (normally only builds on perfect blocks)
Set Bonus: Chance on block to repair currently equipped shield
Black Ant Equipment
Black Ant Armor Set
Status Effect: All attacks build extra stun gauge
Set Bonus: Reflect a portion of damage dealt back to the attacker
Black Ant Sword
Black Ant Shield
Black Ant Shovel
Other additional Items:
Flavored Arrows
Fresh, Spicy, and Salty Arrows
New Secret Tier 3 weapon
New Smoothie Base: Gum Nugget
Creates "Sticky" Smoothies
"Sticky Smoothie?" provides a regeneration buff on top of the default initial heal
Sticky recipe smoothies provide status effects that last double the duration of normal smoothies
NEW FEATURES[]
MILK MOLARS[]
The popular "Yoked Girth Milk Molar" vitamins for growing teens are strewn across the yard for you to find. Harvesting their dense vitamin-infused pulp centers gives players the ability to upgrade personal or party-wide stats at BURG.L.
Milk Molar Upgrades (Personal):[]
Every Milk Molar found gives each player 1 Milk Molar point to spend.
Increase personal stats like:
Max Health
Max Stamina
Max Hunger
Max Thirst
Max Equipped Mutation Slots
New players that join the game after Milk Molars are found will instantly have those points available to spend however they want on their teen.
Mega Milk Molar Upgrades (Party Wide):[]
Mega Milk Molars are a shared party resource to use.
Increase max item stack sizes like:
Food
Resources
Ammo
Any Mega Milk Molars upgrade is applied to the whole party, even new friends that join after!
Milk Molars have been placed across all released areas of the yard so be sure to explore all over for these new Milk Molars (Hedge, Pond, etc.)
SMITHING STATION[]
Players can now upgrade their tools at the new Smithing Station!
Tools and weapons can be upgraded using various upgrade globs
Quartzite Shards can be used to upgrade weapons up to +5, increasing damage each time
Additional upgrade globs can be unlocked via BURG.L chips and baked at the Oven:
Quartzite Globs → +6 and higher
Mint Globs → "Fresh" augmented weapons
Spicy Globs → "Spicy" augmented weapons
Salty Globs → "Salty" augmented weapons
MUTATIONS[]
4 New mutations to discover:
Blademaster
Spicy Safety
Parry Master
Truffle Tussle
ADDITIONAL FEATURES[]
New Photo Mode Pose: "Pet"
Pets now have a small, accessible inventory
You can now "Drop" bombs instead of always having to throw them
CHANGES/TUNING[]
SYSTEMS[]
Gas masks no longer take durability damage in the haze.
They still take durability damage from stinkbug gas.
Maximum durability has been reduced to compensate.
Your active pet will now be marked with a HUD marker.
When players log out of a server, they take their active pet with them.
A text notification is posted when an unhappy pet leaves you.
Default stamina regen delay reduced to what it was before Shroom and Doom.
Default maximum equipped mutations reduced to 2.
Max total after upgrading is now 5 slots via spending Milk Molars.
Creature Damage Resists[]
All creatures in the backyard now have inherent strengths and weaknesses to specific damage types. For example:
Ladybug
75% damage taken from Stabbing (arrows and spears) and Chopping (axes and daggers)
100% damage taken from Generic (clubs and misc)
125% damage taken from Smashing (hammers)
The current damage types in the game that this system taps into are:
Stabbing
Chopping
Smashing
Generic
Explosive
Fresh
Spicy
Salty
Armor Rework[]
All armors now classified as "Light" "Medium" or "Heavy":
"Light Armor"
Reduces the stamina regen delay when equipped
"Medium Armor"
No change to the stamina regen delay when equipped
"Heavy Armor"
Lengthens the stamina regen delay when equipped
All non-set armors received nonuniform Damage Resist buffs
For example, Firefly Headlamp is now considered "Heavy Armor", and has the appropriate DR
All armors now display if they're "Light", "Medium", or "Heavy"
All "Light" and "Medium" armor pieces received a 20% damage resist buff
All "Heavy" armor pieces received a 10% damage resist nerf
All armors have had their status effects and set bonus looked at, and some have been changed or adjusted:
Armor Set
Status Effect
Set Bonus
Grub
Unchanged: Max Stamina Increase
OLD: Thirst Rate Decreased
NEW: Attack Stamina Reduction
Bee
OLD: Running stamina use down
NEW: Arrows build stun gauge on creatures
OLD: Arrows build stun gauge on creatures
NEW: Arrows have a chance to Cripple (slow) enemies
Spider
OLD: Movement speed increase
NEW: Attack stamina reduction
Unchanged: Stamina regen rate increase
Ladybug
Unchanged: Max Stun/Shield gauge increase
OLD: Passive HP regen
NEW: Chance to apply temporary regen buff when blocking (normal or perfect) an attack
Raw Science Economy Changes[]
Raw Science economy changes:
Costs of all purchases have been adjusted: important items now cost much less, while vanity/esoteric items cost much more.
Upgraded recipes (+ variants) now all cost 1,500
New recipes and recipe packs now all cost 2,500
Mutations now cost 3,000
Sign packs now cost 4,000
SCA.B radar upgrades now cost 5,000
Removed Alchemist BURG.L quest type
Increased science reward from analyzing a resource by 50%
Food Rework[]
Food and Hunger have been reworked:
All food items are now classified as a Snack or a Meal
Snacks
Exist exclusively to reduce hunger
Common snacks provide very low hunger
Rarer snacks provide up to 25% of the hunger bar
Can stack in the inventory
Default is 5 per slot
Never spoil
Do not activate passive health regen even when filling your hunger all the way
Meals
Can provide a "Well Fed" buff on top of hunger
Prevents hunger from depleting for 8-20 minutes (real-time)
Cannot stack in the inventory
Can spoil
Activates passive health regen
Benefits scale with the tier of the meal
Tier
Meal Duration
Passive Regen
Number of Meal Effects
0
8 Minutes
Half
0
1
12 Minutes
Normal
1
2
16 Minutes
x1.5
1
3
20 Minutes
Double
2
Meals are obtained via "Cookbook" unlocks on BURG.L chips.
GARDEN UPDATES[]
Small Mushrooms and Sprigs now have a green thumb chance.
New Fertilizer introduced: Rotten Food
Increases the green thumb chance of the current plant.
BRAIN POWER[]
When you analyze new materials found in the world, you will gain more Brain Power, another avenue to unlock crafting recipes.
Materials can be Common, Uncommon, and Rare. Rarer materials award more Brain Power.
Picking up materials will no longer award recipes. You will need to analyze the material to unlock the recipes.
Some materials awarded too many recipes and were rebalanced.
CONTROLS[]
Horizontal and vertical controller and mouse sensitivities can now be set independently.
The controller movement stick can now be inverted on either axis in the Controller options.
Increased the maximum possible value of both controller and mouse sensitivities.
The game will now pause if your controller is disconnected.
Some controls that previously displayed long names such as "Left Bracket" will now display short names such as '['.
MUTATIONS[]
Fresh Defense has been changed
Now a 3 level mutation
Gained by eating mint instead of picking it up
Level 1
Unlocked by eating 1 mint total
25% gas and burning damage resistance
25% Sizzle rate reduction
Level 2
Unlocked by eating 5 mints total
50% gas and burning damage resistance
50% Sizzle rate reduction
Level 3
Unlocked by eating 10 mints total
50% gas and burning damage resistance
75% Sizzle rate reduction
Grass Master has been updated
Now refunds stamina used to attack when harvesting grass in addition to the bonus damage
Amount of stamina refunded increases per level of the mutation
Meat Shield and Buff Lungs mutations buffed by 50%
Coup De Grass has a second tier.
Class-Based Mutation Rework[]
All "class" mutations have been changed:
No longer provide a passive increase to damage
Each weapon type has a different on-hit proc effect
Chopper provides axes with a chance to Stagger
Interrupts the current action of the target
Smasher provides hammers with a chance to Daze
Slows the attack speed of the target
Barbarian provides club users a chance to enter "Rage" when attacking
Attack damage bonus while raged
Unable to perfect block while raged
Assassin provides daggers with a chance to apply a bleed DoT
Damage over time that stacks with other sources (poison, gas, etc)
Sharpshooter provides bows with a chance to Root
Disabled movement for a short time
Javelineer provides spears with a chance to Cripple
Movement speed slow
Blademaster provides swords with a chance to sharpen their blade when attacking
Restores durability to the weapon
The chance for the proc effects increases as the mutation is leveled up
CAMERA[]
The game window reveals more space horizontally with wider screen aspect ratios. This provides better support for ultra widescreen monitors.
AUDIO[]
Ambient background audio now has its own volume slider.
The Haze has new background music.
COMBAT[]
Poison damage is no longer reduced by Damage Reduction (for both players and creatures).
Bow and Crossbow damage with all ammunition types increased by about 25%.
Creatures will flee much further when fleeing at low health or when evading a player that they cannot reach.
The player's glide will now be canceled if they flinch.
Mint Mace's power level brought up to tier 3 club power.
INTERFACE[]
The Smoothie Station and Oven UIs now show the names of each ingredient required and how many of each the player currently has.
Added Graphics option for toggling the Chromatic Aberration effect.
Added a text box to the Crafting menu for filtering crafting recipes, when using a keyboard.
A mask overlay is displayed on the screen in first-person mode when equipped with the Gas Mask.
A UI element showing your Gas Mask durability is displayed on the screen when inside of The Haze with a Gas Mask equipped.
Recipes you craft at the Oven now show up in the normal Crafting UI as well (with the Oven requirement displayed).
Knocked-out players will display a highlight outline around them if you have the "Highlight Objects" accessibility option set to anything higher than "None".
When Read To Me is enabled, interaction prompts will be narrated.
The game will now prompt the player to configure accessibility settings on the first launch.
The game can now be paused during cutscenes.
Item context menus are now available in the Container interface.
Player backpacks will no longer automatically transfer items when opened unless all the items can be taken.
Shields now display Defense rating bars.
Main Menu is now extra Hot and Hazy!
The Damage and Stun item rating bars have been tuned to account for the newer high tier weapon values and the bonus damage that can be gained via the Smithing Station.
Recipes available for purchase in the BURG.L Tech Chip Swap Shop now show if they require a special building to be able to craft the item.
BUILDING PLACEMENT[]
Improved snapping of walls to existing grid buildings during placement.
Wall-mounted buildings are less restricted by the target surface angle.
Other minor building snapping behavior tweaks.
Buildings cannot be relocated into creatures.
Zipline Wall Anchors no longer support other wall-mounted buildings.
Improved ground alignment of several Storage & Utility buildings.
CRAFTING[]
Repair costs for bows and crossbows are now consistent within a tier.
Lure recipes are no longer learned from flower petals. They now require a BURG.L chip purchase.
2 new Sign sets are available to purchase from BURG.L once their chips are discovered.
Mint Mace is no longer crafted with raw mint. Now requires processed "Mint Globs".
Now also requires mint shards to repair
Club of the Mother Demon now requires "Quartzite Globs" to repair.
Paint Can BURG.L chip has been removed
Recipes have been spread out to other relevant chips
OPTIMIZATION[]
Improved CPU and network performance in multiplayer games with large bases.
Improved CPU performance of creatures walking when playing a multiplayer game
Multiplayer Latency/Ping has been improved by 20-40%.
Additional general CPU performance improvements.
Saved game screenshots are smaller in disk size.
WORLD/RESOURCES[]
Mint in the anthill is now guaranteed to show up every ~6 days.
Mint Chunks renamed to Mint Shards
Spoiled Meat now stacks (considered a "food" for stack sizes)
Ant eggs of all types take twice as long to hatch.
Quartzite nodes now grant 4-11 shards instead of always granting 7.
Backyard perimeter fence posts have updated art.
CREATURES[]
Infected Mite tuning pass
HP increased
Damage lowered
Now prioritizes using a ranged attack
Ranged attack applies an explosive damage resistance debuff
Infected Weevils no longer apply an armor durability DoT with their explosion attack
Infected Weevils can now be attacked/killed to interrupt their explosion attack
BUG FIXES[]
Major Fixes[]
Creatures will spawn less frequently in locations they shouldn't (inside of rocks, under the terrain, inside of labs, etc.)
Wolf Spiders will no longer be walking around during the day when starting a new game.
The Options menu will no longer scroll wildly after rebinding a control with mouse and keyboard.
Hot Pouch settings properly restore for clients when rejoining a game.
BURG.L Chips on the map display for clients as well.
All Sign Sets for Sign Frames are unlocked by default on Creative modes.
Ants no longer steal your storage items through walls.
Fixed a rare crash relating to physics collisions.
Players and bugs should no longer launch into space when randomly stepping on dropped/chopped items.
The controlled deadzone options actually work now.
Game[]
The Accessibility and Log Out buttons on the main menu can now be narrated when hovered
Fixed some cases where hotkeys would stop working in UI windows
Selected hotbar and equipment slots will remain selected after tabbing away from and back to the inventory tab
Gamepad controls can now be rebound more than once without closing and re-opening the options menu
Inspected recipes are properly remembered for clients when rejoining a game (the "!" icon next to recipes)
BURG.L Chip locations on the map cannot be hovered over while they are still hidden (prior to helping BURG.L)
Unicode newline characters can no longer be pasted into single-line text input boxes
Block and Toggle Ammo Radial controls no longer conflict with each other.
'Snap to Grid' control can be rebound.
Mounting a ladder can no longer clip the player inside solid objects.
Ladders can no longer be relocated while a player is climbing on them.
World[]
Player backpacks and items in water will no longer sink after loading a saved game
The player will not be stuck in place when bumping into objects while gliding
BURG.L Explore quest Trail Markers will now be removed when abandoning the quest
Buildings cannot be placed in Field Stations
Building rotation no longer operates in the opposite direction when a building is snapped as when it is unsnapped
Peaked and Straight roofs can no longer be placed floating in the air in certain configurations
Grass and Log curved doors will no longer behave strangely while placing them on slopes
Frankenline dials can now be used even after a player has died on them
The camera will not switch to first-person after pausing on a Frankenline dial
Buildings being placed can no longer be relocated by other players
Porch drainpipe no longer has excessively large collision.
Items/Equipment/Resources[]
Pebblets now sink in water
Dropped Acorn Shells no longer clip with walls when Demolishing wall-mount heads and signs
Basketball hoops can no longer be stacked on each other
Basketball hoops can now be repaired
Wall-mounted buildings can no longer be placed on fired arrows
The hover highlight effect will no longer get stuck active on ladders
Items stuck in droplets no longer become frozen in place
Droplets with multiple servings now correctly save and restore their size
Dew on grass blades now plays the correct effects and audio when hit
Dew on grass blades will now fall when directly impacted
Dew on grass blades can now be directly consumed
Players fall off of ladders when incapacitated.
Players cannot revive other players from ladders
Players do not lose stamina when holding the sprint control while zipping
Bombs will destroy grass and weeds more consistently
Creatures[]
Solider Ants no longer count for "Hunter - Worker Ant" quests
Burrowed larva now count for "Hunter - Larva" quests
Distant flying creatures will no longer fly into the terrain of the upper yard
TAYZ.Ts in the Haze lab no longer respawn
Pets[]
Naming a pet using the letter 'Q' will not withdraw the pet
UI[]
Key prompts will now correctly change when control is rebound
Some numbers, such as the player's science available and the total items available in recipe displays, will be displayed as "1.5K" when they are too long
The Crafting category buttons in the crafting menu again properly display the "!" icon if you have a recipe in that category that has not been inspected
Oven recipes show what tier they belong to.
Resource Analyzer shows unlocked recipes in an auto-scrolling box instead of having them overflow off of the UI space.
BUG FIXES - WINDOWS 10 STORE PLATFORM:[]
Importing newer saves made on Steam should work again.
OMINENT PRACTICAL TECHNOLOGIES[]
After much [REDACTED] between various team members, [OMITTED] has been decided to be [REMOVED] and thus we have [CENSORED] [EXPURGATE]
In case you missed it, the Grounded development team released a letter in May outlining the new update schedule and a few more things they were excited to bring to Patch 0.10.
Check it out here!
PATCH NOTES FOR UPDATE 0.10[]
NEW FEATURES[]
CREATURES[]
Boss - The Broodmother
Find the new Broodmother Den to encounter the first-ever boss in Grounded!
She must be lured out with a craftable treat called the Broodmother BLT.
1 new Armor Piece and 1 new Weapon can be crafted from her parts!
ARC.R
The latest in the range of modified TAYZ.Ts is an enhanced defense variant called the ARC.R. Outfitted with a capacitor stack and hefty arm cannon, ARC.Rs unleash energized balls of charged static for a greater challenge in lab combat.
PETS (PHASE 1)[]
Weevils and Aphids can now be tamed as pets!
Each requires a specific type of food to tame.
Pets can be safely left in the base at a Pet House. Yes, you can craft Pet Houses now!
Can be equipped with various cosmetics.
You can pet them!
WEAPONS[]
New Weapon Type: Crossbow
Higher damage than a normal bow.
Slower firing speed and reload time.
Uses the same ammo types.
BUILDINGS[]
New Structural Pieces for Existing Materials
New Grass Buildings:
Half Wall
Curved Half Wall
Crenelated Half Wall
Crenelated Curved Half Wall
Curved Wall
Curved Door
New Clover Buildings:
Flat Roof
Peaked Roof
Peaked Dome Roof
New Stem Buildings:
Half Wall
Curved Half Wall
Curved Wall
Curved Door
Curved Palisade
Curved Palisade Door
New Stuffed Creatures:
Ladybug
Stinkbug
Building Flipping
A few buildings can now be flipped horizontally or vertically while placing them. This includes Spiral Stairs, Acorn Stair Railings, and Triangular Walls.
Building Wall Replacement System
Structure pieces (walls, windows, etc.) can now be replaced by other versions without first demolishing the existing piece. Just place the new piece over the old one and add the ingredients.
New Production Buildings
Oven
Cooks several materials into a new material or item. Build one to discover what you can do with it!
Grinder
Breaks down materials into new materials. Just like the oven, you'll have to build one to discover what to do with it!
Mushroom Garden Update
Renamed Mushroom Garden to Garden Patch.
Garden Patch now requires items to be planted before producing materials.
Mushroom → Mushroom
Raw Fiber → Raw Fiber
Sprig → Sprig
Clover Top → Clover
Different fertilizers produce different effects.
Spoiled meat will be able to help you with this, hooray!
Result item depends on what's planted:
Fertilizers can be used to augment growth.
New Tier of Base Buildings (Mushroom Brick, Crow Feathers)
Mushroom Brick Buildings are now available!
Wall
Half Wall
Crenelated Half Wall
Arch
Curved Wall
Curved Half Wall
Triangle Wall
Windowed Wall
Curved Windowed Wall
Door
Curved Door
Walls:
Doors:
Crow Feather Roofs are now available:
8 roof pieces total
These are unlocked via a new BURG.L Chip in the WIP Haze lab (now accessible)!
New Building Type: Pillars
Pillars of various types can now be built:
Clay Pillar
Stem Pillar
Pebblet Pillar
Mushroom Pillar
SITTING IN CHAIRS[]
Yes... you read that correctly.
ACHIEVEMENTS[]
20 Achievements have been added to the game (for all platforms). These are an initial set and more will be added as the game continues to grow. We are currently working on the functionality to make them unlock if you have previously completed the task, but there is a chance this may not be possible. Certain achievements for completing tasks such as "kill a wolf spider" or "craft an item" will need to be completed again to unlock.
NOTE: Achievements will only be available for testing on the Steam version of the game. All other platforms will receive the achievements when 0.10 releases on June 30th.
PHOTO MODE[]
The Photo Mode UI has been redesigned to group related settings together into tabs.
Photo Mode has new features:
Rotate teen
Hide head armor, equipment, and weapon
Gamma
Time of day
Fog density
Sun angle
MUTATIONS[]
2 new mutations to discover: Mom Genes and Mithridatism.
MUSIC[]
New track added for the Broodmother boss.
UI[]
The Main Menu shows highlights of the latest update.
Unacquired BURG.L Chip locations are shown on the Map screen after you rescue BURG.L.
Your current Respawn Point building will show an icon over it as well as in the Map screen.
CHANGES / TUNING[]
SYSTEMS[]
Players can sprint on ladders.
Giant Food Items (Billy Hog Hot Dogs, Archer Cookies, etc.) have been adjusted. Ants can no longer destroy the large food item, and the player harvests a better item than the ants do.
Ants spawn normal versions of the food bits.
Players harvesting the node are granted "Fresh" versions of the food bits.
COMBAT[]
Infected Weevils now apply a durability DoT to enemies hit by their explosion.
Creature scaling in multiplayer has been adjusted:
HP of creatures in multiplayer scales at a faster rate.
Stun meter and duration scales at a slower rate.
More creatures are affected by scaling.
Poison now has a unique death message.
INTERFACE[]
Silk Rope now appears in the crafting menu.
WORLD[]
Large mushrooms throughout the world can now be harvested.
Feather harvest nodes now grant 2-6 feathers instead of only 1.
The grill has temporarily moved to the retaining wall above the pond. Just below its new location is a patch of dry grass where players can now find bits of Charcoal. This is a temporary resource location until the area of the yard that features Charcoal is released.
BUILDINGS[]
Spike traps now take 30% less damage from use.
New art for Clay and Pebblet Foundations.
Arachnophobia mode support for Spider Head Mounts.
Straight roofs can now support each other without additional structures.
Ceiling-mounted buildings can now be placed under roofs.
Basketball Hoops are no longer indestructible.
Slight Lure Trap Rework:
Cost half the resources to craft.
Now last a specific amount of time (8 minutes).
CRAFTING[]
Lowering the material requirements for the spike trap.
Stuffed Creatures are now buildings instead of deployable items.
You build them in the building radial instead of at the workbench.
Relocatable like normal buildings.
Green Machine smoothie recipe changed to require algae instead of raw fiber.
Human Food smoothie recipe changed to require fresh variants of apple, cookie sandwich, and hot dogs.
Clover Roof and all variants are now unlocked via the Multistory Bases BURG.L chip unlock.
OPTIMIZATION[]
General CPU performance improvements.
OTHER[]
The durability of almost all weapons, tools, and armor has been increased by 25%.
Armor Glue and Super Armor Glue can be sent through the grinder for a partial material refund.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY FIXES[]
Grass Planks, Weed Stems, and Clover Leaves are buoyant in water again.
Added dither fade to some foliage to reduce objects in the distance visually popping in and out.
Player backpacks are buoyant in water again.
The game will no longer crash when destroying towers of standalone ladders.
Moving items back and forth in the Container UI should no longer trigger a crash on games with large bases.
WORLD[]
Clients can walk through clovers much more reliably now.
Walls can no longer be placed such that they clip into foundations.
Structures can no longer be built clipping into the tops of palisades.
BURG.L Quest trail markers can no longer be relocated.
Ladders being relocated no longer support themselves.
Fixed Door buildings not snapping as readily to walls as they should.
Ladders will no longer highlight while the player is climbing them.
Buildings being relocated will now start at their current rotation.
Mysterious Machine can no longer be activated on Creative with Bugs difficulty mode.
Improved "Read To Me" narration for many UI windows.
The game will no longer rarely crash when "Read To Me" is enabled.
ITEMS/EQUIPMENT/RESOURCES[]
The game will no longer crash when demolishing a zipline with a full inventory.
Fixed a case where wall-mounted torches could not be placed on some walls.
Fix a lot of cases where ingredients wouldn't fill in the ghosted building blueprint correctly.
CREATURES[]
Ants will no longer have the Stealing marker stuck on them after they steal from a chest.
Players can no longer walk on the back of the bird.
AUDIO[]
The player will no longer "look ma, no hands!" when equipping a weapon while zipping.
OMINENT PRACTICAL TECHNOLOGIES[]
Due to the latest discovery of [REDACTED], we have found that [CONFIDENTIAL] will be a big [REMOVED] in [OMITTED]. This is a BIG DEAL!
All the building and crafting perks of Creative mode but with all of the bugs spawned in the yard which are completely docile to you.
PHOTO MODE
Photo Mode Multiplayer Support:
All players enter and exit photo mode at the same time; the game pauses.
Each player controls their character's pose and visibility.
Each player controls their own camera location and settings.
Four new poses: Modish Max, Wallowing Willow, Heroic Hoops, and Perilous Pete.
UI
Recipes are now sorted by subcategories in the Construction radial and in the Crafting menu. Within subcategories, recipes are sorted by their tier.
Added a take-all option for processing buildings like the Spinning Wheel.
MUSIC
New combat music when fighting weaker bugs (Mites, Spiderlings, and Water Fleas).
SAVE GAMES
Save games are significantly smaller on disk.
Playthroughs in the Save Game UI are grouped and collapsed together making for easier navigation of playthroughs with lots of saves across multiple playthroughs.
CHANGES / TUNING[]
COMBAT
Attacks can now be canceled into a block at any point during the animation.
Attacks now consume stamina on startup rather than on the hit frame.
Stinkbugs have a new attack.
INTERFACE
Attack interaction display has been updated to match the new interact UI changes from last patch for consistency.
WORLD
Increased the draw distance of bases for hosts on higher graphics quality.
Signs can be placed on walls more reliably.
Egg hatching now plays visual and sound effects.
BUILDINGS
Lure Traps and Spike Traps will now take damage as enemies use/interact with them.
CRAFTING
"Beefy Smoothie?" can now be crafted at the Smoothie Station.
OPTIMIZATION
Improved render performance for games with lots of buildings.
Improved CPU performance with games with lots of buildings.
Improved rendering performance for the Xbox One and Xbox One S.
Reduced the delay before opening the main UI window.
Reduced the delay before opening the Building radial.
Reduced the delay before navigating to the Data page.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY FIXES
Save games should now properly display the mode in the multiplayer lobby.
Promised Chipsleuth quest science rewards will now be correctly shown to clients.
Throwing grass blades or weed stems in third person no longer has most of them thrown to the side.
Creatures no longer walk through walls when not looking at them.
Crow Feathers despawn after a while if not harvested.
Signs can be placed on walls more reliably.
WORLD
Underwater-capable buildings can no longer be built on bubbles.
Floors can no longer be built entirely under the ground.
Structures placed on floors will be invalidly invalid less often.
The player can no longer zip off a zipline when zipping up it.
Wall-mounted buildings can no longer be attached to dropped items.
Structures can not be completed while a character or creature is inside of them.
Buildings can now be placed in specific spots inside the Oak Tree where they previously couldn't be.
Foliage such as grass blades that is moved between patches will no longer duplicate itself.
ITEMS/EQUIPMENT/RESOURCES
Doors can now be built facing other doors.
Weapon Wall Mounts and wall-mounted trophies no longer fall through the world when collapsed.
Harvested flower petals will no longer spawn inside the flower.
Spiral Stairs can no longer be placed underwater or inside blocking objects.
Plank and Log Pallets will align to the terrain better during placement.
Crow Feathers no longer respawn when harvesting them, walking away, and returning back.
Stuffed Bee now properly swings after save/load.
Wall-mounted buildings are easier to place on Stem Walls and Palisades.
CREATURES
Ant Eggs will now hatch properly while inside inventories.
All types of creatures will now correctly create ripples in water.
PHOTO MODE
Depth of Field now applies properly when entering Photo Mode.
Photo Mode can now be exited even when the HUD is toggled off.
Blocking, aiming, and charged attacks now release upon exiting Photo Mode without firing.
Lighting in dark areas is now properly applied in Photo Mode.
Axes and Splatburst no longer stick to the free cam when falling.
Film grain and chromatic aberration settings in photo mode now work in Low Quality.
Photo mode free camera movement now uses remappable keyboard bindings.
UI
The interaction UI no longer displays when on a zipline.
The Crafting menu will not lag as much when switching between certain items.
Building UI's, such as the Container and Spinning Wheel interfaces, will be closed if the building is relocated too far away while they are open.
Characters are less likely to appear headless when finishing a conversation with BURG.L or interacting with certain items.
BUG FIXES - XBOX PLATFORMS[]
Players with a ton of buildings crafted and who could no longer create new save games will be able to make new saves again.
New buildings: Triangular Stem Wall and Inverted Triangular Stem Wall
NEW FEATURES[]
MAJOR FEATURES
Photo Mode: Phase 1
Password protecting online games
ADDITIONAL FEATURES
When you are placing an invalid building, a short message will describe why it is invalid.
When you are holding a Repair Tool, nearby damaged buildings will display an icon.
Loose arrows can be collected by walking over them.
Structures will now collapse much more dramatically when unsupported.
The Armor Dummy UI now has a button that swaps your gear with the dummy's. You can also do this without entering the UI by doing a "hold" interact action on the Armor Dummy.
When you are connecting ziplines, the anchor that will be connected is highlighted.
Player nameplates in multiplayer will show if a player is knocked out and how much time they have left to be helped.
Player nameplates will show a "busy" state above it when said player is navigating a menu.
CHANGES / TUNING[]
SYSTEMS
Dirty water will now apply a status effect that shows your character is sick. The more dirty water you drink, the worse the effect gets. Resting will make you feel better.
Smoothie Station functionality has been reworked:
Goop Base determines the effectiveness of the smoothie.
Grub Goop creates a normal smoothie.
Muscle Sprout creates a "beefy" smoothie that heals for twice the amount.
Flavor ingredients can consist of any combination of other items and has same functionality as before.
All smoothies now require a "Goop Base" and 3 "Flavor Ingredients."
OTHER[]
MUTATIONS
Reduced the damage reduction of "Dare Devil".
COMBAT
More intense combat music will play when fighting spiders.
Infected weevils now move slightly faster.
Ladybugs have a new set of attacks to pick from.
Improved the accuracy of aiming with a bow using the third-person camera.
INTERFACE
Player nameplates will transition into smaller character icons when not in the center of the screen.
The Interact HUD has been revamped to support showing multiple interaction types at the same time.
BURG.L chips in the world have a small arrow icon that pops up when you approach them making it easier to not miss them.
New SCA.B audio when getting hungry / thirsty / health alerts.
WORLD
Big sap nodules now take longer to respawn than individual saps.
"Base music" now plays during the daytime as well. A new track has been added specifically for night "base music".
Updated the terrain around the upper hedge.
BUILDINGS
Structures will be less likely to be considered obstructed when placed underneath static props like leaves.
Walls will now often pivot around corners they are snapped to when rotated.
Added the facing helper arrow to the Acorn Storage.
Dew Collector recipe and unlock changed: now unlocks with woven web and requires woven web to build.
CRAFTING
+ Smoothies have been replaced with "Beefy" smoothies.
Double the healing power as normal smoothies.
Same bonus status effect as normal smoothies.
Require the same "flavor" ingredients as normal smoothies.
Uses Muscle Sprout as a "base" instead of Grub Goop.
OPTIMIZATION
Improved performance of games with large bases.
Improved performance of games that have a lot of Storage Baskets or Storage Chests with icons set.
A handful of general CPU optimizations added.
CREATURES
Bees now drop pollen into the world in addition to collecting it on their legs when pollinating flowers.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY FIXES
Scaffolds will now reliably be considered anchored when they are built down to the ground from above.
The amount of dew that spawns on grass each morning now matches the amount of dew that exists when you start a new game (doubled the current dew spawn amount).
Big pebbles should now respawn.
WORLD
Building relocation will be canceled if another player places a building on the item being moved.
Grid buildings can no longer be anchored to tables.
Stairs are now easier to place on uneven terrain.
Hitting "w" while typing in the lobby chat log no longer sends the message.
Player nameplates are now positioned properly height-wise when playing as a client.
ITEMS/EQUIPMENT/RESOURCES
The player cannot zip while swimming.
Zipline Wall Anchor, Sap Dripper, and Stair Railings can no longer be built underwater.
Zipline Wall Anchor, Sap Dripper, Stair Railings, Abomination Totem, Ant Head Totem, and Slime Mold Sconce can no longer be built inside other buildings.
Firefly Headlamp has reduced glare when in fog.
Embedded arrows no longer pop slightly above where they hit.
Repair Tool works in "Mild" mode.
Splatburst now sticks even to surfaces it impacts at an angle.
Firefly Hanging Lantern can no longer be built in caves.
CREATURES
Fireflies should no longer get stuck on the surface of the pond.
OMINENT PRACTICAL TECHNOLOGIES
While we have been impressed by the [CONFIDENTIAL], we have decided to [REDACTED] to compensate.
New Floors Added: Grass Half-Floors and Weed Stem Floors
New Item: Firefly Hanging Lantern
New Item: Wall-mounted Zipline Anchor
New Item: Shinobi Sneeze, a smoke-screen escape item
Mounted Head Trophies can now be crafted for all of the flying creatures: Mosquitos, Fireflies, and Bees
ADDITIONAL FEATURES[]
ALL PLATFORMS[]
You can relocate any non-grid building you have made without destroying and rebuilding it (Lean-to, Storage, Workbench, etc.).
When you are crafting, any items in nearby storage will be available as crafting ingredients without requiring you to put them in your backpack.
You can place hauling items (Grass Planks, Weed Stems) on Ziplines using the "Drop" action when pointing at the line.
Player characters have new and improved stagger animations.
CHANGES / TUNING[]
SYSTEMS
Hunger and Thirst effects have been reworked:
Bonuses now activate at 80% or higher instead of 90% or higher.
Hunger Bonus heals you over time.
Thirst Bonus increases your stamina regen.
Penalties now activate at 20% or lower instead of 0%:
Hunger Penalty caps your max stamina at 50%.
Thirst Penalty reduces your stamina regen.
Repair Recipes have been reworked:
Armor Glues have been removed.
Armors now take ~20% of their initial ingredients to repair.
Weapons now take 1 quartzite + a minimal amount of their initial ingredients to repair.
Gas Masks now take durability damage in gas hazards.
COMBAT
Bandages now heal much more HP, but over a much longer period of time.
Mosquito Needle has the life-steal ability slightly decreased.
Bees now have two additional attacks.
When you are wielding both a shield and a canteen, the Block input will both drink from the canteen and block.
Weevil shield durability doubled.
Bratburst and Splatburst deal more damage.
Pollen Shot now adds slightly more stun damage to bow attacks.
Note: This is not a % chance to stun, this allows bows to deal stun damage in addition to normal damage
INTERFACE
Lasting (applied by gear or mutations) and temporary status effects appear in the Status UI.
Added "Any Weapon" HotPouch slot type and changed the defaults of the first four slots to be "Any Weapon" instead of "Any Melee Weapon".
Save games that are older than five update versions will be marked with an "Ancient Save" warning.
The block meter is slightly smaller and scooted to the right.
Equipped shield durability is shown in the HUD.
Equipment rating gauges have been converted visually from a regular bar to a nugget-based bar.
More icons are described in the Icon Legend in the OS tab.
The 'day' count in the OS tab has been embiggened.
More of the map screen is unlocked by default now.
Brown and Yellow added to the icon customizer color array.
A few additional icons added to the storage and trail marker icon customizers.
Adjusted the storage interface for reasons.
Adding 'analyzed' status to storage interface.
Contrast adjustments to the Ghostmint SCA.B flavor.
High Contrast SCA.B flavor applies a dark backing to the HUD SCA.B.
Bringing your teen back from the hunger or thirst danger zones will cause SCA.B to play a happy sound.
WORLD
Interacting with a dropped backpack will now instantly do a loot-all action. If any items are still leftover because your inventory is full, then the dropped back UI will open.
Removed the pre-placed zipline anchors from the paint can and the oak tree lamp.
Thistle plants have been reworked:
Thorns are now harvested directly instead of requiring a hit with an axe.
Each thistle plant no longer provides an infinite amount of thorns.
Thorns respawn on the thistle plant after a set amount of time.
BUILDINGS
Building placement is no longer allowed while gliding, zipping, or in combat.
Pebblet Foundations now require more pebblets than clay to build.
Sap Dripper has been overhauled:
A final mesh has been created.
The recipe has been changed to match the new mesh.
Sap Dripper is now properly considered a wall-mounted building for placement purposes.
Placement should be a lot more lenient, allowing easier and more consistent placing.
Item will now spawn 1 sap every 5 hours and can hold up to 5 sap in total (previously spawned 1 sap every 24 hours).
CRAFTING
Berry Chunks can now be dried into berry leather on the Jerky Rack.
CREATURES
Larva will now explore a larger area of the backyard.
Larva can now burrow.
Creatures now take much longer to fully regen when out of combat.
Gnats should be less interested in spamming the player with boops.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY ISSUES
Fixed Fireflies not flying down to the yard correctly after loading a game.
The game will no longer lag when placing or removing buildings on saves with huge numbers of buildings.
Grid buildings can no longer be placed entirely under the terrain.
Fixed save game screenshots sometimes looking corrupt.
Fixed "Toggle Crouch" option sometimes not saving and taking effect.
GAME
Land-only buildings can no longer be placed on water in certain situations
Buildings such as Fences and Ramps will no longer snap strangely to subsequent buildings
The underside of a Buoyant Foundation can no longer support other structures.
Palisades will no longer be invalid when placed on some rock surfaces.
Diagonal walls at 90-degree angles will now support each other.
Walls will no longer randomly lose crenellations when loading a save.
Fixed a few cases where snapped structures might be incorrectly detected as invalid.
BURG.L Quest UI will load correctly for clients when they are the first player to access it.
CPU / Networking performance improvements by the flooded sprinkler area.
Multiple overlapping gas hazards no longer stack their damage.
Removing the 'O' binding from the inventory screen that opened the deprecated inspection popup.
ITEMS/EQUIPMENT/RESOURCES
Feathers and Hedge Berries will no longer occasionally disappear when loading a save.
Ziplines will no longer block flying creatures.
Sap Catchers can no longer be placed on Buoyant Foundations.
Fixed consumed items not showing up on your character model in the inventory screen.
Fin Flops+ now behave properly when dropped from the player's inventory.
CREATURES
Fixed several cases where mosquitos would sleep in incorrect locations.
Flying creatures are now much less shy about flying through the grass.
Creatures will now wake up when damaged by hazards.
Creatures properly fade out at far distances for clients now.
TAYZ.T's in the pond lab will be more aware of their surroundings.
Fixed sleeping creatures teleporting on clients after they've been woken up (most visible if you wake up a Wolf Spider from sleeping).
Reduced the annoyingness of gnats.
UI
The camera will no longer start in first-person when loading a save in which the player was gliding or zipping.
"Inventory Full" will no longer be misleadingly displayed when trying to haul an item while swimming.
Fixed some scrolling and display issues in the "Recipes Used In" section on the Crafting screen.
AUDIO
'Theft in progress' SFX played upon opening the UI while in combat has been replaced with new SFX.
SCA.B crying about hunger and thirst will play a specific sound for each instead of a single sound for both.
BUG FIXES - XBOX PLATFORM
Fixed audio issues after suspend / resume.
BUG FIXES - STEAM PLATFORM
Logging into an Xbox Live account that was previously logged into with a different Steam account will no longer fail the login step.
Removed HDR tab from the Options screen.
BUG FIXES - WINDOWS STORE PLATFORM
When there is a new update available, the game will properly tell you when trying to access Multiplayer instead of presenting a generic "Multiplayer Error" message.
Removed HDR tab from the Options screen.
OMINENT PRACTICAL TECHNOLOGIES
Due to the recent discovery of [REMOVED], [WITHHELD] has been updated accordingly.
Bee Armor Set (Face Mask, Shoulder Pads, Shin Guards)
Firefly Head Lamp
Stinger Spear
Mosquito Needle
Weevil Shield
New consumable: Healbasa
Two new stuffed friends: Stuffed Bee and Stuffed Firefly
NEW PERK[]
Barbarian Perk: Club damage increased
ADDITIONAL FEATURES[]
ALL PLATFORMS[]
Equipped items no longer take up Backpack space.
Equipped items will stay on the player after death. Each piece of equipment will take a small amount of durability damage after you die.
CHANGES / TUNING[]
NETWORKING
Container inventory contents are no longer replicated to clients until needed (an optimization).
More reliable networking calls from clients to the server.
Reduced the amount of network data sent between various systems.
OTHER
BURG.L Chips now award science when returned regardless of whether the corresponding BURG.L quest is active.
Mint Mallet has been renamed "Mint Mace".
Rotten bee equipment can now be analyzed to unlock the un-rotten recipes.
COMBAT
Bone weapons have slightly less durability.
Most unblockable creature attacks are now blockable with shields (still unblockable with weapons).
Pollen can now be thrown.
Previously-equipped off-hand items that were displaced by a two-handed weapon are restored when re-equipping a one-handed weapon.
The arrow you have nocked on your bow reflects the arrow ammo type you have selected.
INTERFACE
Point of interest notification has been altered to be more responsive and look better.
Notifications now will display what's in the queue to improve feedback with this system.
Save game screenshots now work with Logout saves.
Rest / Set Respawn UI adjustments.
A "New Resource" queue will display on the HUD if you pick up new items faster than the HUD can handle displaying the notifications for them.
Layout revision to the OS Config menu to make viewing status effect icon/details better.
Weapons and arrows that are embedded in creatures will not display their floating icon until the weapon/arrow becomes dislodged. This cleans up some icon spam when using a bow.
Items dropped in the world that uses the temp loot bag model (armors, etc.) will have their item icon displayed on top of them.
WORLD
Nectar now spawns on top of flowers instead of below them.
Creatures will fade out / fade in when approaching their despawn distance to prevent visual popping (currently only works on host).
Bratburst visual effects better match the ingredients that were used to craft it.
Added "Recover Backpacks" in the Game Preview debug menu to help recover backpacks that have gotten stuck.
Busted Acorns can drop more shells.
BUILDINGS
Buildings will be invalid less often when placing them inside structures.
Incomplete buildings are more visually apparent.
Buoyant Markers can now be built in the lower pond.
CREATURES
Creature Perception: Player noise now has a linear falloff as opposed to all heard player noise having the same value regardless of distance.
Increased hearing range of Wolf Spiders from 2500 to 5000 to account for the above change.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY ISSUES
Foundations will no longer be invalid when snapping to other foundations that stick out of the ground too much.
Clients can now dump canteens.
Autosaves no longer cause performance hitching.
Fixed issue with clients failing to spawn in games that have huge player bases built.
Fixed issue where clients would sometimes lose all of their inventory and mutations and spawn back at the start location when rejoining a game.
GAME
Fixed crash with clients joining a saved game where their loot bag was collected by another player.
Incomplete doors will no longer have collision after loading.
The player can no longer eat or drink items while gliding or zipping.
The player will now drop all hauled items when starting zipping.
The player can no longer attack while gliding.
Air bubbles will no longer spawn in large clumps when first approaching their source.
Door frames now have collision applied to them.
Fixed issue where "Craft and Equip" could cause a random inventory item to get equipped.
Characters will no longer fall when loading a save in which they were zipping (not retroactive).
Dew drinking while hauling is disabled to prevent issues where dew disappears without giving you any hydration.
Structures that were anchored to certain objects, such as the baseball or flagstones, will no longer be considered unsupported.
Fixed issue where kicked players end up having their inventory lost in the save data (does not retroactively restore inventory for players that have been kicked prior to 0.6.0).
Fixed issue with depositing items into a full container with a controller.
Hauled items will correctly be dropped when knocked down in multiplayer.
The dropped web will properly display on clients.
ITEMS/EQUIPMENT/RESOURCES
Muscle Sprouts will now respawn.
Dirty droplets no longer act like clean ones when drinking them.
Buoyant Foundations can no longer be built underneath the water in some situations.
Buoyant Marker can no longer be placed on land.
Objects without physics will no longer cause the bounce pad to bounce.
The previous weapon, for the Equip Previous hotkey, now persists across saves.
Shovel+ now has a proper faster animation.
Fixed some interaction issues with FrankenLine.
Soda droplets will more consistently respawn.
Punch-O Juice drops properly despawn after 72 hours so new dew can drip out.
Items floating on the water will now despawn when appropriate.
Bratbursts now visually work correctly for clients.
WORLD
Gnats will get happy after boops more consistently.
Aphids will now face the correct direction when descending grass blades.
Clovers will now save and restore properly.
Grubs can no longer be dug up by the Repair Tool or the Mint Mace.
Fixed issue where sometimes sleeping creatures were displaying as awake on clients.
Mites no longer sometimes animate like they are walking while not moving.
UI
The field of view will no longer sometimes oscillate when sprinting sideways.
Fixed issue with the "low O2" black vignette not working on clients.
Fixed issue with the 3rd person camera being in odd tilts after respawning.
No longer showing the "Health Bar" for creatures that cannot be killed (BURG.L, Koi Fish, etc.).
Fixed issue with pixelated lighting artifacts showing up on weapons when held up to the sunlight.
Fixed some rendering issues with player eyes around lights.
Fixed the third-person camera occasionally being tilted after respawning.
AUDIO
Fixed submerged audio getting stuck on clients after death if they died underwater.
OMINENT PRACTICAL TECHNOLOGIES
[All information regarding the activities of Ominent Practical Technologies in this update are to remain confidential]
The Pond and Pond Lab have been revamped with additional puzzles, gameplay, and secrets to discover.
New underwater caves to find and explore.
New Pond Lab outposts.
New Resources: Algae, Muscle Sprouts.
New SCA.Bs to collect.
NEW CRAFTING CONTENT[]
Fin Flops+
Diving Lantern+
All smoothies now have a + version to unlock.
NEW LANGUAGE TRANSLATIONS[]
Russian, Polish, Korean, Chinese, and Brazilian Portuguese localization added.
XBOX AND WINDOWS STORE SAVE SYSTEM REVAMP[]
The save system for Xbox and Windows Store platforms has been refactored to be more robust and lightweight.
New saves going forward should be more reliable when it comes to saving player data and properly uploading it to the cloud.
The game will no longer need to do long cloud sync each time you boot it.
Syncing between consoles should be more reliable. NOTE: This will require a one time save conversion step after logging in to convert any older saves to use the new system.
ADDITIONAL FEATURES[]
ALL PLATFORMS
Spear weapons can now be thrown in water.
CHANGES / TUNING[]
MOVEMENT
The player can jump out of the water at any location instead of just the edges.
COMBAT
The Koi Fish can eat creatures (and you!).
2 handed weapons now deal slightly more damage.
Water Boatmen now flee at a slower speed and have less HP.
Tadpoles flee at a slower speed.
Adjusting Dazzling Riposte; now reduces enemy defense after perfect block instead of reducing enemy attack.
Timing in between creature attacks is now random instead of it always being the same fixed amount of time.
Stamina regen is now reduced while you're actively holding block.
The blocked damage percentage is now based on weapon type instead of always being 75%.
INTERFACE
There is now a game option to display the distance over player nameplates to see how far they are.
WORLD
New caves to explore in the pond.
The Koi can now push pond foliage out of its way.
Juice Droplets despawn after 3 days, allowing new ones to drop out of the straws in case a spawned drop somehow got lost.
Eelgrass now respawns over time.
Holiday lights added to the house.
Improved lighting in the Pond / Pond lab.
Additional pond and pond lab set dressing.
BUILDINGS
Some structures such as Foundations, Scaffolds, and Walls, now align to the ground from their corners instead of their center.
Some other buildings such as the Jerky Rack, Zipline Anchor, and Dew Catcher, now sit on their legs instead of on their center point only.
Tweaked the order of some buildings in the radial.
The Squared Roof Corner will now block wall crenellations below it.
CRAFTING
The recipe for decoy bait has been adjusted.
AUDIO
Audio improvements for drowning.
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY ISSUES
Grid-snapping non-structural buildings on top of existing structures now work correctly.
Underground blueprints can now be canceled, either by looking at them or with Cancel Nearby Blueprints in the Game Preview Debug menu.
Fixed issue where dying in the depths would place your backpack at the starting spawn ravine.
Clients will no longer experience twitchy movement when moving on large structures.
Instances of "lame" were replaced or removed.
GAME
Buildings can no longer be briefly placed on canceled buildings.
Buildings can't be built on stuffed insects.
Buildings can't be built on other players' unplaced buildings.
Floating structures will stop bobbing if connected to solid ground.
The player can no longer jump while gliding.
ITEMS/EQUIPMENT/RESOURCES
Spike Strips can now be placed next to each other when snapped to a grid.
Hedge berries will now float correctly inside the pond lab, should you somehow manage to get one there.
Signs no longer flicker when they are being placed on walls.
Signs can now be optionally snapped to the grid.
Buoyant markers now float properly on the water's surface.
Decoy Bait now properly behaves as a lure for both swimming and non-swimming creatures.
Diving Bell Spider Chunks are now properly marked as a tier 2 material.
Decoy Bait no longer causes non-swimming creatures to float in wacky ways.
Fixed random crashes with Grass Plank Storage and Weed Log Storage buildings.
Chair interaction not working for building or recycling has been fixed.
WORLD
Pond bubbles should pop before poking out of the surface.
Koi collision better matches its animations to prevent the player from clipping into the model as much.
The team is thrilled that we've have had so many people enjoy Grounded, and we are very excited for today's release. We wanted to give you all a quick update on the development of Grounded and share a bit of what's on the horizon in future updates. Moving forward, the team is going to be focusing on larger content releases that are more spread out. This is a direct result of community feedback and will allow us to improve the stability, quantity, and quality each time we release meaningful content. We are still a small team, but regardless, we want to always provide features and content that we think will deliver the best experience possible. All of this takes time, and our priority is to get things right. Now, this doesn't mean we won't continue our monthly updates, but the next few will be focused on areas of stability, polish, and bug fixes. So, let’s dive deeper into the details for what we have planned in the coming months.
First, we have a bunch of quality-of-life fixes on our plates that we want to get to. This includes revamping how save games work for improved stability, inventory changes like having equipment not take up slots (this was more difficult than expected, but should be coming soon!), and improvements to base building. On the content side, flying creatures are a high-priority feature. We feel this will be a game-changer on how you defend and build bases while adding a bunch of cool new crafting items into the mix.
Like everything in Grounded, The Koi Pond is a work in progress, and we want to incorporate your feedback to make it the best it can be. This is just the start of development of this area, and our team is already hard at work adding more into the pond, including a large revamp of the lab in the depths which will add more content and variety of gameplay. Along with that we are adding more elements to all areas: new points of interest, new materials to find, more explorable content including underwater caves, tweaks to creature behavior, and more. Some of these improvements will be dropping in the next update in December.
For new areas, after the Pond, we are going to move our attention to the Haze and then the Sandbox. Once we feel all the content is in a good place, the next step is a story, quest, and content pass over all the existing labs. The goal is to unify the experience by adding quest connective tissue and a satisfying payoff for completing each lab. In an upcoming story update, you will be able to complete this quest, which will tie into what we are calling the first story chapter of Grounded. We will have more details on when this will land early next year.
With all of that, we still want to add more into existing areas, and we are continually discussing areas where we can refine. For example, we plan on re-adding and improving the Spider Broodmother in the Hedge to make her a challenging and memorable boss fight experience.
There is a lot of work to do and we want to thank you for your patience. We want the game to be the best that it can be, and with a small team that can take time. If you are curious where other features are going to land, check out the feature board that we update monthly. And as always, please provide feedback - we can't do this without you.
Thank you and see you in the Backyard!
-The Grounded Team
PATCH NOTES FOR UPDATE 0.4.0[]
NEW FEATURES
The Pond has been revamped with new content
New Threat: Koi Fish
New Hostile Creature: Diving Bell Spider
New Passive Creature: Tadpole
New Passive Creature: Water Boatman
New Armor: Koi Armor
New Building: Buoyant Foundation
New Building: Buoyant Marker
New Material: Koi Fish Scale
New Material: Fish Bone
New Material: Tadpole Meat
New Material: Water Boatman Fin
New Material: Lilypad Wax
New Material: Eelgrass Strand
New Recipe: Gill Tube
New Recipe: Bubble Helmet
New Recipe: Fin Flops
New Recipe: Pebblet Dagger
New Recipe: Bone Dagger
New Recipe: Decoy Bait
New Recipe: Bone Trident
New Recipe: Slime Lantern
New Food Recipe: Cooked Tadpole Meat
New Smoothie: Fluid Flippers
Three New Mutations to Discover
Three new SCA.Bs to find
ADDITIONAL FEATURES[]
ALL PLATFORMS
HUD Markers can be visually toggled off on your HUD on an individual basis in the Map screen.
HDR support added with additional HDR options menu.
Xbox and Steam game invites now supported. Added an in-game invite screen that works with cross-play.
Added a "Fix Creature Locations" button in the Options screen so you can reset creatures in the yard back to their starting spawn point in the case too many creatures are under the level or are in weird locations.
XBOX
Mouse / Keyboard support added for Xbox One and Xbox Series X/S consoles.
Screenshots now display on the Save / Load screen for Xbox for manual and auto-saves.
CHANGES / TUNING[]
MOVEMENT
The player will now sit at the surface of water more easily when swimming.
The player will no longer automatically jump out of water when at the edge; instead, they must press the jump control.
The player now breathes through their face.
Increased how much time the player can last underwater without air before dying.
Running out of air underwater will now instantly kill you as opposed to slowly reducing your health.
MUTATIONS
Doubling the bonus damage for all weapon-based "class" mutations.
Doubling the effectiveness of the Juicy mutation.
Doubling the effectiveness of the Meat Shield mutation.
Doubling the effectiveness of the Buff Lungs mutation.
COMBAT
Explosive damage can no longer be blocked.
Reducing the rate at which Bombardier hazards deal damage.
Bombardier shotgun spray attack now has double the windup time.
Bows now deal a little bit more damage.
Water Fleas will now attempt to attack.
Poison effects now deal 50% more damage (to creatures and the player).
Players can only attack with daggers, spears, and shovels while underwater.
Bombardiers now have a new set of attacks to pick from.
Fixed issue with Larva attacks so they miss less often.
INTERFACE
HUD Marker Icons now fade out a bit as they approach the edge of the screen to reduce noise when there are lots of Trail Markers built.
Increased the number of key items slots shown in the Data screen so if more than 30 are collected, you can view them all.
Added "Unset Respawn Point" to the Rest/Respawn Point screen.
WORLD
Items floating on water will eventually drift to the edge.
Reducing the cost of all tech chip science purchases by up to 40%.
Fixed zipline lines disappearing for clients while they are riding it or when get far enough away.
Shovels are easier to harvest underwater.
BUILDINGS
Placing grid buildings that are snapped to other grid buildings should be much smoother for clients, especially at higher pings.
Other buildings can be placed on top of tables.
Signs can now be placed on the ground in addition to walls.
Buildings can be placed on lily pads.
CRAFTING
Liquid Gills smoothie now grants additional underwater breath time instead of granting water breathing.
Liquid Gills recipe has changed.
Performance
Significantly reduced a large hitch when completing buildings in games that have a bunch of buildings already built.
Improved render thread performance with games that have a lot of buildings built that emit fire.
Improved CPU performance with games that have a lot of trail markers built.
The game will no longer lag when in an interactive range of a building piece that's part of a large structure.
Additional general improved rendering performance.
UI
Drowning now has a fade to black effect as you run out of air.
AUDIO
New music added to the Upper and Lower Pond
BUG FIXES - ALL PLATFORMS[]
TOP COMMUNITY ISSUES
Harvestable objects in or near bodies of water can now respawn correctly (ex. Husky weeds).
Clients can now successfully join games with large amounts of removed foliage.
Fixed a random crash when loading into the yard.
Fixed a crash that could occur when kicking players from a game.
Fixed some issues with Cloud Saves not always properly redownloading when updating/reinstalling the game.
Fixed a random crash that could happen when loading into the yard.
Fixed issue where clients that save or disconnect while dead are not loading back into the game correctly on join.
Cloud saves should properly delete when you delete a save game from the Save / Load interface.
GAME
'Craft' BURG.L quests for recipes can also be completed by crafting the upgraded version of the recipe, if available.
Clients can no longer cause hauled items to float in the air by constructing buildings while hauling certain stacks of items.
Fixed issue where conversations would stop working in-game (including the BURG.L conversation UI showing nothing when interacting with him).
Fixed issue where the keyboard hotkeys on the Map screen stopped working after dragging your mouse.
Fixed a handful of low frequency crashes for clients dealing with item replication.
Science spawn points that were patched into the game and haven't yet been collected will now spawn correctly.
Fixed issue where Raw Science spawns that were added in patches were not showing up for people who were loading a save from a prior patch.
Client movement will no longer be blocked by dead bodies that were killed before the client joined.
ITEMS/EQUIPMENT/RESOURCES
Analyzing Silk Rope now actually unlocks recipes instead of just displaying that it does.
Floors can no longer be placed on top of foundations, clipping into them.
Items and harvestables will no longer respawn while the player can see them.
WORLD
Orb Weaver Jr's now have proper death messages.
Fixed issues with water creatures being able to get out of the water.
UI
The Motion Blur setting will now be properly reapplied when restarting the game.
Drowning now has a fade to black effect as you run out of air.
Fixed the O2 meter overlapping the Mutation Unlocked notification.
Note: This video was not included on the official website
Tomorrow, September 30th, we will be releasing Update 0.3.0 around 10am PDT / 1pm EDT. Included in the patch are the following changes and fixes we've made to the game:
Localization for French, German, Spanish, and Italian (more to come at a later date)
New spider webs that stick to unsuspecting players and critters
CHANGES/GAME TUNING[]
Engine
UE4 Version Upgrade
Combat
Ant Soldiers have a set of new attacks
Ant Soldiers now deal more damage with their attacks
TAYZ.Ts now deal much more damage with their attacks
Most armors now block more damage
All weapons have had their damage, stamina cost, and durability adjusted to fit a stricter Tier-based curve
Bombardier Beetle burning hazards and Stink Bug gas hazards are now much deadlier
Bombardier Beetle attacks deal less initial damage (end result should be about the same combined with hazard damage change)
Fresh Defense perk now blocks twice as much gas and burning damage
Reliable Friend perk now boosts revive speed by roughly double the amount
Trying out new combat AI to reduce the effectiveness of circle-strafing
Interface
Processing buildings such as the Campfire now show the progress of each item in the interface, and allow items to be canceled
The Recycle Building interface now shows how many structures will collapse if the target building is Recycled
Contextual slurping text informs you what liquid you're going to taste
Additional icon art
The Interact UI will no longer briefly appear enabled when looking at a disabled interaction
Clearer labeling of game modes/type in save/load UIs
Game no longer asks to overwrite a save if you are not able to currently save the game
World
New perks to discover and unlock
New SCA.B color themes to discover and unlock
Stumps left behind no longer prevent foliage from respawning
Grass will not respawn if the stump is removed
Ants now have a desire to take back their stolen eggs
Ant eggs can now hatch even after being moved by the player (but not while in an inventory)
Ant eggs no longer stack in the inventory
Larva wander range is now much smaller during the day
Mushrooms in the world now take much longer to grow back
Meats now take much longer to spoil
SCA.Bs that have been moved since prior patches will reflect those moves in older saves
Mint chunks in the Mint container should no longer spawn on top of the container
Juice boxes stop spawning juice if a droplet spawned by them is still sitting in the world
Removed the Broodmother from the hedge (for now...)
Added Harvest VFX to Hedgeberry
Buildings
Structural buildings are now fully allowed to overlap with any static environment object
Blueprint buildings in the air cannot be completed unless a supporting building has been completed. This prevents situations where large structures would collapse because they were technically unsupported
Buildings can no longer be built inside of tables
Buildings can be placed more easily on the pond flagstones now
Mushroom Garden spawn timer will now start when the building is built instead of when it is placed
Smoke from torches, wall sconces, and campfires should now rarely penetrate floors/ceilings
Plank/Log Storage deposit sound effects now play on clients
The player will no longer play canteen animations when building a Water Container with a canteen in hand
Clay foundation now has double the health
Pebblet foundation now has less health, but still more than clay
Crafting
Most recipes that require spiderweb have been refactored to use a processed spider web obtainable via the new Spinning Wheel instead
Performance
Improved CPU performance of large bases and structures
Other
Additional water caustic effects
Bird feathers now float in water
Weed stems now float in water
The "Drop" control can now be rebound
The "Swim Up" and "Swim Down" control bindings are allowed to overlap with other controls that cannot be used while swimming
BUG FIXES - ALL PLATFORMS[]
Top Community Issues
Free buildings attached to player-built structures will no longer become out-of-position for clients
The game will no longer crash in some specific cases when demolishing a plank or log storage building
Ants will no longer spawn in excessively large quantities
Game
Alchemist BURG.L Quests will complete when accepted if the player has already analyzed the target item
Kill based perks now only track kills on enemies
Fixed issue with encounters not respawning creatures if they fell through the world in a prior save
Hiding Interact prompt "E" or "X" when looking at a Locked / Stuck door
Items/Equipment/Resources
Berry Chunks will no longer inflate themselves when subjected to a strong impact while lying on the ground
Traps can no longer be triggered for a few seconds after destruction
Traps can no longer be triggered by the 3rd-person camera
Tropicop juice droplets should now correctly spawn from the straw of the juice box instead of from the base
Bombardier Head Trophy should now be much easier to place
World
Building ingredients will no longer remaining floating in the air when large structures collapse while no player is nearby
Got rid of a small bump in collision while walking up and down player built stairs
Bombardier Beetle now plays a sleep animation while sleeping instead of playing the stunned animation
UI
Various camera animation adjustments were made to reduce the camera clipping into objects and the player's body
Hiding Interact prompt "E" or "X" when looking at a Locked / Stuck door
Audio
Buildings no longer create noise events immediately after loading a saved game
Chatter audio is now attached to the player character and should sound better when moving
Note: This video was not included on the official website
Update 0.2.0 is now available to download. Included in the update are the following changes and fixes we've made to the game:
NEW FEATURES[]
Bird! - Includes new crafting materials and recipes from bird feathers.
Perk system with 13 unique perks to discover!
New BURG.L Quest types: Artificer (crafting quests) and Chipsleuth (quests asking you to locate BURG.L chips).
Added Fence buildings (Sprig and Acorn).
Added Table buildings (Grass and Clover).
Added Water Flea ambient insect to flooded biome.
CHANGES / TUNING[]
Combat[]
Buffed damage on the Spider Fang Dagger so it's on the higher end of tier 2 weapons.
Buffed damage on Spike Traps significantly.
Spiders learned a new set of attacks to choose from instead of just their basic bite.
Added a brief forced delay between block start events, preventing the player from perfect-blocking by mashing the block button.
Slightly reduced the bonus damage given by the Eyepatch.
Adjusting larva blade poison proc so it's consistent.
Reducing the stun ratings of two-handed weapons.
Slightly reducing amount of damage the mint mallet deals so it's in line with tier progression.
Tier 2 insects now have a cooldown after being stunned before they can be stunned again.
Perfect Blocking no longer reduces armor durability.
Interface[]
Updated Raw Science UI icons to be more consistent across the game.
Adding shortcut for dropping items in the inventory screen (Drop Stack is in the context menu).
Adding "Deposit/Receive Stack" button on storage UIs.
Shift+clicking item stacks in the storage UIs will transfer the full stack clicked.
Dragging an item stack onto the paper doll in the inventory screen will drop the item stack in the world.
Crafting an item with a full inventory will now notify that the item was dropped in the world.
Storage and Flag marker icons have been revised, regrouped, and their colors have shifted (Requires a one-time tour of the yard to set everything back / new trail markers will be blank by default).
Slight revisions to a few SCA.B flavor schemes.
Canteen slurps available are displayed in the equipped item HUD element
Additional icon art
Added a highlight effect that appears on interactable objects when the player looks at them. This feature is controlled by the "Highlight Objects" Accessibility setting.
World[]
Revised clover cave layout and lighting, and moved entrance slightly.
Revised flooded area layout in southeast corner of yard.
Updated house electrical socket with final, non-blockout art
Items left in the world (not in a container, etc.) for 48-72 in-game hours will eventually despawn once out of range of all players. Items loaded from a saved game from version 0.1.x, will have all item timers start at zero to give players a chance to react to this change.
Players and critters now create ripples in the water while moving.
Kids are starting to throw Archer Cookies over the fence, along with their Billy Hogs and Apples.
Added a few footprints throughout the yard.
Buildings[]
Base buildings will now be more reliably anchored when built on top of objects such as the Baseball
Palisades will no longer immediately collapse when an attached building is removed.
Water Containers can collect falling droplets.
The player can now drink from Water Containers while holding weapons.
Stairs may now be embedded in the ground like scaffolds and ramps.
Walls that are sandwiched above by two floors will have their crenellations suppressed.
The camera will slide to the correct position when interacting with a Weapon Wall Mount.
Tweaked the placed position of the Weapon Wall Mount to be more centered.
Performance[]
Better Windowed-Fullscreen performance in Windows versions of the game.
Better UI/Inventory GPU performance.
Significant load game time improvement for games with large bases.
Better GPU performance during nighttime.
Other[]
The Voice Chat Activation setting is now properly reapplied when entering a game.
SCA.B flavor scheme collectibles now have a pulsing light and are slightly bigger to make them more noticeable.
Hedge Berries now float in water.
Prevented very large numbers of ants from being assigned the same task, such as killing a weevil.
Reduced the camera near clip plane fixing the camera clipping into the player when using high a high field of view.
Polished up spear movement and aiming animations for 1st person.
You should now see grass extend to the furthest reaches of the yard.
Ants now find and store lost Ice Caps.
Soldier ants can now properly drop ant heads as loot.
Tall woody weeds are now displayed as "Husky Weed." Dandelions and husky weed both still supply weed stems. Husky weed now respawns.
Ants will not be happy if you take their eggs.
The Resource Analyzer now animates when analyzing.
A couple of new smoothies can be whipped up at the smoothie station.
BUG FIXES - ALL PLATFORMS[]
Top Community Issues[]
Incapacitated players are now saved instead of ignored when a save game is made or they exit the game. With this, players that reload an incapacitated character will have their backpack spawned where they died instead of them just spawning without their inventory in the world. NOT RETROACTIVE
Items and insects will spawn under the world less. Cleaning up items/insects that have fallen through the level upon load. (This should help with insect population/egg spawning)
Insects should no longer spawn inside of the large Pond rocks. Any insect currently in the rocks upon load should be snapped out. (This should help with insect population/egg spawning)
Grass planks will no longer fall through the ground.
Fixed Hedge Berries appearing in incorrect positions for clients, making them very difficult to harvest.
Fixed torch sound effects.
Insects should no longer "walk through walls" when not looking at them or when they are at your far away base.
Fixed giant arrows sometimes spawning when shot into a large insect.
Major[]
Multiplayer clients will no longer crash when despawning droplets containing items.
Game[]
Optimized building collapsing so the game will no longer lock up when collapsing huge structures.
The game will no longer crash when collapsing very long structures.
Fixed issues where walls could get built in-between a wall snap spot messing up your wall grid
Gnats will now need a little more delta-V than a Bounce Web can provide if they want to go to space.
Fixed a problem where insects would not become appropriately hungry and sleepy after the players slept.
Items/Equipment/Resources[]
Standalone buildings that are attached to walls and floors will collapse as well if the floor or wall they are on collapses.
Large Rake Rock now has proper collision.
Soda pop can now be dumped from a canteen.
Fixed water droplets near sprinkler and oak tree that respawned immediately when you approached.
Fixed gas arrows not being one-time use.
Rotten Bee Armor can no longer be repaired for free.
Workbench light will no longer be disabled after loading a save.
World[]
Fixed wall crenellations appearing inconsistently on clients and the host.
Fixed wall crenellations appearing incorrectly after loading a saved game.
Fixed fingers moving on weapon hand during one handed movement animations.
Restructured 3rd person body aiming for unarmed punching.
Unfinished buildings no longer block the third person camera.
Swapping armor after having collected Raw Science no longer displays the material of the previously equipped armor.
Fixed issue with seeing fogless voids in the world after having emerged from a large body of water.
Puddle drinking animation and camera improved to address clipping issues.
UI[]
Fixed SCA.B Bugged scheme not appearing in list correctly.
The resting UI updates properly upon bedtime.
SCA.B won't flash thirst and hunger danger if levels are good.
Defrag button in Inventory can now be navigated using the Gamepad.
Less explosive results when using the Drop Stack action.
Fixed Clover Hood and Poncho description being the same as the Leggings.
BUG FIXES - WINDOWS 10 STORE VERSION[]
Fixed issues with 4k fullscreen resolution failing to work properly.
It's Time to Get Grounded! (Early Access Release 0.1.0)
The moment you have been waiting for arrived: Grounded has released and you can now explore the backyard!
In Grounded, you find that you have been shrunken down to the size of an ant, and the backyard has turned into a place where the mundane has become fantastical! You will need to gather, craft, explore, build, fight, and survive the backyard either solo or with up to 3 friends!
Grounded is included with Xbox Game Pass and Xbox Game Pass for PC, and is available for purchase through Xbox Game Preview, the Microsoft Store, and Steam Early Access for $29.99!
We look forward to hearing your feedback while you explore the backyard. You can send us feedback anytime while playing the game by accessing the "Feedback" option in the main menu. You are also welcome to join our Discord community so you can share your suggestions and feedback in order to help shape the development of the game!