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Update 0.6 - Happy Easter & Break A Leg

Easter's around the corner on Die Young's island and we've got much more than chocolate rabbits for you!

Here's a mega list of some the hot new stuff in our latest update.

AI

We've completely rewritten the entire codebase for Die Young's AI. Enemy NPCs now have more varied behavior and attack patterns. At the moment we've been concentrating on dogs, wolves and a little on the Executioner too. As you know, this is all work in progress but we're putting a lot of focus into making the game feel much more intelligent.

New Enemies: Junkies

If you've been following our posts on Facebook, you may have already seen these guys in action. Junkies are going to become familiar figures in the new zones we're currently developing. They roam the island lost and confused. Our advice is to steer clear!

Enhanced Performance

We've tinkered with the game's performance in a bid to maintain a more stable frame rate. These optimizations allow for a smoother experience on hardware that meets our minimum requirements.

Missing Items

The missing items glitch should now be a resolved issue for those starting a new game. Anyone who has saved games with missing objects can find them directly within their Inventory or in any Storage Box. Unfortunately, it's possible that items that should have been obtained later in the game will also be accidentally delivered (e.g. the walkie-talkie on the High Tower).

Falling Damage

We've revisited falling damage again. Now, only really perilous falls can cause instadeath. In limited cases, your health will fall to 5 HP.

Sprint

Acceleration is now almost immediate, allowing you to pump up for a jump from shorter distances.

Climbing Gloves

Climbing Gloves now help you consume a lot less stamina as compared to before. Get ready to treat those heights like you're Spiderman (...uhh, Spiderwoman? ːsteamhappyː).

Hydration

We've also reworked hydration in quite a few ways:

  • Reduced base consumption
  • Reduced consumption during physical activity
  • Canteen now fully replenishes hydration (to 100%)
  • Berries help replenish more hydration
  • Rebalancing of all hydration repletion items
  • New Water Sources added

Fauna

We've added rabbits (it's almost Easter after all!), foxes (in case the rabbit population explodes ːsteamhappyː), and goats.

Food

We've reduced the availability of canned food reasonably. Players can obtain food by hunting fauna. In order for raw meat to be consumed it must be cooked at the Campfire or from the crafting menu.

Gamepad Configurations

In the Options menu we've added two new configurations.
The default configuration now has SPRINT on the Left Thumbstick and THROW on the Left Button.
The second configuration has SPRINT on the Left Button and THROW on the Left Thumbstick. It's possible to activate/deactive the Sprint Toggle in the "General" menu.
Furthermore, using the compass has been moved to the Y key (where you will visualize also the ongoing quest).
The Right Thumbstick activates Perception.

Perception

Pressing the ALT key (or the RIght Thumbstick on a gamepad) activates Perception. Perception allows Daphne to focus on NPCs that are nearby. Perception can only be used while Daphne is motionless.

Soma

Soma is a new recipe available from the Collector. This item increases the potency of Perception (it increases its range and makes it usable while in motion).

Ancient Idols

We've added new Ancient Idols in the first part of the game (Mountain Pass and House on the Beach).

Music 🎶

Now you can play out Daphne's adventure in rhythm with new background music during exploration and combat. The new tunes are courtesy of Simon Chylinski, the ex-sound designer of Subnautica. Simon washed up on the island's shores about a month ago (after a bad Subnautica playthrough) and he's our official sound man now.

Extras

  • Dead Romance quest bug fixed
  • Level Design fixes & improvements
  • Document fixes & editing

WE ARE STILL WORKING ON COMBAT SYSTEM

Unfortunately we could not make it for this update but we're actively working on parry and multiple combat animations. Hopefully we'll introduce a full combat module as well as many combat/ai improvements in the next couple of weeks!

As usual, we look forward to your feedback! Happy Easter and we hope you enjoy these updates!