Hello Comrades
We’re back again with another update - and another important announcement.
Radar Update
We promised in our last update, that we would be releasing an updated radar station which will help track anomalies better. On top of that we have added new types of nodes to the radar, such as players, vehicles, and ‘other’.
This will make seeing what's going on around your island so much easier and ensuring your fellow Comrades are safe. A significant issue with the last radar was it wasn’t quite accurate. We’ve fully calibrated our GPS and now finding anomalies will be much better.
We hope this along with some much improved artwork for it, will make living on the island much more enjoyable.
The updated radar can be found in the command room ready for use. Remember to just switch on the various nodes you wish to track as needed.
The above and some helpful fixes on farming are contained in today’s update.

The Future of Yes Comrade
One of the things we’ve promised over the last few months is an updated roadmap. We promise there isn’t long to wait till we fully announce what we are working on, however today I would like to highlight some extremely important changes which we would love to hear back from you on.
Completely Redesigned Gameplay
Coming later this year, we will be completely changing the gameplay loop at its core. After many discussions internally and externally careful planning we have decided to move away from the ship based gameplay the game currently offers.
For those who have followed Yes Comrade development, we have been very open about what games inspired its creation. When we first came up with our current Coastguard design we wanted to offer something close to Papers Please as a replacement to what other games close to ours offer - searching signals.
We also believe our ship search loop doesn’t quite fit into the rest of our anomaly searching and reporting. Yes Comrade at its core is a multiplayer role playing horror game. The ship system distracts from what players actually enjoy doing, and doesn’t build the atmosphere alongside our other features.
So we have decided, along with a completely new map and setting, redesigned storylines, new anomalies, and much more, to instead focus on intercepting signals, as a primary mechanic for our next major update. We will be talking more about this, and so much more, in the coming weeks and months.
Timeline
Offering an exact timeline is hard, however, this is what I can confirm now. Today’s update; v0.6.6 will be the final update in the ‘Update 6’ series. The next update we launch will be ‘Update 7’, containing everything we’ve mentioned in this post and more to be announced. Currently our aim is to launch this update on our Early Access anniversary in December.
That is of course a long time to wait, but we see Update 7 as a complete overhaul and an almost relaunch of our game. Between now and then we will be releasing behind the scenes looks at development on Steam, Discord, and on my usual YouTube channel.
We welcome feedback and suggestions in our #update-7-discussion channel on Discord.
Full Patch Notes
* Added updated radar console
* Added additional radar node tracking for players, vehicles and 'other'
* Added ability to toggle node types on the radar console
* Fixed radar nodes position calibration
* Fixed Speyebot from not appearing on radar
* Fixed fully grown potato plant loading from previous game versions (thanks Viking)
* Fixing soil based plant loading in multiplayer
* Fixed sea and forest atmosphere continuing in the main menu on quitting
Glory to Belegovska!
Ollie o7