Release Roleplay Update 6.5
Published at 2026-09-06 18:32:01 UTC
Human
Crafting
- The Tannery, Cauldron, Anvil and Research Table can be built at a workbench and carried. They place exactly like a workbench does.
- Each station has its own recipe list instead of offering all 25 hand recipes on top of it. Hand crafting is unchanged and still reachable anywhere, including at a station.
- Hand crafting covers the basics and the workbench.
- The tannery takes cloth, rope, hides and the torches.
- The workbench takes bows, arrows, bone tools and the other stations.
- The cauldron takes food, powder and bombs.
- The anvil takes everything forged from metal.
- Gunpowder is milled at a cauldron rather than a research table.
Building
- Traps and the Ballista have moved from Tier 1 and Tier 4 into Tier 0 with the Banner, and are free to build.
- The Tribe Banner leads its category and is picked out in the accent colour, instead of sorting alphabetically behind seven traps.
Tutorial
- Survivor onboarding follows the new crafting order: a hatchet by hand, a felled tree, a workbench, the Building Hammer made on it, then claiming ground.
- The onboarding banner step now marks the placed blueprint and says to hit it with the hammer.
- Fixed the tutorial card staying on screen through the death screen. It comes down the moment you die now.
Looting
- Prompts on the world stop responding to the mouse while a container, cabinet, feeder or locker window is open.
- Only Survivors can scavenge armoury lockers. Bodies, wrecks, shelving and the minecart stay open to every human team.
- Firearms are far rarer in containers, and armoury lockers hold less. A locker turns up a gun about one time in ten, down from one in two, and gives two items instead of three.
- Military crates, aircraft wrecks and vehicle wrecks turn up guns at least half as often, with supplies, medical items and gear coming up more often instead. Rifles stay rarer than sidearms.
- Fixed department personnel being able to search an armoury locker but never open it. Open Locker is the option a locker offers first now, with Search one press away.
- Fixed a container staying open across a team change, which kept the deposit and withdraw rights of the team you left.
Weapons
- Hitmarkers are visible, including on wildlife. The crosshair flashes red on a hit and keeps the armour, headshot and kill colours.
- The hitmarker sound is 20% louder.
- Fixed the aim line for bows, spears and grenades running through a target's head, arms and legs and marking whatever stood behind. Glass and foliage still pass through, as the projectile does.
Vehicles
- Gunner arms are only hidden in first person now. They used to vanish at any zoom, including third person.
- Fixed vehicle depots that share a name breaking each other, leaving one opening its panel and then refusing with "Too far from spawner".
Survival
- Heavy landings are gone. A fall costs health and nothing else instead of knocking a survivor down for the get-up animation, and the damage per height is unchanged.
- Fixed being grabbed in a dinosaur's mouth or devoured sometimes taking your limbs off for good.
- Fixed fall damage arriving seconds late when you landed ragdolled. The hit was waiting for the body to stop tumbling; it is billed the moment you touch the ground.
Tracks
- Humans read tracks by crouching over them. Crouching lights every readable mark within 15 studs, and holding the prompt for five seconds studies one.
- Survivors and Reserve Wardens can no longer read other people's boot prints.
Emotes
- Salute, Point, Arms Crossed, Surrender, At Ease and Face Palm can be played while seated. Wall Lean and Sit are still held back, and sitting down no longer cancels a pose already being held.
Communication
- Fixed whistles and screams being audible only to the person making them.
Dinosaur
Movement
- Strafing is only available to species animated for it. Anything with no strafe set walks and turns normally instead of sliding sideways on a locked heading.
- Fixed backing up while crouched playing the sneak cycle forwards, so the animal moonwalked. The crouch sneak, the crouch trot and the sedated walk all play in reverse when moving backwards now.
- Fixed Iguanodon and other part-animated species gliding across the ground while strafing. Each strafe direction falls back to a clip the species actually has.
Stamina
- Flight now costs a flat amount of stamina per second instead of a share of what is left. It used to drain ten times faster on a full bar than on a nearly empty one and could never reach zero.
- Running out of stamina in the air brings a dinosaur down. The flap, the hover and the shift boost are cut and the glide stays, so it comes down under control rather than dropping out of the sky.
- Stamina no longer refills while a dinosaur is off the ground. Gliding down on an empty bar used to give back enough to flap again within a second.
- Fixed a single tap of sprint draining a dinosaur's whole stamina bar once it left the ground. The sprint cost lets go in the air now, and within three seconds of the last sprint press in any case.
Swimming
- Fixed semi-aquatic species never regaining stamina in water.
- Fixed drowning damage while floating at the surface. Whether a dinosaur is underwater is judged at its head now instead of across the whole body.
- Fixed semi-aquatics rising off their food while holding E to eat underwater. With food in reach E only feeds and gives no lift.
Diet
- Chewing sounds now follow what is being eaten rather than who is eating it.
- An animal that cannot eat vegetation no longer chews at grass or crops it.
- Fixed bodies eaten down to nothing staying in the world, unsniffable and inedible, instead of clearing away.
Carrying
- The size limit on what a dinosaur can fit in its mouth is about a third more generous, so bulkier props like the clay deposit are carryable by more species.
- Corpses and carryable objects are found from further out, closer to the reach grazing already had.
- Fixed Allosaurus, Ankylosaurus, Diabloceratops, Dryosaurus, Iguanodon, Protoceratops, Twins and Utahraptor playing the pickup animation and never picking anything up. A pickup lands half way through the animation now.
- Fixed dropping a grabbed survivor with G leaving them ragdolled and untouchable until they died.
Abilities
- Juvenile Dilophosaurus now has the same spit aiming camera as Cryolophosaurus. The camera swings out to the side of the animal while a spit is held.
Scent
- Fixed sniffing being refused at anything but a standstill. It tops out at a trot now, and a sprint or a charge is still out.
- Fixed sniffing sometimes refusing to start again after the first use, and staying refused for the rest of that life.
Tracks
- Scenting marks every nearby track with smoke, and reading one lights a beam to the next mark along the trail.
- Track readouts name the size and diet of what came through rather than the exact animal.
- Dinosaur tracks are laid 22.5 studs apart instead of 15.
- Dinosaurs read a track by sniffing over it instead of holding a prompt. Height no longer matters, so the largest species can read the ground under them.
- Tracks cannot be read or smelled by whoever laid them.
- Fixed dinosaurs laying only a single scent track and then none at all for the rest of that life.
Animations
- Added the remaining Utahraptor call animations and their calls.
- Added the Allosaurus threat emote, and a new Allosaurus trot and walk.
- Added the legacy emotes that were still missing.
- Fixed Suchomimus sliding while crouched.
Emotes
- Fixed the human emote wheel opening while playing as a dinosaur.
Skins
- Added the legacy Iguanodon green skin.
Ragdolls
- Fixed every dinosaur losing its collision permanently the first time it got back up from a ragdoll, which dropped it through the map.
- Fixed Triceratops, Edmontosaurus, Diabloceratops, Oviraptor, Utahraptor and Rafflesia tearing apart when ragdolled. Triceratops also lost their root entirely and could never get back up.
- Fixed Therizinosaurus carrying an extra invisible collider, and the Deinosuchus rig anchor coming loose during a ragdoll.
Spawning
- Added dinosaur selection screen renders for Scelidosaurus and Utahraptor.
- Fixed spawning in with a hurt grunt and a flinch. Injury reactions are held back for a moment after a spawn, and damage is unchanged.
- Fixed a spawn request timing out killing the Spawn as Asset button and the genome panel for the rest of the session.
Camera
- Fixed the camera locking onto one point in the world and never following your dinosaur again after being forced into one, a teleport, a return to the menu, or spawning a replacement.
Interface
- Herd tags show usernames instead of display names, and the growth stage and gender line under them is gone.
- The action menu cannot be opened while a dinosaur is flying. Opening it took the controls away mid air.
Universal
Resources
- Ore is more plentiful. More nodes carry ore at once, rich veins are a little likelier, and an emptied node refills in about half the time.
- Scattered gathering resources are 10% less common across the island. Deadfall, loose stone, flint, bone piles, clay and reeds all thin out together.
- Fixed ore nodes never generating anywhere on the new map, so all 163 placed across the island are live.
Harvesting
- Damage numbers, CRIT and SHATTER popups and the target's health bar while chopping or mining are yours alone now. Everyone nearby still hears and feels the strikes.
Combat
- The red damage direction ring now points at any source of damage, including creatures, NPCs and fire. It used to show only when the attacker was another player.
Chat
- Channel tabs are back. Radio and Proximity can be picked from the chat window, and the radio's unread dot is visible again.
- Global server chat is off.
- Stowing a radio no longer forces chat back to Proximity. The net stays readable, and transmitting still needs the radio in hand.
- A radio held by anyone outside the four departments receives only. It hears the net and can switch channel, but cannot transmit or send an emergency call.
- Fixed carrying a radio dropping you out of proximity chat for the rest of the session, with nothing sending or arriving.
Audio
- The beach loop heard from inland is 20% quieter and stops 20% closer to the shore. The mix standing on the sand is unchanged.
- River audio starts fading 20% closer to the water.
Night Vision
- Night vision is far less blown out. The glow around lights and bright surfaces has been pulled back a long way.
Progression
- XP only accrues while a public test is running. Group and rank still wipe or hold progress as they did.
Gamepasses
- Fixed the Stolen Radio pass handing over a radio that could never be taken out of its slot.
Server Browser
- Fixed the privacy selection dot staying on Public whichever row was picked.
- Fixed the OPEN and LOCKED buttons on team access overlapping each other on displays wider than about 2000 pixels.
Interface
- Settings descriptions that ran past the end of their line are no longer cut off. They wrap onto a second line and the row grows to fit.
- Fixed the return countdown taking your body without ever opening the menu, whether it ran out, was cancelled at the last moment, or something else removed you first. The menu now reopens on its own if you are left with no body.
- Fixed a return countdown that ran out cancelling the very removal it was counting down to, leaving you in the menu with your body still standing in the world.
- Fixed the menu not counting as open after a death, so anything that checks whether you are in a menu behaved as though you were still out in the world.
- Fixed typing in chat triggering game keybinds, including opening the action menu mid sentence.
- Fixed the cursor being invisible, and sometimes locked in place, in the menu after dying.
Staff
- Fixed admin flight dragging a dinosaur to the ground as though something were pulling it down.