View game page Enemies & AI

Enemies can now walk, see, and have vision cones.
Enemy images are visible on locations.
Enemies can follow you, lose track of you, and patrol.
The village, farm, sawmill, and junkyard have been massively reworked to accommodate the new AI.
Steeper differences between enemy stats.
New enemy types: Security Officer, Arsonist, Farmer, and Scarecrow.
All existing enemies now feature distinct movesets and behavioral patterns
Enemy attacks now require 2 or more player attacks to a specific body part to be canceled.
Added unavoidable attacks.
Ailments now replace base skills such as Block or Evade.
New PMC Boss Ilma with 2 intimate animations for her
Now, opponents can have buffs that are tied to combat mechanics.
Reworked the Ghoul Security Guard.

Reworked the Ghoul Arsonist.

Succubi
Three succubi now roam the world.
6 intimate animations triggered after being grappled.
A nun succubus has been added, with 2 unique animations.
All enemies have unique movesets.
Battle balance has been greatly improved (still not final).
There are now 23 enemies in total.
Ghouls now have an “Immovable” parameter, making them bypass patrolling routes and wandering — they simply stay still during patrol behaviour.
Countless small changes and tweaks across all enemy behaviour.
Many more additions

Locations

The door at the "Chekpoint" location now unlocks unfinished locations (Church and Factory) and announces the end of the demo.
All military chests now contain set items unique to each chest, designed to prepare you for harder upcoming locations.
The Village has been updated to feature universal loot spots.
Added new universal item loot spots:
Sports bags contain medicine, food, and occasionally ammo.
Boxes contain materials and valuables.
Toolboxes contain equipment and weapons.
Quests

Quest system rework - Quests have been completely rewritten and their interface updated. The old system was highly unstable and kept breaking. This rework focuses on stability and quality of life. NPCs can now offer multiple quests at once, and you can preview quest info and rewards in advance. You can also cancel a quest directly from an NPC.
Gameplay

Sprint action - Sprint to run away from enemies faster, but it consumes stamina.
New “Exhausted” debuff - Appears when you completely drain your stamina by sprinting. Prevents stamina regeneration for a short time.
Aiming mode - A new system that expands firearm capabilities. It lets you shoot visible enemies before combat begins, directly on the map. Right-click an enemy in this mode to view additional information.

Diagonal movement keybinds - You can now move diagonally using key combinations.

Click to walk can now be disabled - The click-to-walk option can be turned off in the settings.
Stats & Items

Equipment items now feature a unified trait system.
Added base stats that influence the power of other perks.
Added a Level-Up Kit that grants a random base stat and an additional perk.
Added specialized Level-Up Kits tailored to specific categories.
Assigned a pool of associated perks to each base stat.
Added a Sharpening Stone that increases a base stat by one.
Added new recipes for these items.
Weapons have a unique set of traits to facilitate different playstyles.
Added new traits (crit chance, crit damage, starting momentum, momentum per hit, vampirism, etc.).
Body armor and helmets were converted to the new system, but have not been rebalanced yet.
Dog tags have not been changed yet.
Survival Needs Rework
Needs decrease more slowly due to the new, slower time progression.
Hunger can now be used to rest and fully heal yourself.
Thirst is now used to perform targeted attacks to arms, legs, and head.
Max stamina is now 50.
Stamina regenerates quickly, ensuring you always have full stamina when attacking.
Momentum
Evade no longer decreases enemy hit chance, but generates momentum instead.
Whenever an enemy's hit accuracy is below your current momentum, using Evade cancels the enemy attack while consuming all accumulated momentum.
Hits to the legs no longer increase accuracy, but provide momentum instead.
Added new item traits that generate momentum.
Time
Time is now unified across all actions.
Every tile walked advances time by 5 minutes.
A notification is displayed when day or night ends.
Saves & Loading

Multi-slot save system - You can now have multiple save slots and save your progress to any of them.
Reworked save/rest UI on the bed - Updated to support the new multi-slot save system.
Loading screen now appears when loading a save.
UI & Controls

Added a feature to rename shelter storage tabs.
Made player stats visible

Lower action panel now remains open while moving and includes Sprint and Aiming buttons.
Updated the Actions button UI panel.
Excluded the Hutori location from the main locations list.
Some color changes to the debuffs on enemies
Transparent inventory scrollbar.
Inventory scrollbar moved to the left and restyled.
Movement keybind hints are now shown when loading the game.
Click to walk can be disabled in settings.
Loot spots are now in a different position.
You can now end your turn by clicking the player icon (while waiting).
Walking panel height set to 590px, with a button to resize.
Scene selector now has proper images, fixed naming, and animations.
New keybinds added for diagonal movement.
Added a tracker that shows weapon durability and remaining ammunition.

Other
Clicker App - Numerous new features and improvements added.
Bug Fixes
Implemented a major performance fix related to enemy AI.
Fixed enemy respawning.
Added additional protection against save file corruption.
Enabled saving at Widow’s Base.
Fixed a bug where shooting did not consume stamina.
Corrected EXP effect rounding.
Added sound effects for the new ghouls.
All items inside the shelter are now saved and will not disappear during Razor Rain.
Fixed a bug where the third and subsequent pouches would disappear after loading a save.
Fixed a bug where some exchanges in the exchange system didn’t work properly.
Drag-and-drop between objects is working again.
Fixed: at 720p resolution, enemy death no longer blocks exit buttons.
