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Hotfix #4 available NOW!

🍃 Hello Explorers!

We're still hard at work ironing things out based on your feedback and suggestions. We're immensely thankful for all of your support and activity on the forums and our Discord server. This game wouldn't be what it is without you all.


📝 Patch Notes

Gameplay Balance

  • Item Durability Rate: A single difficulty setting now controls how fast everything you own wears out: tools you use, gear that drains while you wear it (gas mask, immunity pump, rebreather, light stick), the hoverboard, the drone, and food rotting in your inventory and in containers. Plants growing out in the world are not affected. The rate is 1.0 on Scientist, 1.25 on Survivalist and 2.0 on Space Hell, and the Engineer slider goes up to 2.0. On Scientist this makes wear consistent across all your equipment, where before a few items wore more slowly than the rest.

  • Fainting Penalty: Fainting now costs 5% durability on Scientist, 10% on Survivalist and 15% on Space Hell. Before it was 10% on every difficulty.

  • Storage Rotting: Every container and every inventory now slows rotting to 15% of the world rate, the same as your backpack always did. A powered fridge stops rotting completely.

  • Viper Durability: The Viper now lasts about one in-game day of use.

  • Construction Recipes: Buildings no longer ask for Diodes, so you will not be stopped by a material you have not unlocked yet.

Building & Crafting

  • Crafting Reach: Crafting stations now pull ingredients from lockers across a full-size room, not only from the ones standing right next to them.

  • Ingredient Cost & Refunds: Fixed ingredients being taken incorrectly when they were spread across several containers. Refunds now give back exactly what was used.

Animals & AI

  • Zhalo Tracker: The Zhalo pointer fix from Hotfix #3 did not cover every case. The tracker now leads you to the Zhalo family correctly.

  • Critters on Detailed Terrain: Critters no longer occasionally sink into the ground.

  • Stability: Added safety checks around animal interactions, plants removed while they are still growing, and save loading.

World

  • Thorn Hazard: Fixed a thorn hazard floating above the ground.

  • Grim Garden: Fixed a rough spot in the terrain.

  • Amber Tree: Fixed collision on the medium amber tree.

Interface & Text

  • Broken Vehicle Message: The "item broken" message now names the vehicle instead of showing an empty name.

  • Quest Text: Fixed a typo in a quest description.

Graphics & Performance

  • Shadows: We moved shadow rendering to a more compatible method on every shadow quality level, which should remove the GPU crashes reported on some machines. Shadow range and quality were retuned along the way, and first person hands and held items cast shadows again.


Coming Tomorrow

These fixes are finished on our side, but they did not make it into today's build. We're sorry about that, and we know that for some of you one of them is the exact thing standing between you and getting on with your game. They are in testing now and go out tomorrow. We're patching as fast as we can without breaking something else on the way, and this batch needed the extra day.

  • Cave Passage: Players who left the cave through the entrance instead of the balcony could not get back inside, which blocked the Rumble. Once the Mystery Beacon is complete, the pedestal now offers an "Open the passage" prompt that opens the door without the figurine, and after the Rumble begins the door stays open. This works on saves you already have.

  • Nest Placement: Weeds, bushes and trees no longer block nest placement and are cleared under the nest once it is built. Nests tilt to follow gentle slopes. Spots that are too steep, too uneven, on a cliff edge or in water still tell you the structure does not reach the ground. Buildings such as the garage also clear grass and flowers under them, and you can no longer build on top of interactive plants.

  • Built Nests Produce Materials: Nests you build now give the same animal materials as the ones you find in the world.

  • Scout Drone Objective: "Discover an underground deposit" completes the moment the scout drone starts scanning, if you play with automatic resource discovery turned on.

  • Dust Storm Quest: Objectives complete correctly if you collect the Memory Core before the Dust Storm quest starts.

  • Compendium: Removed entries that could not be unlocked at all (Hot Waters, Lead, Meteor Shard, Sapphire, Symbiolith), so the Compendium and the achievement tied to it can be completed. Opening the box that reveals underground deposits now also unlocks that Compendium entry, including for players who opened it earlier.


🏷️ Expand Your Experience with Our Bundles!

We have some exciting news for all the builders, flippers, and creators out there! We want to give you even more ways to enjoy the game, so we've put together some amazing bundles in order to celebrate the release! Whether you love renovating or building from scratch, we've got something for you:

  • Honeycomb + Builder Simulator - Build from the ground up just like Hennessy has to on Sota7

View game page

  • Honeycomb + House Flipper 2 - Next-level renovations combined with Hennessy's adventure

View game page

  • Honeycomb + House Flipper 1 - The classic flipping experience meets Sota7

View game page


⭒˚𖠋𖠋𖠋.⋆ Join Our Discord!

If you want to stay up to date on everything Honeycomb: The World Beyond, share your feedback or simply join an amazing community, make sure to join our official Discord server here!

See you on Sota7,

-The Honeycomb Team

Build and release context

Steam update times within 24 hours of this post. Matching dates do not confirm which build it describes.

  • Build 25305546 · public branch

    Steam updated · First observed

  • Build 25307085 · compatibility branch

    Steam updated · First observed