Cannibal Crossing — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Update Version 1.0.0.5 | 2023-01-25 | Quick update, with another new update coming soon right after this one! You can see the next update on the Testing Branch right now if you want to help test it. List of Changes, V 1.0.0.5 - Game Over gems count speed increased on any key press - Updates to logic for dropping items in a container - Better ally interactions with doors - Walkie Talkie display fix - Added a missing "Sneak" text for controller controls - Some fixes for old Map Direction controls - Fix for the achievment for maxing out your ammo - Further achievement check refreshes on new games |
| Update Version 1.0.0.4 | 2022-09-24 | Answering recent requests and bug reports! - Fix for boss achievements - General fix for achievements displaying during the game properly - Better support for DualShock2 and PS5 DualSense controllers |
| Update 1.0.0.2 | 2022-06-28 | This update makes some changes in response to feedback, especially feedback we've been getting on the Discord. Thanks for all the support so far! List of Changes - Fix for Horde Mode where enemies could sometimes spawn too slow - Fix for a Game Complete/Game Over bug - Vsync count enabled by default - Emote panel shut off in singleplayer - Items now get autorefilled from inventory stacks - Readjusted some mission positions - Ronin's Equipped Energy Weapons Regeneration should now be more noticeable |
| Update 1.0.0.1 | 2022-05-27 | Getting out very fast updates as needed! Update 1.0.0.1 Changes - Fixes for an issue where dying wouldn't quite kill you until you quit and reloaded |
| Cannibal Crossing 1.0 Launch! | 2022-05-26 | It's the Cannibal Crossing 1.0 Launch! With this, we're out of Early Access. I want to thank everyone for all the feedback that let me change the game for the better. The game is a lot different from when I picked it up as a publisher! This 1.0 launch post will be a bit shorter than what I usually do for my games, as I am HORRENDOUSLY SICK right now. However, when the dust settles (couple months from now?), I plan on doing a retrospective post on Cannibal Crossing. It was a pretty big change from the previous game, and I'd like to talk a lot about how feedback shaped the game and late design decisions. I say late design as by the time I got t |
| Quick Update 0.9.31 | 2022-05-21 | Doing another fast update or two before 1.0 on Thursday! Build 0.9.31 Changes - All controllers should now work for rebinding again - The Mortar should no longer damage the player - Fix for the Quantum Mailbox - Fix for Lola's bar getting enabled before prologue is finished - Checks for higher difficulties getting unlocked properly - Some wave mission spawn position updates - Preventing some sliding along walls and doors - Updated follower AI - Fixed a bug for different ammo types being used than expected - Changed Electronics Station description from "scrap" to "metal" for battery making - Spanish update for some changed text |
| 0.9.30 Update and 1.0 Launch this month! | 2022-05-05 | We've been working a lot on testing branch since the last major update, and checking for any last balance requests. Now's a really good time to get more feedback in, as we're going to do the 1.0 Launch on May 26! Any remaining requests for gamepad controller changes are valuable, along with tweaks to game balance, would be especially valuable for us to hear. We have drastically reduced corruption over time, and slightly decreased enemy appearances in cleared areas. We can do further tweaks before 1.0, there's still time! Update 0.9.30 Full List of Changes Balance Changes - Trees now give 2 to 6 wood when felled, up from 1 to 4 - Enemies now r |
| Nearly 1.0 Update! - Version 0.9.22 | 2022-02-06 | We've been hunting bugs and responding to feedback, and launching testing branches for quite awhile now as we worked towards version 1.0. As I want a little more time to make sure we get everything covered, we're releasing all these changes now, instead of delaying getting them to you any further. 1.0 Launch should be right around the corner, so get in any last feedback you have for that as soon as you can! I'll be doing a big sweep for any things we missed for 1.0 soon, so let us know. You can also join our Official Discord to see changes coming up on our testing branches, before the main updates launch. If the 1.0 launch is successful, we w |
| More Loot, More Buffs - Version 0.9.11 | 2021-11-04 | The focus of this update, besides bugfixes and responding to feedback, was buffing some things that I or players thought were under-performing. A big one was that I thought there weren't nearly as many chances to get Tier 2 and 3 weapons as I thought there should be, so I increased the chances of weapons in stashes, the chance of getting higher tier weapons, AND the chance of getting Gold Stashes which guarantee you get Tier 2 weapons, minimum. There are many small tweaks and changes, that should add up. Also keep an eye out for the changes to base buildings, especially how you can make batteries with metal instead of scrap now. This makes co |
| Major Balance Overhaul, Version 0.9.9.9.4 | 2021-10-11 | Thanks to all the feedback we've been getting, we were able to do a big difficulty redesign for Normal and Hard modes. Read below for all the details on this, but in summary, Normal is quite easier now, and Hard is slightly harder than the old Normal. To adjust for this, we've also launched our Nightmare difficulty, for players that want to get obliterated. These are all major changes, so let me know what you think. We've also been working on many other feedback requests and bug reports as we get closer to 1.0. Keep sending us feedback by Steam, Twitter, and the official Discord! It's really helping us out a lot. Another big change in this up |
| Experimental Enemy Infighting + Custom Sandbox Update | 2021-09-24 | We've been getting a lot of new feedback lately due to new players, and this is helping out a lot with development. While continuing to do tweaks, bugfixes, responses to requests, and gamepad work, we're also going to try to start a couple of big experimental changes! The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far. Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see yo |
| Online, Gamepad, and Other Tweaks, Version 0.9.9.8 | 2021-09-13 | For this month's update, we focused on player feedback. There's gamepad tweaks, adjustments to the online co-op mode, and more. We're looking for more feedback for the next update, as we get close to 1.0! The best way to send feedback is by the official Discord, with a link in game. We're also going to do a roundup of other feedback we may have missed, and go from there for the next update. Except less giant changes, and more focusing on polish as we prepare for the 1.0 launch. One persistent thing we're having difficulty fixing are gamepad issues. In testing, I'm not having these problems myself, so we rely a lot of player feedback for this. |
| Difficulty Balancing Update, Version 0.9.9.7.8 | 2021-08-03 | A new update to bring things current with all the changes we've been doing on the testing branch. Thanks for the continuing feedback! We've hit our goals for the game for Early Access launch, now it's just a matter of when exactly to wrap things up. The biggest changes in this update is that the enemies in Normal Mode should be less constant. What was happening was that they were constantly streaming in due to player sounds, even things like footsteps. I've reduced this by half, and the fighting now seems less constant. Let me know what you think of this change. Hard Mode will increase this back up to what it used to be. Also, all your produc |
| Fixes and Tweaks Update, Version 0.9.9.7.4 | 2021-06-22 | We've been hunting bugs and making tweaks based on player feedback on the Testing Branch. It's been slow, as remaining bugs tend to be the ones that are hard to track down, but we've cleared some long standing things that were evading us. We can use more reports and feedback on this as we keep pursuing 1.0 launch, especially on our Official Discord! The biggest gameplay change this time is that we removed all the endings except for the Helicopter ending. I always felt like the multiple endings just didn't add much, especially since the helicopter one seemed the best due to it also giving you a helicopter to ride around in to help find the rem |
| Big Balance Update, Version 0.9.9.6.2 | 2021-04-15 | We've been busy on testing branch for the last couple of weeks. Our focus this time has been general balance for the game based on player feedback, and we've made pretty extensive changes to difficulty and loot progression for both Horde Mode and Open World. Also in this update, some big shotgun buffs I've been wanting to do for awhile. They just seemed too weak to me, outside of boss fights. And "outside of boss fights" is most of the game, where you're fighting giant groups of enemies so you really want something with cleave/penetration to deal with the crowds. Due to this, all shotguns now have 1 penetration, so every shotgun pellet can po |
| Hotfix Version Version 0.9.9.3 | 2021-03-24 | - Fix for not being able to smelt/break things on the ground sometimes - Less enemies in character missions during Sandbox Mode - Made alcohol last much longer - Fix for a controller issue - Follower timer bar is now a different color than the usual character HP bars - Fixed a bad Hot Dog building that could spawn all the way on left side of map, preventing entry - Fix for being able to read bookshelves - Frostbiter will no longer work on Midbosses - Reposition for inventory and container panel - Removed a Cleanup mission from radio, shortening the Radio Mission list - Survivors Found counter on character select should now work properly again |
| Massive Update 0.9.9.1 + What's Coming Next | 2021-03-19 | Update 0.9.9.1 is now out! We've been adding a lot since then to the testing branch since the last update, and now we've finally hit a good point to put everything into one gigantic new batch of changes in this update. Read below for a quick summary on new things, and also what we're planning next as EA 1.0 launch gets close. Then read to the end for a list of full changes for the 0.9.9.1 update. Quick Summary of Update Changes - Hard Mode! - Unlockable secondary classes for all 10 playable characters - Tons of performance optimizations - Materials such as metal, scrap, etc now go into a resource box, much like ammo - Overflow materials and a |
| Update Candidate Testing Branch (Version 0.9.9) | 2021-03-17 | This update has been a long time coming, and will be a very large series of changes since our last main update. We're wrapping this up, and I would love to post it this week. The more feedback we get, the more smooth the launch of this will be, so send any you have as a reply to this post or to the Discord (link in-game). Below is instructions on how to help test, and a full list of changes since the last main update! How to Access Testing Branch - Right click on Cannibal Crossing in your Steam Library - Select "Properties" - Go to the "Betas" Tab - Select "testbranch" from the "beta you would like to opt into:" menu List of Changes (Since Ma |
| Update Candidate Testing Branch (Version 0.9.8.6.2) | 2021-03-10 | Lately we've been putting a lot of work into tracking down minor bugs and adding in a new Horde Defense level based off the Y'all Mart from Death Road to Canada. Now we're in a good spot to get out a major update, which is going to add a lot of things to the game. This includes the new Secondary Classes and the unlockable Hard Mode difficulty from the previous testing branch. Help us test this out so we can launch it! We're going to be focusing on feedback and fixes until this is out as a main update, as I think a main update is overdue at this point. List of Changes (Testing Branch 0.9.8.6.2) Extra Changes added 3/11 2:10 PM - Round Robin wo |
| Big Beta Testing Branch Update (0.9.8.5.1) | 2021-03-01 | This testing branch update contains Hard Mode, unlockable Secondary Classes with new SUPER abilities, new endings, and more! Help us test it out, so we can post this on the main branch as an update! How to Access Testing Branch - Right click on Cannibal Crossing in your Steam Library - Select "Properties" - Go to the "Betas" Tab - Select "testbranch" from the "beta you would like to opt into:" menu List of Changes (Testing Branch 0.9.8.5.1) Major Changes - Black mucus on the ground now corrupts you, limiting your max health up to 50%. This can be healed with alcohol, high quality medical items, or with Dark Tonic - Large amount of difficulty |
| Beta Testing Branch Update (0.9.8.4.4) | 2021-02-20 | Unlockable secondary classes for each character are now in testing! Further optimizations, new mission display, lots of balance tweaks, and much more! Help us test this out and post feedback below, and we can probably polish things up and release a new major update this week. The next major update will also make the online multiplayer available for everyone, not just those opting in for the testing branch! As always, post feedback here, on our Twitter account, in the Steam Discussions, or on the official Discord. The last one is the fastest way for us to respond, but all are really helpful for us. How to Access Testing Branch - Right click on |
| Big Beta Testing Branch Update (0.9.8.4.1) | 2021-02-13 | Lots of changes to test out. Once we get feedback on this and do further fixing, we're going to launch this as a big update. This update will also make the online Horde Defense mode available to everyone, so I particularly want to test that out more. Help us test things out! You can post any feedback here, or use the in-game links to post to our Twitter or Discord. Also make any other suggestions you'd like about anything, including general balance or requests for new additions! How to Access Testing Branch - Right click on Cannibal Crossing in your Steam Library - Select "Properties" - Go to the "Betas" Tab - Select "testbranch" from the "be |
| Testing Branch Hotfix (Version 0.9.8.1) | 2021-02-01 | I accidentally forgot to turn off some developer settings for the testing branch yesterday, so it caused some unnecessary slowdowns. This should fix that. Changes for Update 0.9.8.1 (Testing Branch) - Fixed an error that was causing unnecessary slowdowns - Experimenting with a Custom Character maker for Horde Defense mode! |
| Update 0.9.8, Online Co-Op up on Testing Branch, and February Plans | 2021-01-31 | Summary, Online Co-Op, and Feedback Requests Giant new update! This adds 3 new characters to the game, with their own traits, stories, and bosses. The performance of the game should now also be drastically improved, even in very large fights. We also redesigned both the Notes system, and how Survivor Followers work. A new weapon has been added, some automatic firing weapons have been buffed, and loot numbers have been tweaked including giving Gold Stashes a guarantee that they will have Tier 2 weapons (like the Sniper Rifle, Beretta, Battle Axe, Sword, etc) or better! Read the full post for a full list of changes since the last main branch up |
| Testing Branch 0.9.7.9.5 and Development News | 2021-01-24 | We recently put up Testing Branch 0.9.7.9.5. We could use more testers giving feedback, especially on our Discord, as that allows for really fast response to feedback. Join it here: Rocketcat Games Official Discord How to Play Testing Branch To access Testbranch, right click on Cannibal Crossing in Steam Library, and go to Properties. Select the BETAS tab. Change the beta opt-in from NONE to testbranch, and it will download the testing branch. Update Summary We're running a little behind on our goals for January, partially due to a lot of time going into the Online Mode, and partially due to us decided to do two extra things early. One of the |
| Big Update + Our Plans for January (Version 0.9.7.8.12) | 2020-12-30 | Version 0.9.7.8.12 is now up on the main branch. This adds many, many changes since last month's update, with a focus on fleshing out the Escape from Earlsboro gameplay mode. Read on for details on this update, the upcoming launch of the online mode, and more plans for Cannibal Crossing's updates in January! Update Summary A lot of our focus in the past month has been both fleshing out Escape from Earlsboro, and getting the Online Mode ready for public testing. Escape from Earlsboro (EfE for short) is now considered the main gameplay mode of Cannibal Crossing. This is a longer mode than Radio Silence, and introduces some new quest types, and |
| News on the Online Mutliplayer Mode + Update 0.9.7.7.9 | 2020-12-02 | We've been busy testing out and rebalancing the Horde Defense mode in our developer version. This mode will have online multiplayer enabled, for at least 2 players (currently working with 4), as you work together to build up and defend a base from hordes of enemies. Here's a short video that I took with a friend. Cause of death: he ran out of shotgun shells. Horde Defense First Look I'm excited to get this out to everyone. Currently I'm doing a lot of tweaks to the design and internal testing until the balance is right. When it looks to be in a good shape, we will get it on the testing branch, though it will most likely have to stay on the te |
| Update 0.9.7.7.8 - Kitchen and Food Revamp | 2020-11-23 | As we work on the online Base Defense mode, here's an update to address a new big batch of player feedback. As part of a big revamp to cooking, we got rid of some ingredients and simplified some recipes, while making the kitchen menu easier to browse. After a lot of difficulty tweaks, the difficulty now seems to be in a good spot for me. Let me know what you think! I will probably do further adjustments when we're ready to add Hard Mode and Nightmare Mode. The current difficulty will become "Normal", maybe with some further slight tweaks to make it a tiny bit easier once there's a Hard difficulty. I would now like to start more work on gettin |
| Update 0.9.7.7.6 - Big Player Requests Update | 2020-11-11 | This is a really big update we've been working on. Read below for a list of all the changes. There's a lot, with the most important ones in the top Major Changes section. Thanks to all the people that have been providing a lot of feedback, especially those that have been helping testing out testbranch! Fan feedback in general has already been helping the game out immensely! We're going to shift focus for a week to working more on the online mode, so expect smaller updates for that period. After that, we'll hopefully be able to show some of our online co-op work in video form! Once we get at least a small preview of that done, we're also going |
| Cannibal Crossing Update 0.9.7.7.2 | 2020-11-03 | Currently we're trying to wrap up early major feedback, then getting back to fleshing out Escape from Earlsboro mode and ramping up to start showing off the online Base Defense mode. Also, Testing Branch is now available for Cannibal Crossing. This lets you help test updates before they come out for everyone else. As of right now, there's a test up for being able to remap the controls on a gamepad. To access this, right click on the game in your Steam Library, go to Properties, and then go to the BETAS tab. You can change "NONE" for the beta opt-in, to "testbranch". I won't be posting much news about the testing branch in Steam announcements, |