Moving to the Improved Character Controller, Input

Our integration to the improved character controller and input module is fully underway. Game-pad support is being vastly improved with the new input module and controls reporting is more aesthetically pleasing. The improved character controller offers more fluid movements and is much more flexible.
Better, Simpler Interactions and Controls
As part of our move to the improved Character Controller, we have simplified interactions while also making interactions more interesting. Actions are now contextually based and as such there is no need for a permanent HUD bar.
Here are some screenshots of the new campfire interactions:


The bed role has replaced the tent as the save / sleep point.


Collecting resources is now based on interactions with elements in the environment.
Water collection is now an interaction.


Chopping trees with a knife no longer yields fire wood; wood gathering has been moved into a separate interaction.


Reworked Weapons animations
We are in the process of reworking weapon animations so that third person and first person animations will line up better. The new weapon animations are being done in such a way to allow for quicker deployment of new weapon variants.
Affliction Based Needs
Instead of always displaying a health bar, nutrition bar, or hydration bar we are moving to having affliction based needs. When the player character becomes hungry / thirsty this will be indicated as an affliction that food / water will solve.
Cool, can I try this out in the game now?
Not quite yet. This is a large undertaking that requires reworking many underlying systems (for the better) and we want this transition to bring a solid, stable platform from which we can dive into adding more features and missions.