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Update (26th March 2016 - archived announcement from Greenlight page)

It's been a while since I posted a progress update. Lots of new features and changes have occurred, and the game is getting much improved balancing and depth. Here are some notable changes since the last announcement:

* Several new updates to the animal behaviour, including new attack patterns and flanking tactics. Certain behaviour is only employed by higher level animals.
* 1st person sprinting animations for all weapons and tools, making movement feel much more fluid and weighty.
* Fat can now be harvested from animals, and used to render down into bio-fuel on the wood-burner.
* Meat now spoils over time unless refrigerated.
* Fridge can now be crafted to preserve perishable foods and runs on power.
* Players can now hold the sprint key and click on items to move them between inventories without dragging and dropping.
* Players now get half the resources back when disassembling base items.
* Generators now exclusively run on bio-fuel.
* Only members of a base can now access the Base Command Unit.
* Storage chest capacity greatly increased.
* Added many more 'snapping' options when base building.
* Adding too many items to fires/generators/fat-renderer now overflows back into the player inventory, so not to waste any items.
* Overhauled the loot and animal spawning cool-down system. So now over-looting an area will force the player to venture out further while waiting for re-spawns.
* New variant of bear (black bears), that are smaller and less dangerous than the grizzlies.
* Added furniture items such as sofas and armchairs. Currently these are purely cosmetic, although will soon be tied into a 'comfort' system for bases. At this point they just allow players to add more personality to their building projects.
* Proteins bars can now be found in medical crates.
* Ability to reload previous autosaves has now been removed from singleplayer. Meaning the exploit of being able to reload after being killed is fixed. Now when you die, a save instantly occurs and there is no going back.
* 'Save and Exit Game' option in the singleplayer menu.
* Countless balancing tweaks based on lots of feedback from testers.
* Continued expansion of the world.

Many of the new features and changes are in direct response to feedback from youtubers and their subs, who have been doing detailed playthroughs and testing the game. I'm extremely grateful to those helping with testing and giving feedback, it's helping improve the game every day.

I'll try to keep evenyone updated on the upcoming public early-access release.

For those interested in seeing how the game is shaping up, recent playthough playlist links for Kage848 and GameEdged are listed below (jump to later episodes to see the scale of their builds):

Playthrough links:

Kage848's playthrough: Series link
GameEdged's playthrough: Series link