V0.9.2 Change-Log
I am very proud to announce this latest major updated with over 160+ changes, making this the largest update of 2026 so far!! The changes are as follows:
New Content & Major Gameplay Features
1. Added new post-game content, Safari Drive, which lets you take tourists around the reserve using your vehicle. The player must make sure the tourists see all the animals on their list without crashing, and cannot leave the vehicle for more than 10 seconds. Completing the mission includes a new achievement. The mission can be accessed via a whiteboard in your domicile after completing the main story.
2. Added a new usable item, the metal detector. You can find this in the groundskeeper's hut if you know where that is. Once owned, you can access it from your inventory to hunt for gold and coins. There is also a new achievement for finding gold with it.
3. All glass windows inside and around the Guest Lodge can now be broken or shot out by either the player or enemies, along with a new refractive double-sided glass shader.
4. Ranger Vision now allows you not only to spot animal tracks, but also more easily spot nearby animals. Ranger Vision has also been adjusted to a black-and-white view aside from animals and tracks for a clearer distinction between the environment and tracked wildlife. Additional information text has also been added.
5. Added a new rare inventory item, a lighter. When found, this replaces the use of matches for lighting fires. Unlike matches, using the lighter does not consume it, meaning once found you can light fires permanently.
6. Added more easter eggs and secret funny stuff.
7. Added an in-game tutorial step for healing. The first time a player becomes mortally wounded, instructions will appear explaining how to open the inventory and use a first aid kit. If the player has somehow not collected one by that point, the game will gift them one.
8. Swimming in water now creates splash visuals instead of only audio, and swimming is now smoother.
9. Radio transmissions that arrive while another transmission is playing are now queued and play immediately afterwards instead of interrupting each other.
10. It is now easier and more accurate to pick up and rotate small items while unarmed, making tasks such as cooking meat over a fire much easier and more natural.
11. Added a new inventory food item, maize, a classic South African staple food that can be eaten for a small amount of health.
12. Added a new junk inventory item, the tin windmill, which can be sold for cash at shops.
13. Added a new achievement, "The Memoirs of General Gideon", awarded for locating all four of Gideon's audio tapes in a single campaign.
14. Time of day at the Guest Lodge is now synchronized with the main game time and vice versa.
15. Fixed a slot machine exploit that allowed winning spins to be repeated for R10 each time. Payouts have also been rebalanced so the odds now favor the house.
16. Improved fishing mini-game animations and fixed some internal memory leaks relating to the fishing line.
17. Campfires now consume matches in the same way as barbecues/braais. This can be circumvented once the reusable lighter has been found.
18. Bread found inside the shebeen can now be picked up when available.
19. Fixed an issue where the player would not properly stand back up to full height after crouching until they moved again.
Combat, Weapons & Enemy AI
20. Enemies killed by explosions such as RPG rockets, grenades or exploding vehicles now use proper explosion-based ragdoll physics and are correctly flung by the force of the blast. Explosions also cause more blood than bullets.
21. Killing an enemy by hitting them with your vehicle at high speed now has its own ragdoll behavior. Enemies immediately ragdoll so they can flop over the bonnet, go beneath the vehicle and generally end up severely mangled by the impact.
22. Improved enemy appearance randomization. All enemies now use the unique DNA system designed to prevent duplicate configurations as much as possible, making it less likely to see two identical enemies next to each other.
23. Improved the randomization of Mafadi Mining Corporation hired enemies during Chapter 2 and introduced new high-vis enemy outfits.
24. Improved enemy ragdoll quality.
25. Improved enemy death animation transitions.
26. Ex-Military poachers wearing berets now lose their beret on a successful headshot, providing the same visual headshot indicator used by other hat-wearing enemies.
27. Fixed all remaining enemies with custom mission-specific hat configurations to use the hat-off headshot indicator, except silent Hunter-type enemies.
28. Fixed weird erratic shooting behavior from some shotgun-wielding poachers.
29. Fixed enemy muzzle tracers firing from the wrong location, particularly noticeable while viewing enemies from the vehicle's third-person camera.
30. Fixed a bug that could cause enemy muzzle flashes and tracers to eventually stop working during long play sessions.
31. Poachers now each maintain their own individual wait timer instead of resetting each other's.
32. Optimized enemy algorithms used to prevent enemies piling up near dead bodies and removed redundant debugging methods and dead code.
33. Fixed enemies being able to walk through mining equipment, hydraulic excavators and similar objects during Chapter 2.
34. Fixed bullet impact decals sometimes being placed directly onto animals when shot.
35. Improved the way the shotgun's metal interacts with sunlight and improved its general on-screen appearance.
36. Improved the tranquilizer rifle's on-screen appearance.
37. Fixed the hit indicator and target reticle being combined when shooting enemies with the shotgun while holding the aim button.
38. Fixed the slow-motion exit sound playing once per shell when reloading the shotgun.
39. Fixed silent Hunter enemies playing long death audio clips without mouth movement when shot.
40. Fixed a strange edge case where poachers could die in an unusual position on top of a rock near the Mission 1 enemy wave campsite.
41. Fixed a frame-hitching null reference exception that could occur when shooting a duck with a rocket launcher.
42. Fixed enemy idle sounds, gunfire and other effects potentially playing loudly in a loop if the player remained on the "Press Any Key To Continue" loading screen for a long period.
43. Fixed an achievement for killing an enemy by exploding your vehicle being awarded when the vehicle exploded next to an enemy who was already dead.
44. Fixed explosive drones failing to explode when colliding with the player's vehicle.
45. Increased the randomization balance between Zulu-speaking and Sepedi-speaking enemies for a more even distribution of the two languages.
Animals & Wildlife
46. Reworked wildebeest stampede AI with more accurate obstacle avoidance and terrain grounding to prevent animals becoming stuck in trees and other ridiculous situations.
47. Running into the wildebeest stampede will now cause the player to suffer the same fate as Mufasa did in The Lion King.
48. Improved the visual appearance of stampeding wildebeest and the dust they kick up.
49. Crocodiles can and will now attack nearby poachers instead of focusing exclusively on the player.
50. Gazelles now properly flee from danger instead of running and jumping around in circles.
51. Improved the wandering behavior of gazelles and kudu, including more realistic turning radiuses and general movement.
52. Improved kudu obstacle avoidance, as they previously had a tendency to walk blindly into the player's vehicle.
53. Improved giraffe collider accuracy, which could previously feel like an invisible wall surrounding the animal.
54. Improved crocodile idle terrain alignment.
55. Fixed buffalo becoming frightened by themselves and randomly running away for seemingly no reason.
56. Fixed a bug that could cause buffalo to begin stampeding if they randomly walked into a tree.
57. Prevented large herds of animals from all playing the same fear sound simultaneously while fleeing gunshots.
58. Balanced buffalo audio volume.
59. Fixed fleeing animals surviving a level load and piling up on top of the newly loaded level's own animals.
60. Fixed dead gazelle effectively being reanimated by the sound of gunshots.
61. Fixed dead zebras left by poachers potentially being flung away from their original location and disappearing when approached.
62. Fixed missing procedural spine animations on hippopotamuses encountered during later Chapter 2 areas and the post-game sandbox.
63. Fixed a bug where the player could still be killed by a sleeping hippo after tranquilizing it if they walked over its body.
64. Fixed elephants becoming invisible except for their tusks in the death camera after the player was killed by an elephant.
65. Fixed elephants near Waterfall #2 having their feet intersecting the ground.
Missions, Jobs & Post-Game
66. Added various post-game improvements. Omitted for the sake of spoilers.
67. Fixed a loophole that allowed the final boss fight to be skipped by saving in the underground tunnel before the fight, exiting and reloading the save.
68. Fixed an issue with non-linear progression while destroying mining equipment that could prevent a mission from being completed.
69. The helicopter pilot in the shebeen now only appears after Mission 2 and during selected times rather than permanently being there.
70. The helicopter pilot now only offers mission replay during the perpetual post-game sandbox.
71. Improved the appearance of the helicopter pilot quest giver.
72. Improved rendering distance during the helicopter flight mini-game.
73. Fixed issues that could cause the ranger stuck in a tree during the bonus hippo mission to not speak, while also making him generally more talkative and improving voice volume.
74. Improved visibility during the first nighttime camping interlude. Night brightness now increases when the ambush begins so attacking enemies are easier to see.
75. Added a warning when attempting to start a new contract fetch quest before checking in the previous one, explaining that accepting a new job will cancel current progress.
76. Contract jobs inside the shebeen no longer have question marks floating above them, reducing unnecessary UI clutter and allowing them to be discovered naturally.
77. Added more visual detail to the Mobile Home upgrade available after completing the main game.
78. Fixed the R50,000 Mobile Home upgrade not actually charging the player despite requiring them to have enough money.
79. Fixed purchasing the Mobile Home upgrade and then visiting the shooting range returning the player to the old caravan afterwards.
80. Fixed the ostrich racing course showing the old caravan after purchasing the Mobile Home upgrade.
81. Fixed some enemies becoming stuck during Mission 10.
82. Fixed animals being able to walk through the captured leader being held at gunpoint during the beginning of Mission 5.
83. Fixed the teammate's weapon intersecting their shoulder at the beginning of Mission 5 and improved their weapon-holding inverse kinematics.
84. Restored a missing flock of birds from the drone charger in Mission 3 that fly away when approached.
85. Fixed missing physics on the player's camping chair after the ambush during the camping interlude mission.
86. Fixed a Mission 9 subtitle typo where "Spoke" was incorrectly written as "Spoeke" and added an English translation.
Vehicles, Driving & World Interaction
87. Driving the player's vehicle into a large body of water now causes it to sink and forces the player to exit.
88. The vehicle third-person camera now ignores trees, reducing annoying camera collisions while driving.
89. Driving through shallow water now creates large splash effects.
90. Fixed enemy vehicles becoming stuck on animals. Enemy vehicles will now run over any hapless animals unfortunate enough to get in their way.
91. Fixed the player's car flying and bouncing around strangely when the player dies from gunfire while driving.
92. Fixed several specific shrubs and bushes not being destroyed when hit by the player's vehicle.
93. All small shrubs and bushes that can be destroyed by vehicles now have their own appropriate leaf explosion effect instead of sometimes using generic or incorrect effects.
94. Fixed vehicles slowly pushing kudu and gazelles around like boxes without harming or alarming them, as well as preventing dead animals from being pushed around by vehicles.
95. Fixed some world streaming zones activating too early, which could cause buffalo herds, rocks and other objects to visibly appear in front of the player.
96. The waterfall pond near the discoverable common frog can now be swum in instead of being blocked by an invisible wall.
97. Fixed exaggerated cave floor colliders that could make the player float slightly above the ground.
98. Fixed jumping onto the shebeen pool table potentially causing balls to fall through it and disappear. The player can also no longer jump onto the table.
99. Fixed barbecue lid geometry causing it to fall strangely and intersect the ground when removed to light the fire.
100. Fixed the red UI reticle appearing while driving if the UI was disabled and then re-enabled from the menu.
101. Fixed missing colliders on several smaller objects inside the player's caravan, particularly noticeable when moving the kettle around.
Inventory, Logbook, UI & Quality of Life
102. The Logbook now displays numerical badges when new entries are added. Additional badges inside the Logbook make it easier to locate the page containing the new entry.
103. Improved weapon wheel icon quality and design, improved the weapon wheel background, and now hide UI waypoints while the weapon wheel is open.
104. Added additional notifications when completing collectible sets, discovering every location or tagging every animal, even if the associated achievement was already obtained during a previous playthrough.
105. When looting enemy bodies or other loot containers, the player can now press Escape or the controller equivalent to decline the item.
106. Fixed missing "Loot" highlight glows on several items, including wooden statues and some Logbook collectibles.
107. All inventory items now have an improved hover outline.
108. Navigating between inventory items now has its own sound effect in addition to sounds for consuming or using items.
109. Visiting the player's base camp caravan now records the location in the Logbook like other discoverable areas.
110. Changed animal Logbook text from "Not yet encountered in the field" to "Not yet tagged with binoculars" for greater accuracy.
111. Rewrote various tutorial tooltips and hints for improved clarity.
112. Added information about Ranger Vision animal tracking mode to the tutorial.
113. Fixed some missions, including bonus missions, not being counted correctly by the Logbook's "Missions Completed" statistic.
114. Fixed double-clicking to use inventory items sometimes failing in high-framerate areas such as caves when VSYNC was disabled.
115. Fixed the Logbook being accessible during the fade from black at the start of a level, which could leave the player looking at a plain black screen.
116. Fixed a random subtitle placeholder occasionally appearing when exiting the shop during situations where no subtitle should be present.
117. Fixed menus overlapping when exiting from the vehicle garage to the main menu.
118. Added sound effects to the Logbook.
World, Visuals & Audio Polish
119. Added completely new artwork to the tavern slot machine using actual models from the game for a more cohesive in-world appearance, along with improved animation.
120. Added more decoration to the Guest Lodge greenhouse.
121. Added additional trees and foliage to the Guest Lodge courtyard.
122. Improved the appearance of shacks found near the main tree during the bonus hippo mission with a new custom double-sided shader.
123. Animal trails displayed through Ranger Vision now use antialiasing.
124. Improved and simplified the camouflage vest appearance.
125. Improved material quality and appearance of the overhead electric fan inside the shebeen.
126. Improved the material appearance of the caravan's interior walls.
127. Fixed additional trees with exposed mesh root backfaces when positioned on slopes.
128. Improved the visual quality of the trash can near the caravan.
129. Removed an out-of-place shopping cart intersecting the floor near the "Table Martin" camp shop.
130. Fixed the pool ball impact sound always playing when initially entering the shebeen level.
131. Fixed broken geometry and visible holes on interactive faucets near the camp and shebeen.
Controller Support
132. Fixed controller auto-aim assist not working correctly for animals, birds, insects and other targets that need to be tagged with binoculars, as well as dangerous wildlife such as crocodiles.
133. Improved controller support for the fishing mini-game.
134. Improved mouse and controller switching inside the inventory. The inventory now reacts immediately to whichever device is being used, and controller selection begins on the slot the mouse was previously hovering over.
135. Improved mouse and controller switching throughout menus. A hidden mouse cursor will no longer occasionally steal focus from controller navigation.
136. Fixed controller menu wrapping in the options menu and made selecting "Customize Controls" with a controller take the player directly to gamepad controls.
137. Looting items and bodies now displays the appropriate control prompt depending on whether the player is currently using a keyboard or controller.
138. Fixed the mouse cursor appearing while using the weapon wheel with a controller.
139. Fixed controller navigation issues in bonus levels where the normal "Save Game" pause option is replaced by a "Leave" option.
Save System, Settings, Performance & Technical Fixes
140. Fixed save games created inside indoor locations such as the caravan, shebeen or caves correctly loading progress but incorrectly placing the player outside the location.
141. Fixed the game not restoring the same selected weapon that was equipped when the game was saved.
142. Fixed a bug that could cause the RPG to be lost when saving while holding it.
143. Default resolution now matches the desktop resolution instead of selecting the highest resolution reported by the display, preventing systems with Nvidia DSR from automatically starting at 4K on a 1080p monitor.
144. Fixed borderless fullscreen mode not being correctly applied when loading a game.
145. Fixed save game thumbnails not automatically populating when beginning a new level despite the game successfully saving.
146. Removed the HUD flashing during saving. Save game screenshots now render directly from a render texture without needing to temporarily hide visible UI.
147. Save game thumbnails can no longer accidentally be captured during loading screens.
148. Fixed the resolution selection dropdown showing different refresh rate options as duplicate resolution entries.
149. Fixed Field Guide data carrying over from a previously loaded save into a new game started during the same session.
150. Standardized difficulty loading so difficulty settings are now taken exclusively from the save file rather than registry preferences.
151. Fixed enemy accuracy settings remaining stuck on a previously selected difficulty after returning to the main menu and starting another game.
152. Optimized the way Logbook data is saved and loaded to prevent duplicate Logbook data being created in the scene and reduce memory usage.
153. Optimized rendering performance during the final boss fight.
154. Improved Guest Lodge rendering performance and added baked occlusion culling throughout its interiors.
155. Completed a final cleanup of unused and inactive Game Objects from the game's scene hierarchies to reduce memory usage and prevent unused assets being delivered.
156. Removed unused shaders from the build to improve shader variant compilation times.
157. Removed all remaining missing references from game scenes for improved efficiency.
158. Cleaned up streaming resources containing obsolete audio tape and music prototypes that were no longer actually streamed by the game.
159. Optimized and refactored the data structures used to store enemy barks, taunts, idle banter, death clips and other voice audio to reduce overall audio memory usage.
160. Removed 13 unused inventory item structures from game memory.
161. Optimized the mesh used by the "Wooden Animals" junk pickup item.
162. Made minor rendering performance optimizations to barbecues.
163. Optimized rendering performance of chopped onions and other small campsite items during Camping Interlude 1, reducing overall draw calls.
And lastly as usual, in addition the above - many other small tweaks, fixes & internal optimizations.
The next update after this one, V0.9.3 will focus on adding the last bit of extra mission content to the game and V0.9.4 will focus solely on AI improvements, after which polish and features will resume from V0.9.5 onwards leading up to the February 2027 V1.0 release.
