Version history
| Version | Date | What changed for players |
|---|---|---|
| 1.0.0.6 | Oct 31 | Modding security update (some mods break until updated); new Menu / Back key binding |
| 1.0.0.5 | Oct 30 | Counter bell hotkey (B, hold to dismiss a customer); Water Purifier 300 → 250; VSync frame cap on by default (fixes stutter); evaporator no longer leaves 1 µl of water in alcohol batches; loot crates no longer re-roll on load; Merchant keeps visiting on Sundays after the buyout; drag a bandage onto a Glass Shard to make a Glass Shiv |
| 1.0.0.2 | Oct 28 | Water balance: reworked Water Purifier, Moisture Farm 650 → 350, Water Filter 50 → 25; Dr. Jackson’s markup 25% → 15% (Normal); Lou can no longer be shot; blackmailer always offers a pay option when you can afford it |
| 1.0.0.1 | Oct 28 | Reporting Lou to Security no longer lowers Black Market reputation; Smuggler Bay contents no longer confiscated when the bay is in the trash can or behind the poster; Merchant states the real discount he takes |
| 1.0 | Oct 28 | Full release — see below |
The patches that change how you play
Water got cheaper twice. If you started a Water Merchant run on launch day, the machines you need now cost much less: Moisture Farm 350, Water Purifier 250, Water Filter 25. The purifier’s logic was also reworked to be “more intuitive”. Full breakdown: water guide.
Evaporator fix for chemists (1.0.0.5). A mixed alcohol batch could keep 1 µl of water, cost you an extra night and be refused by the Chem Finisher. Fixed; dry-input recipes now ignore trace moisture. See chemistry.
Lou is safe now (1.0.0.1 and 1.0.0.2). Reporting Lou no longer costs Black Market reputation, and she can’t be shot during any visit. See Lou.
Scanners round down (1.0.0.5). 1996 µl now reads 1.99 mL, not 2.00 mL, so a reading never claims more than the container holds.
Water customers explain refusals (1.0.0.5). If you offer a Water Pitcher with the filter still inside, they now tell you to take the filter out instead of silently refusing.
Sunday Merchant (1.0.0.5). The Merchant keeps visiting every Sunday after you buy the store, so the post-buyout game still has a trader.
What 1.0 added over the demo
- 9 starting scenarios: Apprentice, Water Merchant, Fence, Gunsmith, Chemist, Hydroponic Farmer, Aquafarmer, Rat Wrangler, Rock Bottom — see starting scenarios
- 4 difficulty options
- Finished storylines for Lou, Eleanor, Officer Lun and cadet Serpico; longer backstories for wanted criminals including the Butcher; more Georgio (“no romancing for now”) — see characters
- The ending: buy the store from the landlord and get a stats screen — see endings
- Vending Machines that sell overnight, new starting perks, a UI overhaul, 21 achievements
- Steam Workshop and a modding API
- Localization: Simplified Chinese, Russian, Spanish, French, German, Polish, Japanese — see platforms & languages
What’s coming (no dates yet)
From the developers’ 1.0 posts:
| Planned | Details given |
|---|---|
| Junker start | “Coming shortly after launch” |
| Organ Trader start | “For the Butcher fans” |
| Street Food Vendor start | — |
| Expeditions | Recruit people and send them on runs, e.g. a scav on scavenging missions |
| New appraisal items | — |
| Main storyline expansion | Will change the station and how your story ends |
Launch numbers
The developers reported 200,000 copies sold in the first hours, an 86,000 concurrent peak within 90 minutes, 350,000 sold in 24 hours with a 112,000 peak, and 500,000 sold by Oct 30 with a 96% positive Steam rating from nearly 3,000 reviews. SteamDB recorded a peak of about 140,000 players.