This security patch addresses a reported exploit. We have banned a Workshop file containing the exploit which had 1 active subscriber. We are not aware of any confirmed cases of players being affected by this file. (Thanks Jackzebra!) As a reminder, please use caution when accept
This security patch addresses a reported exploit. We have banned a Workshop file containing the exploit which had 1 active subscriber. We are not aware of any confirmed cases of players being affected by this file. (Thanks Jackzebra!)
As a reminder, please use caution when accepting unexpected server invites or joining servers from people you do not trust. We have recently seen an increase in reports involving malicious Workshop content.
This security patch addresses a reported exploit that could affect players with the Steam Overlay disabled. As far as we're aware, the exploit has not been used in the wild. We apologize for any inconvenience caused by the timing of the update releasing shortly before the weekend
This security patch addresses a reported exploit that could affect players with the Steam Overlay disabled. As far as we're aware, the exploit has not been used in the wild. We apologize for any inconvenience caused by the timing of the update releasing shortly before the weekend. (Thanks Jackzebra!)
Edit for v3.26.3.10: shortly afterward, we have released an additional patch to fix another reported potential exploit path. (Thanks euromillions!)
Smartly Dressed Games, developer of the wildly popular free-to-play zombie survival sim Unturned, has released the game's source code for non-commercial use... Read more.
Smartly Dressed Games, developer of the wildly popular free-to-play zombie survival sim Unturned, has released the game's source code for non-commercial use... Read more.
Fixed Took a less extreme approach to blocking the exploit fixed in 3.26.3.5, restoring most content. (Thanks Jdance!) Boombox links opening original URL, not parsed URL. (Thanks PomPomSaturin!) Async-loaded lightning and custom weather prefabs not running static unity event chec
Fixed
Took a less extreme approach to blocking the exploit fixed in 3.26.3.5, restoring most content. (Thanks Jdance!)
Boombox links opening original URL, not parsed URL. (Thanks PomPomSaturin!)
Async-loaded lightning and custom weather prefabs not running static unity event check. (Thanks SomeAussieGamer!)
Inconsistent ordering exception if server prefab had multiple components of certain types. (Thanks Daniel Willett!)
Yesterday evening we received report of a remote code execution (RCE) exploit in a malicious server's workshop mod. As a precaution, we temporarily disabled all Internet server listings while we prepared and released this patch. At this time, we believe the impact was limited to
Yesterday evening we received report of a remote code execution (RCE) exploit in a malicious server's workshop mod. As a precaution, we temporarily disabled all Internet server listings while we prepared and released this patch. At this time, we believe the impact was limited to a single small server.
Our sincere thanks to celeb for reporting the exploit, to Jdance for creating a proof-of-concept test case (initially reported through the community Discord), and to Daniel Willett for running a scan of the past month of workshop uploads to check whether this exploit had been used anywhere else (fortunately, it was not)!
Fixed
Prevent loading components with UnityEvents connected to static methods. These could be exploited to call restricted methods such as Application.OpenURL. (By default, the game filters third-party URLs.)
Edit: another patch, 3.26.3.6, has been released to fix an error when a component is missing its script during event validation, and to ignore events that haven't been configured.
Missing Content
Mods with "missing Item GameObject" (or similar) errors unfortunately require an update from the mod creator. Until then, certain custom items and objects may be missing from levels and servers.
In the cases we've reviewed, the issue was event-related components referencing a missing target object. For example, an event might be configured to trigger a particle system, but if the particle system was later removed without updating the event, the event is left pointing to an object that no longer exists.
Unfortunately, code-wise this is indistinguishable from an attempt to exploit the vulnerability, so it must be blocked.
For modders: we recommend checking the error log file. Above the missing GameObject warning should be a message with the precise component and event causing the issue.
Unturned's source code and project files are now freely available! Whether you have a new feature or total conversion in mind, the sky's the limit: Browse the repository on GitHub Shown above: Playing Unturned's Russia map from within the Unity scene editor. Unturned's greatest s
Unturned's source code and project files are now freely available! Whether you have a new feature or total conversion in mind, the sky's the limit:
Shown above: Playing Unturned's Russia map from within the Unity scene editor.
Unturned's greatest strength has always been its community. We're deeply grateful for the passion, creativity, and support you've shown over the years. We're proud to place the future of the game in your hands, and excited to see what you'll build next!
Fixed Falling icicles mythical interfering with physics. (Thanks Zombs-R-Cute and AustrailianBushman!) Plugin GUIs with canvas scalers not updating until the next frame. (Thanks DanielWillett!) Replicate server config ahead of spawning player in multiplayer.
Fixed
Falling icicles mythical interfering with physics. (Thanks Zombs-R-Cute and AustrailianBushman!)
Plugin GUIs with canvas scalers not updating until the next frame. (Thanks DanielWillett!)
Replicate server config ahead of spawning player in multiplayer.
Fixed Updated sea level check to use static volumes optimization. Revised a blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup. (Thanks Frosty_Gas_9486 and Jdance!) Unable to set per-item-type workshop tag with submission menu
Fixed
Updated sea level check to use static volumes optimization.
Revised a blood, radioactive blood, and paintball splatters decal variant to avoid an unfortunate potential lineup. (Thanks Frosty_Gas_9486 and Jdance!)
Unable to set per-item-type workshop tag with submission menu localization installed. (Thanks hyj!)
Unable to respawn at bed inside no-build zone with Bypass_No_Building_Zones enabled. (Thanks FF!)
Enable skin material override for Alien Antennas. (Thanks Cali 2 team!)
Trains not destroying barricades when reversing. (Thanks Cali 2 team!)
Enabled emission for Dizzy Stars star particles to match their trails. (Thanks Rio Team!)
Changelog Added "Prevent Level Skill Overrides" option for enabling leveling/skills on maps that disable it. Changed Levels with high numbers of volumes can opt-in to "Enable_Static_Volumes" which improves performance of volume overlap checks. (Thanks RBMKBlaze, Ghosticollis, and
Changelog
Added
"Prevent Level Skill Overrides" option for enabling leveling/skills on maps that disable it.
Changed
Levels with high numbers of volumes can opt-in to "Enable_Static_Volumes" which improves performance of volume overlap checks. (Thanks RBMKBlaze, Ghosticollis, and MCrow!)
Separated "No Incoming Damage" safezone option from "No Weapons" to allow attacking safezone campers.
Fixed
2D Scopes with Dual Rendering Off not working with California 2 custom scope shaders. (Thanks AngelAbov3!)
Peacemaker suitcase timer for left-handed characters. (Thanks mileslucas169!)
Press vest text for left-handed characters. (Thanks oddowo and CPL!)
Warning about UFO mythical auto random seed off. (Thanks Dizzpie!)
California 2 shirt/pants missing 3D preview model. (Thanks TSB!)
We're proud to unveil 6+ years of work and collaboration on Unturned's biggest and most content-packed map of all time: welcome to the Golden State of California ! DEEP ENDGAME : The extensive progression doesn't end at the first or even second tier of Deadzone, but goes further,
We're proud to unveil 6+ years of work and collaboration on Unturned's biggest and most content-packed map of all time: welcome to the Golden State of California!
DEEP ENDGAME: The extensive progression doesn't end at the first or even second tier of Deadzone, but goes further, offering bigger and better rewards for those willing to take risks.
PVE FRIENDLY: With several NPC safezones offering 100+ quests and countless activities, easter eggs, secrets, storylines, and hidden locations to discover you'll be kept plenty busy.
TRULY MASSIVE: At roughly 6x the size of California 1 this is far more than a remaster, it's our greatest undertaking to date. (That's not even counting the underground and secret out-of-bounds areas!)
BESPOKE SOUNDTRACK: Enjoy new music for many unique areas of the map!
TRANSLATED: All of the map's text is translated into Simplified Chinese, Traditional Chinese, Russian, and Ukranian!
New Achievements
Free Items
New playtime drops are available for the duration of the event! (April 30th through May 28th)
Premium Items
This project was created by August, Clue, Nolam, Spebby, Sultan, and Tiway. If you enjoy the map and would like to support them, consider checking out their new themed items in the Stockpile:
Special thanks from the California 2 team to alamogordo_, ashsswag, Big Raider, cucuycharles, Dylan Rhodes, Flodo, LIMONN, MCrow, Nardo, Neonik, Phoebe, Rexmeck, Skypoint, Spyjack, staswalle, and all of the testers who have supported the development of the map over the years.
"Environmental" in the "Next Curated Map Teaser" post was referring to the environment of the next map (California 2), not a map named Environmental. Our apologies for this miscommunication!
What is a Curated Map?
Curated maps are high-quality, community-led projects integrated into the game through the Steam Workshop. Throughout development we introduce new features to accomplish the team's vision, pushing forward the boundaries of the game's modding support.
Newly released curated maps are automatically downloaded with the base game while they're being promoted. They can also be installed or uninstalled at any time through the map's Steam Workshop page or from your in-game mod list.
Can I preserve my 100% completion status without returning to the game?
Players with 100% completion status who moved on from the game (Unturned is more than 11 years old now!) have shared feedback they want to maintain their 100% status without playing new maps. As a compromise, we've added an "-UnlockSteamAchievements" command-line flag to unlock all Steam achievements. To use this, add the flag (without quotes) to the game's launch options and run Unturned.
Our best wishes and good luck to everyone playing through the map to unlock the achievements, have fun!
3.26.3.0 Changelog
Most additions for California 2 were introduced over the past four years. (The map's been in development for 6+ years!) This update still contains a few changes, however:
Changed
Slightly improve performance for maps with high (1k+) zombie counts.
Lowered stacked Experience Beret hour counts to line up with 2x, 3x, 4x.
Fixed
Custom asset bundles in Unturned/Bundles folder incorrectly overriding core asset bundle. (Thanks hyjhkt and DiFFoZ!)
Capturing cosmetic preview for items containing world-space particles. (Thanks TSB!)
Changelog Added Quadruple-stacked Experienced beret. Dialogue command for testing specific dialogue assets. (/dialogue guid) Changed Sentries ignore vehicles if any passenger is their owner, not just the driver. (Or if locked by sentry's owner/group, as before.) Levels can preven
Changelog
Added
Quadruple-stacked Experienced beret.
Dialogue command for testing specific dialogue assets. (/dialogue guid)
Changed
Sentries ignore vehicles if any passenger is their owner, not just the driver. (Or if locked by sentry's owner/group, as before.)
Levels can prevent selection if dependent workshop files are missing.
Particle systems are auto-removed from server prefabs. (Previously limited to particle system renderers.)
Fixed
Two race conditions when loading assets. (Thanks DiFFoZ!)
Hanuberry Seed harvesting for wrong item. (Thanks Kcah951!)
Fishing is more challenging, but also more rewarding! Mine clay and smelt it into bricks! Forage wild mushrooms, an alternative food source! Summary When a fish takes the bait you must reel it in before it's caught. Many new fish (and other items) can be found while fishing! Craf
Fishing is more challenging, but also more rewarding!
Mine clay and smelt it into bricks!
Forage wild mushrooms, an alternative food source!
Summary
When a fish takes the bait you must reel it in before it's caught. Many new fish (and other items) can be found while fishing!
Craft a Pottery Kiln to smelt the new Clay resources into Bricks. You can now build any structure from Bricks, including (finally!) triangular trapdoor holes.
Berries have been rebalanced around individual stats, and complimented by new Wild Mushrooms.
Cook new recipes with new ingredients, and enjoy remastered eating animations for most food!
Much more, including options for building in Safezones and the return of Foliage Off! Check out the Full Changelog for more details.
Credits
Dogfood created most of the awesome new items and animations in this update. MoltonMontro implemented the overwhelming number of balancing, writing, and level design changes. Huge thanks to them both for all their hard work!
Full Changelog
Clay & Base Building
Added Clay which is mineable on all maps, often underwater. (ID 1926)
Added Pottery Kiln for making Bricks from Clay (and a couple other things). (ID 1927)
Added Ceramic Plate and Ceramic Bowl. (IDs 1928, 1930)
Added brick variants of floors, triangular floors, roofs, triangular roofs, holes, stairs, and ramps. (IDs 1979-1986)
Added triangular trapdoor holes. (IDs 1987-1990)
Triangular floors and roofs now have a unique model when held, dropped, or viewed in the inventory.
Fishing
When a fish takes the bait you must complete a challenge before it's caught. (Requires map to support it, can be disabled from Advanced Config.)
Catchable loot is now map-specific. This means some fish are more common (or much rarer) depending on the map.
Fish are caught more frequently during rainstorms.
Wooden Rods are weaker than the standard rod. Each wood type has slightly different stats, acting as sidegrades to each other. The Upgraded Fishing Rod is a direct upgrade to the standard rod.
Added Seaweed. (ID 1958)
Added Shrimp. (IDs 1952-1953)
Added Goatfish. (IDs 1954-1955)
Added Northern Pike. (IDs 1959-1960)
Added Dolphinfish. (IDs 1956-1957)
Added Lobster. (IDs 1965-1966)
Added Giant Trevally. (IDs 1963-1964)
Added Tuna. (IDs 1961-1962)
Added Pike Blueprint for crafting the Pike, rarely available from fishing. (IDs 1867, 1992)
Mushrooms
Added foragable mushrooms to all maps! They're somewhat rare and can typically be found under trees.
Updated the tutorial to include mushrooms.
Added Brown Cap and Red Spotted Mushrooms. (IDs 1932, 1934)
Added Roasted Brown Cap and Red Spotted Mushrooms. (IDs 1936-1937)
Added Mushroom Stew. (ID 1938)
Added Mushroom Pizza. (ID 1939)
Cooking
Added Lobster Roll, a favourite of PEI locals! (ID 1977)
Added Poke Bowl. (ID 1974)
Added Salmon Meunière. (ID 1975)
Added Stargazy Pie. (ID 1976)
Added Seaweed Soup. (ID 1978)
Added Vegetable Stew. (ID 1931)
Added Baked Potato. (ID 1929)
Added Cooked Rice. (ID 1946)
Added Rice. (ID 1944)
Added Sugarcane. (ID 1948)
Added Sugar. (ID 1950)
Added sandwiches for all of the new fish. (IDs 1967-1973)
Added an alternative recipe for Pizza using Canned Beef.
Farming
Added Brown Cap and Red Spotted Mushroom Seeds. (IDs 1933, 1935)
Seeds for Rice and Sugarcane can spawn in botanist shops and libraries. (IDs 1945, 1949)
Increased growth time of berry, potato, pumpkin, and tomato seeds.
Reduced growth time of corn and wheat seeds.
Berry Rebalance
Each berry has been redesigned around a specific stat. This includes changing their names and colors.
Added the Hanuberry. (IDs 571-574)
Reduced berry pie crafting cost from 4 refined berries down to 3.
Consumeable Updates
Updated eating animations for candy bars, canned foods, sandwiches, doughnuts, pancakes, waffles, bread, cake, pies, chips, MREs, pizza, and meat.
Added Dressing Blueprint to libraries, which provides an alternative method for crafting Dressings without needing a workstation. (ID 1991)
Buffed Heatstim from ~9 seconds of Warmth to ~20 seconds.
Buffed most fish and fish sandwiches to restore more water when eaten.
Rebalancing to many food, water, energy, and infection values to make high-end consumeables more useful.
Difficulty Options
Added option to allow building in Safezones, and defaulted to allowed in singleplayer. This means you can build on the Liberator now! (Bypass_Building_In_Safezones)
Added options to allow building in No-Build Zones. Useful for many custom maps that restrict building in points of interest such as towns and cities. (Bypass_No_Building_Zones)
Added server option to require minimum Low grass density. Since this affects accessibility it is highlighted in the server lobby screen. Hosts of hardcore PvP servers may wish to enable this. (Disable_Foliage_Off)
Added option to turn off fishing catch challenge. Defaults to enabled, but the fishing rod and map must both support this feature as well. (Enable_Fishing_Catch_Challenge)
Added options to scale fish bait/luring speed. (Min_Fishing_Bite_Interval, Max_Fishing_Bite_Interval, and Fishing_MaxStrength_Bite_Interval_Multiplier)
Map Changes
Added foragable hanuberry bushes to all maps except Russia.
Hanuberries can be purchased from T.Rickster's Blackmarket on Russia.
Newly-added fish and Giant Squid are sellable to Chef Leonard on Russia. (Squid is only sellable after completing "The One That Got Away".)
Added mineable clay nodes to all maps.
Added "Lighthouse" spawntable. Contains similar loot to campgrounds, along with a new Rainsuit clothing set. (IDs 1994-1996)
Added "Library" spawntable. Just like any good library-of-things, they contain a wide variety of supplies along with rare blueprints.
Moved a couple of player spawnpoints on PEI away from Summerside Military Base.
Updated area around PEI's Lighthouse with a small cave, larger navmesh, and some more zombies.
Removed trees/foliage hidden under Yukon's ice lakes.
Fixed typo on some festive content.
Tweaked Germany's ponds to be considered "Dirty" rather than "Salty". It's not as good as drinking clean water, but it's better than saltwater.
Germany has separate fishing spawntables depending on if it's Freshwater or Saltwater. (The bottom of the waterfall and the pond in the SE.)
Coconuts spawn on vanilla maps now! Find them in grocers/kitchens. (IDs 1452-1453)
Modding
Catchable fish can be configured per-water-volume as well as per-level.
Water volumes can override the minimum depth necessary for fishing.
Individual items can customize difficulty of fishing catch challenge.
Doubled the maximum active audio source limit. This reduces the likelihood of sounds cutting out in dense soundscapes, particularly in heavily-populated multiplayer servers.
Added CustomCredits to level Config.json for additional credits sections.
Added custom weather Ambient_Audio_Takes_Priority_Over_Ambiance_Volumes and Fish_Bite_Interval_Multiplier options.
For modders interested in the fishing changes, check out this post on our blog:
Restored ability to turn grass off entirely. Since this affects PvP game balance, server hosts can require the old minimum of Low (see Difficulty Options section).
Non-hair cosmetics using hair/beard colors have a default color for non-gold players.
Replaced the Spinning Wheel with the Sewing Table. It has the same functionality and a similar recipe. (ID 1924) The Sewing Table is easier to find when searching for Sewing Capabilities, and fits in more similarly with the other workstations.
Added the Sewing Workstations Blueprint, available from libraries. Allows crafting the Spinning Wheel and Loom, which are alternative options for sewing capabilities. (IDs 1922-1923, 1993)
Prevent accidentally skipping NPC dialogue right after it finishes playing.
Toggling Gore setting affects objects while level is loaded.
Foragable resource Stump prefab is only visible while harvested.
Updated brick structure item descriptions and rarity.
Renamed "Squid" to "Giant Squid".
Added rarity colors to more consumeables.
Added new loading screen tips for the pottery kiln, clay mining, and fishing.
Maple Syrup can very rarely drop from Maple Trees.
Fixed
A memory leak related to foliage rendering. (Thanks warren39!)
Clients incorrectly timing out in the login queue. (Thanks DiFFoZ!)
Missing impact effects on pre-placed animated objects. (Thanks Dobs!)
Misaligned label when icon button had no icon. (Thanks Gamingtoday093!)
A mistake breaking the per-level difficulty config. (Thanks clue!)
Exception if modded door is missing an audio source. (Thanks DiFFoZ!)
Change some string comparisons to ordinal for potential performance benefit. (Thanks Jdance!)
Kill counters and ragdoll modifiers now work with vehicle skins because menu suggested they should. (Thanks TrueNinjafrog!)
Potential cause of Skycrane cargo reverting to old position in multiplayer. (Thanks Ospinogamer69!)
Prevent airdrops from landing on barricades attached to aircraft. (Thanks aerodakdev!)
Fixed missing emissive for Echolocation skin. (Thanks Rickttburnup!)
Warn if objects with conditional navigation collision are missing navigation collision.
Made it harder to accidentally create looping NPC dialogues.
Fixed typo in Mass Production quest. (coldwar → Cold War)
Fixed weird sight attachment positioning on handguns. While sights are not normally attachable to handguns, some niche cases allowed for them (e.g., certain NPC quests, modded maps, PvP tournaments), and the previous alignment looked incorrect.
Fixed some Stacked barricades having High Armor Tier by mistake. (This was accidentally doubling their HP compared to other barricades for item stacks, and their HP could scale even higher based on server settings.)
Fixed some floating dumpsters on Washington.
Fixed missing punctuation in some loading screen tips.
Fixed NPC swap-out blending up from leaning down. This was noticeable with NPCs that changed outfit during dialogue.
Patch #1
Fixed
Square trapdoor hatch missing collision. (Thanks Slinkwarrior and PelonKiller89!)
Hanuberries action to Craft Seed linking to the wrong blueprint. (Thanks Reite!)
New reward IDs overlapping with Hawaii. (Thanks Ronnie-Ponnie!)
Underwater areas not hidden on vanilla map charts. (Thanks "Slinky :)"!)
Patch #2
Fixed
Berlin navmesh badly out of sync. (Thanks analizin!)
Changelog Storage Modding Additions Can_Players_Open storage option to prevent interacting. Delete_Contained_Items_On_Destroy storage option to despawn contained items when broken. Variants of SalvageItem placeable properties for pickup at full health. Changed Engine_Force_Multip
Changelog
Storage Modding Additions
Can_Players_Open storage option to prevent interacting.
Delete_Contained_Items_On_Destroy storage option to despawn contained items when broken.
Variants of SalvageItem placeable properties for pickup at full health.
Changed
Engine_Force_Multiplier applies to boats and carboats, doubled APC boat force in water.
Fixed
Sentry reactions to vehicle turret damage and vehicle armor. (Thanks Neonik!)
Objects with Editor-specific prefab not scalable. (Thanks August!)
Constellation skins luminescent effect. (Thanks Theodore and ANDLESS!)
Inconsistent Slick hair culling threshold out of sync with other hair. (Thanks Nah4355!)
Moved Heavy Impact vest mythical effect forward similar to recent Vanguard Vest fix. (Thanks woolly muscles!)
Speculative fix for a train physics issue in singleplayer. (Thanks Kerorocaptan!)
Resources not saving scale after Legacy_Rotation_and_Scale addition. (Thanks LocoCZ!)
Non-hallucinatory items changing active hallucination effect, using on friend not considering Immunity skill. (Thanks DerpyHoowes!)
Slightly too low Thorny Roses emission rate on non-head items, and rotation of J-Soda Bandolier mythicals. (Thanks Poisson!)
Default placeable salvaged item including tool items. (Thanks Antarctica256!)
Several issues with SystemSockets net transport implementation. (Thanks DanielWillett!)
3.26.1.1 Patch
Fixed
Newly-spawned trains rubber-banding in multiplayer. (Thanks Dobs!)
Rocket launcher ragdoll effect modifiers working on zombies and animals but not players. (Thanks TSB!)
Exploiting forward rendering with fire/ice crown mythical to see underwater. (Thanks TSB!)
From sprawling marshlands to forests covered in constant ashfall, the coast stretches on – quiet, familiar, and changed. Despite the zombie apocalypse, the world feels more alive than ever in Unturned's next curated map. Not just on the surface, but in the many caves hidden benea
From sprawling marshlands to forests covered in constant ashfall, the coast stretches on – quiet, familiar, and changed. Despite the zombie apocalypse, the world feels more alive than ever in Unturned's next curated map. Not just on the surface, but in the many caves hidden beneath it.
Get ready to explore a new curated, community-made map by August, Clue, Nolam, Spebby, Sultan, and Tiway in early 2026! A beautifully detailed map, and the biggest curated map added to the game.
Brimming with secrets and unmarked locations to find, tiered deadzones, extensive progression, and a massive arsenal of weapons – the map offers a rich and rewarding world to explore while still providing satisfying PvP action.
We hoped to release the map before the holidays, but giving it a bit more time will make the final experience even better. Until then, we hope these teasers from the map give you something to look forward to!
Engine Update We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include: New SMAA anti-aliasing option as an alternative to TAA or FXAA. Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of se
Engine Update
We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include:
New SMAA anti-aliasing option as an alternative to TAA or FXAA.
Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance.
Taking advantage of some new performance optimizations.
We'll be keeping a close eye on bug reports, as this kind of update has many side-effects.
Full Changelog
Quality of Life
Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.)
Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.)
Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence!
Reworked water transition into sky to avoid revealing topography of underwater terrain.
Character Customization
Added beard color option separate from hair color. NPCs and cosmetics can use this, too.
Many cosmetics covering the lower face use your preferred beard color.
Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.)
Servers
Edit to clarify: if you are hosting a server using RocketMod, please update to the latest version (either bundled with the game or merging into your fork), as it includes a fix to assembly loading needed for the engine update!
LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!)
Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation.
Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!)
Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!)
Audio
3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility.
Added "Enable Doppler Effect" component to bypass disabling doppler effect.
Enabled doppler effect on vanilla emergency vehicle sirens.
Localization
Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key.
NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled.
Updated a few cases where translation fallback to default was unsupported. (Such as item names.)
Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!)
Level Editing
Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance.
Levels can adjust default config per-difficulty (easy/normal/hard).
Added option for per-navmesh vs per-zombie-table difficulty asset prioritization.
Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update.
Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!)
Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!)
Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!)
NPC Modding
Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction.
Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it.
Added ability to respawn and kill zombies from NPC logic.
Added "/RunRewardList" command for testing NPC reward list assets.
Unity Mod Hooks
Added Vehicle Gearshift Event Hook for gear number changes.
Added Vehicle Health Event Hook for testing current health.
Vehicle Event Hook now exposes events for all replicated properties.
Added "Damage Collision" component for damaging (rather than killing) on contact.
Miscellaneous Modding
Added support for ammo to override rocket/grenade launcher projectile.
Added support for low-quality lockpicks that fail to unlock the vehicle.
Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.)
Gun items with auto description off can opt-in to listing attachments.
Added storage Default_Contained_Items list.
Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental)
Added sentry options to bypass PvE, react to attacks, and adjust sweep timing.
Let’s talk about the next couple game updates! (Also: featuring some community creations.) When’s the next game update? We’re working on a few upcoming game updates, along with helping with the next curated map’s release. These aren’t ready to ship just yet. We’ve shared some det
Let’s talk about the next couple game updates! (Also: featuring some community creations.)
When’s the next game update?
We’re working on a few upcoming game updates, along with helping with the next curated map’s release. These aren’t ready to ship just yet. We’ve shared some details as to why below.
Our next game update is focused on (1) an engine upgrade, and (2) introducing new features intended for an upcoming curated map and Limestone, though we think all modders will really enjoy the new options. We’re estimating this will be ready in the next couple weeks.
After that engine upgrade, we’ll be right back to working on the next actual content update we’ve teased bits of.
For context, our previous update (version 3.25.9.2) also contained an engine upgrade. That patch was necessary due to a security vulnerability in certain Unity versions. Unfortunately, some players are experiencing crashes after that update, which we believe is due to the engine upgrade.
We’ve been hopeful about making a larger upgrade to Unity 2022 LTS – which would fix some pathfinding bugs, and should (hopefully) resolve those crashes. Since this is a major upgrade, bugs are likely. We’ve already fixed a few issues and we’re hoping to catch more prior to release.
Both the next curated map, and the next content update, are shaping up nicely. We’re unsure which of those will release first – but the soonest game update is that Unity 2022 LTS engine upgrade.
In Unturned’s next content update, brick structures have been truly cemented as the best base building material. We’ve sprinkled new “clay nodes” across the game’s official maps to make farming the materials consistent, and every missing brick structure piece has been added so you don’t need to mix-and-match materials anymore.
We’ve updated the Preview branch with a build of the game running on Unity 2022 LTS. Please let us know if you encounter any issues with the preview build! We hope you’ve been enjoying Limestone in the meanwhile
Mod: Furniture Mod
Mark Artwort’s Furniture Mod is perfect for decorating your base. Featuring a variety of fairly-modern furniture designs, along with fun rugs, paintings, and other objects to spruce up your home.
Mod: Expanded Mannequins
If you’re decorating your base, consider using the Expanded Mannequins mod by Embr and Prkr! This mod adds 27 mannequin poses to the game. You can trick enemies with their player-like stances, or place them around your base’s new furniture.
Q. Does Unturned go open-source this year? “Thanks for your interest! I’m hopeful for later this year or early 2026. Tidying up loose ends legally-speaking has been a much bigger undertaking than I’d anticipated. Aside from that, most recently I’ve been slowly chipping away a little bit each day at a checklist of every source file in the game, double-checking that, for example, there aren’t references to anything under NDA. Fortunately, Nelson of 11 years ago seems to have been fairly responsible.”—Nelson
Q. How do I override the clouds my custom map? I’m not seeing any error messages! Our complete documentation can be found online. If your error logs are empty, it’s possible that the Cloud Intensity in the level’s lighting tab is set to zero, or the Cloud Color is currently black – either of these would make it hard to notice your custom clouds are working.
Q. How do I remove an IP whitelist/blacklist from my Steam Workshop mod? By updating the Workshop file and leaving those fields empty, it should remove the restriction.
Earlier today, Unity (the game engine Unturned runs on) issued a high-severity security advisory, requesting developers to apply a new security patch. This update applies that patch. For more information, please refer to Unity's announcement:
Earlier today, Unity (the game engine Unturned runs on) issued a high-severity security advisory, requesting developers to apply a new security patch. This update applies that patch.
For more information, please refer to Unity's announcement:
Changelog Added No Structures volume for preventing house building in certain areas. Zombie difficulty asset per-speciality health overrides. Fixed Double-escaping manual 'r' in converted server config. (Thanks DanielWillett!) Separate Steer_Min/Max into Steering_Angle_Max and St
Changelog
Added
No Structures volume for preventing house building in certain areas.
Zombie difficulty asset per-speciality health overrides.
Fixed
Double-escaping manual 'r' in converted server config. (Thanks DanielWillett!)
Separate Steer_Min/Max into Steering_Angle_Max and Steering_Angle_FullSpeed_Factor. (Thanks ZoliWorks!)
Preventing custom physics material for animal hits. (Thanks Gamingtoday093!)
Crewmate Helmet mic out of sync with Wolf Mask.
Urban Frag Goggles color.
Wireless Earbuds spelling typo.
Character hair not yet switched to zero specular.
Post-release bugfix: Typo in "Covert" achievement description. (Thanks SkennyGunnar!)