← Urban Decay

Field reports

Patch notes

What changed in each build. The launcher installs every update by itself, so you only download it once.

v0.0.42

The Waterfront

18 Sept 2026 · The Port meets the sea, and for the first time there is a way out of the city.
  • NewA way to win: a derelict workboat is moored at a Port pier. Find twelve kinds of part (23 in all) and two tools in the Port, the Industrial Yards and Ground Zero, or buy them from settlement traders. The ignition key waits in a harbour lockbox.
  • NewSettlers tell you about the boat and it goes on your map. Every part takes time to fit and makes noise, starting the engine pulls the infected in, and casting off ends the run with an ending screen.
  • NewHarbour water along the coast, with a quay, timber jetties, concrete wharves, pontoons, moored boats and wrecks.
  • NewRooms that are really lit: fixture lights cast shadows and fall off properly, with cool strip lights and warm pendants.
  • NewYour flashlight lands on walls and bounces back. Flashlights and light switches click.
  • NewSmash things: clutter, crates, boxes, pallets, bins, pots and furniture break to melee, kicks and bullets, with debris, sound, noise and the odd item. Crates can be smashed open.
  • NewQuick search: hold Shift to search faster, at the risk of a loud crash.
  • NewLeap out of upper-floor windows. The damage and leg injuries depend on the height and what you land on.
  • ChangedSettlements have continuous walls, real gates and manned watchtowers, and are laid out as places.
  • ChangedProper garden and yard fences, sandbag checkpoints and military positions in Ground Zero. Enemies use sandbags as cover.
  • FixedLift shafts are walled in: you enter a cab only through its doors.
  • FixedClouds, fog and puddles no longer show grid seams, and the puddle sheen no longer scrambles in the wind.
  • FixedOutside doors never open onto an elevator shaft wall.

Saves from 0.0.41 cannot be loaded. Start a new run.

v0.0.41

City Layout, part 1

17 Sept 2026 · Every district is laid out like a different kind of place.
  • ChangedDistrict borders run along streets instead of cutting through blocks.
  • NewDowntown is a dense grid with avenues and a civic square, Old Town is irregular around a market square, Greenridge has long blocks and closes, the Industrial Yards have superblocks, the Port has a quay road and Ground Zero’s streets are broken.
  • ChangedLots fit their buildings: continuous street fronts, front gardens and back yards, fenced yards, courtyards and service alleys.
  • New46 open spaces per city: parks, civic and market squares, car parks, sports grounds, cemeteries and vacant lots.
  • NewWorking lights and switches where there is power (a generator, a solar panel or the failing downtown grid). Lit windows draw the infected.
  • ChangedFists and melee weapons are held properly in the survivor’s hands.
  • ChangedThe deploy map marks villages, markets, outposts and hideouts separately.
  • NewA Background noises volume slider.
  • FixedDoorstep slabs no longer glow at night.

Saves from 0.0.40 cannot be loaded.

v0.0.40

Upstairs

17 Sept 2026 · Upper floors, rooftops and a lot more story.
  • NewUpper floors have containers, infected and their own damage. A save made upstairs puts you back on that floor.
  • NewFire escapes on tall buildings (climb in through a window or up to the roof), and plank and ladder crossings between neighbouring roofs.
  • New24 more story scenes, 41 in all, with small story caches.
  • NewLoot with an identity per building type, room and district: 14 new loot groups and 11 new items.
  • NewFaction markings (graffiti, signs and props) that follow whoever holds the street.
  • New36 named survivors with their own lines, and residents who talk like their settlement.
  • NewGunners can surrender: they drop the gun and put their hands up. Let them go, or pay for shooting them.
  • ChangedHorde waves per area, with a city-wide cap.
  • ChangedRunners, brutes and screamers bang on and climb cars, and tumble when hit.

Saves from 0.0.39 cannot be loaded.

v0.0.39

Morale and Hearing

17 Sept 2026 · Enemies that think about their odds, and a city that listens.
  • NewGunners keep morale: wounds, fallen squadmates, suppression and being outnumbered make them break off, regroup and come back, or flee when alone and badly hurt. Wounded gunners limp, bleed and bandage behind cover.
  • NewWeapon roles (marksman, machine gunner, shotgunner, rifleman, pistol and SMG), with callouts for every decision.
  • NewHearing: loudness, distance, walls and glass all matter, and a dormant infected wakes to a loud noise.
  • NewHorde waves build, peak and fade with sustained noise, bigger at night.
  • NewInfected surround a stopped car with you inside: they dent it, break the windows, reach in and climb on. Car alarms draw a crowd.
  • NewSettlements defend themselves: alarms, guards to the towers and gates, gates shut, residents shelter or hold the wall.
  • NewWalk-in elevator cabs with sliding doors and a panel inside.
  • ChangedRicher room layouts for every kind of building.

Saves from 0.0.38 cannot be loaded.

v0.0.38

Player Feedback

17 Sept 2026 · A release built from playtest notes.
  • ChangedPunches rebuilt to the kick’s standard, and reloads choreographed for every class of gun.
  • ChangedA new game starts with a safe radius around you.
  • ChangedInfected wait dormant inside buildings by day and pour onto the streets at night.
  • ChangedEnemy gunners aim with a settling, wandering error instead of perfect shots.
  • NewBlood pools, runs downhill, soaks into soil and smears.
  • NewOne interaction selector: the mouse wheel or Y cycles between nearby things you can use.
  • NewFour kinds of settlement: hideout, village, market and military outpost.
  • NewSwitchback stairs you walk up, elevators you ride, footpaths to every door, and ruined, lived-in interiors.
  • FixedVehicles no longer spawn inside each other.

Saves from 0.0.37 cannot be loaded.

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