Hello Everyone!
Welcome to this week’s Engine Room Dev Update, where we’ll be going through this weeks patch!
The 0.3.3 Patch rebalances weapons and enemies and adds permanent death markers, new hit sounds and a Sprint Mode option. It also updates DLSS to 4.5 and fixes many crashes, multiplayer problems and tutorial issues.

As always, these patches are made possible by you all: every bit of feedback and every report you send us helps us to refine EverRail more and more, creating the game we all want to play! If you want to keep an eye on our development plan, please head on over to our Trello here: https://trello.com/b/0MIQ3LJ6/everrail-development-roadmap
And now, without further waffling, here’s this week’s full notes:
New: Sprint Mode
A new Sprint Mode option (Toggle or Hold) is available in Settings > Controls.
Attention: With the addition of the new Sprint mode, for some players the behaviour might automatically change to Toggle. Players who want the old behaviour can select Hold in Settings > Controls.
New: Permanent Death Markers
The places where you died now stay marked on the map.
New: Hit Sounds
New sounds play when you land a critical hit or kill an enemy.
Normal hits have a new impact sound.
Improved: Weapon Balancing
Headshots now deal 1.5 times normal damage instead of double.
Pistols no longer deal more damage than the rifles of their class.
Each weapon level now kills in fewer shots than the level before it.
Damage, fire rate, range and magazine size were changed for 32 weapon levels.
Improved: Enemy Balancing
Taller robots are now always tougher than smaller ones.
Late robots have more health and hit harder.
About half of the enemies in late facilities carry a shield, down from almost all.
Improved: Graphics Settings
NVIDIA DLSS is updated to DLSS 4.5.
On RTX 50 cards, Frame Generation now defaults to Dynamic, and the new 5X and 6X modes are available.
The DLSS quality modes are now listed in order, from performance to quality.
Improved: Facility Tutorial
The objectives and popups of the facility tutorial were reworked to guide each step more clearly.
Improved: Glider
The glider’s solar generator works again and was rebalanced.
Bugfixes
Fixed a crash when you are killed while holding a repair tool.
Fixed a crash for clients when entering an underground facility.
Fixed a crash during world generation.
Fixed a crash when enemies prepare their cover positions.
Fixed a crash when quitting the game.
Fixed clients not being able to reload single-shot weapons, such as the Razorback and the Tarantula.
Fixed other players always seeing a tool's durability bar as full in multiplayer.
Fixed the Scavenger showing the stats of the previously inspected item.
Fixed distant facilities not appearing and disappearing correctly for clients.
Fixed sign texts disappearing after re-entering the train or moving between wagons.
Fixed a hackable prison door that blocked the passenger room and stayed shut after a successful hack.
Fixed sharp turns in train tracks.
Fixed players getting stuck behind objects in the tutorial level.
Fixed robots getting stuck on boxes in the tutorial.
Fixed Russian text on some textures, which is now in English.
Fixed a small character animation error when the player gives no input.
That’s everything this week, we’ll be back in two weeks with the next patch, but keep your eyes out next week, as we have a new series of dev logs called Under The Hood which will be starting for you all! As ever, please keep sending us reports, either here on Steam in our Discussions, on Discord in our dedicated channels or in game using the F2 Bug report tool!
