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Latest Steam Announcements for Hurtworld

Hi All,

Tonight we have a small but important hotfix to resolve some issues surrounding the construction system. This update doesn't require a wipe, but may cause small construction pieces to rotate after patch. We recommend an update but most servers will survive without it.

As usual, if you're community server doesn't update immediately you can switch to our oldversion branch to continue playing.

Change Log:
  • Fixed various construction issues that let players break out of the constrained grid and stack walls next to eachother
  • Fixed issue when teleporting (respawning, initial connection, mod teleports) where structure visuals wouldn't load in instantly allowing xray of bases
  • Fixed errors loading savegames spamming rotation key 16 errors
Hi Hurtworldians,

In the first dev update of 2020 we get back into things after the break and outline hotfix plans for this week as well as some of the features of the next content patch.

Check out the full update here:
Hi Hurtworldians!

After 6 years of development, tons of updates, plenty of challenges, a partial rewrite and over 60 million hours of playtime we are finally out of Early Access.

With this release comes a ton of bug fixes and quality of life changes and some fresh content.

New "Talon" Rocket Launcher
Since we introduced the rocket pods attachment to the Mozzy (Helicopter) life has been tough for players on the ground with no means of defence besides a lucky AWM shot on the pilot. This patch evens the field a lot by introducing the new Rocket Launcher.

Designed primarily as an anti air defence the launcher will make quick work of a Mozzy with a well aimed shot. It has some PVP viability but won't overpower better suited weapons and will require some skill to be useful.

New super rare Roach Asylum Body Kit
This badboy is heavily armored from all directions giving the driver good protection from would be attackers. While not immune to Mozzy attacks, it will provide some coverage from your enemies raining hell down on you. Getting your hands on this isn't easy, it will require continuous map control and a fair bit of grind for those clans who go really deep.

Making New Base Construction Easier
One of the hardest things when getting into Hurtworld (and sometimes for experienced players) is setting up your first proper base. The build system is intuitive enough when given the time to read the UI, trail and error around, find more materials before finally getting things secure. This becomes a very daunting task with the threats of the Hurtworld around you.

To make things easier we added a one click deployable 1x1 base complete with totem and bed that can be crafted at the workbench to get the basic security down. From there you can extend to your hearts content with the construction hammer. To prevent top players utilizing this as a field deployable outpost whenever they get shot, you are limited to 5 of these per wipe. Use them wisely!

The other big trip up for new players is accidentally building outside their claimed ownership cell and unknowingly letting people into their base for free. To solve this we added a new cheap tier construction hammer that can only build inside a cell that has been claimed, meaning if you accidentally drift outside your cell, you'll be blocked from building.

Additionally we force starter bases and start foundations to be built away from cell boundaries to ensure the spot that you finally start your mansion will be secure.

We've also refactored the grid that construction must conform to, to squash the build meta of exploiting awkward bugs to build the most secure bases.

The last on the build cake is a new construction removal grace period where if within 5 mins you remove a construction piece, you will get the full price back (instead of the usual half) meaning you can trial and error your way around until everything locks into place without it costing half your materials on mistakes.

Rebalanced Mozzy (Helicopter)
The golden age of Mozzy dominance is coming to a bit of an end. While still super powerful, we nerfed a few things to bring it back in line with the rest of the game now that a lot of people have mastered the art of flying and shooting. The equation on mining rockets is much tighter, and they also can't be used in PVP except against other Helicopters.

The End of The Rock Glitch
Rock exploits has been a fact of life since Hurtworld was created. Many times we thought we had it under control and those escape artists in our community would find another way through the rocks. I'm happy to say with a fair bit of confidence that rock exploits are now not possible. This is an automatic preventative measure that will kill anyone who tries, then report them to us. Attemps to use rock exploits will still result in lifetime bans. Dare I say, building up against a rock is now a good strategy again.

Fixing Up Cave Bases
Having 40 thousand hand placed rocks in our map, every now and then make a formation that can be used to make an unraidable base. We've gone to extreme lengths with the help of our community to eliminate all these spots with a combination of nobuilds around shoreline and rocks filling inland ones, players will now need to figure out the new OP base meta.

Its been a wild ride with plenty more to come, thanks to everyone who has stuck around for the journey with us <3

If you want to get involved head over to our new unofficial official Discord @

Full Change Log
  • Added Talon Rocket Launcher
  • Fixed mozzy playing startup sounds when coming into range even if flying
  • Added steam trading cards, emotes and profile backgrounds
  • Improved anti rock exploit detection, enabled killing of players who are detected as well as reporting to developers.
  • Added end tier Asylum body kit for roach
  • Added a grace period where removing construction items will give a full refund to make construction mistakes free.
  • Construction attachments now must conform to a tighter grid, no more stacking walls 100 deep.
  • Added starter base deployment item to help new players get their first real base started with less risk.
  • Added new entry level construction hammer which can't be used outside owned terrain (with the exception of foundations)
  • Large pass on localization across many languages
  • Rewrote how impact effects are synced to other players. You should see correct impact types and positions for all impacts not just your own.
  • Added variable distance culling for vehicles allowing much longer draw distances on active vehicles (Temp disabled troubleshooting issues)
  • Rebalanced Mozzy Rockets:
  • - Mining rockets no longer damage players
  • - Increased the cost of mining rockets
  • - Increased the cost of Avgas
  • - Reduced explosion radius on mining rockets from 7 to 5 meters
  • Increased equip time for AR and SMG weapons from 0.25 to 0.5 seconds
  • Reduced engine volume on ground vehicles
  • Added Starter Base deployable
  • Added console variable StartBaseLimit (default 5)
  • Fixed door sound glitches and re-enabled door sounds
  • Added unique sound to metal doors
  • Added new sounds for storage chest and locker
  • Fixed exit position check on Barra that was being used to get inside rocks
  • Players will now slowy drown if logged out in water
  • Extended bitstream pool size for higher pop servers
  • Optimized server ItemObject allocation
  • Reduced owrong seed yield
  • Reduced detcap drop rate
  • Reduced yield from meteor showers
  • Fixed incorrect fabricator window name
  • Fixed missing pillar colliders on some town events
  • Metal doors now have correct material config
  • Mozzy rotor sound be easaier to identify direction
  • Reduced client vram footprint
  • Fixed rare boars not spawning
  • Added slightly different sounds for all types of explosions, including distance fade effects
  • New coat of paint on the main menu
  • Removal ghost for construction hammer doesn't show in cells owned by other people
  • Updated the volume attenuation curve to fade more smoothyl
  • Change default music volume to be audible
  • Fixed being able to look into bases by building very high in the air
  • Fixed projecties being incorrectly denied (blue hit marker) when clipping close to wall edges
  • Improved internal server DDOS protection
  • Re-enabled tether bow
  • Fixed fridge
  • Updated storage chest and locker sounds
  • Fixed upside down torch removal ghost
  • Added Bhop script protection
Initially Posted on Blog at

Hey Hurtworldians!

In just under 2 weeks time, December 10th, Hurtworld will be launching out of Early Access. This will include a patch introducing the new hand held rocket launcher, a new body kit for the Roach, and most importantly tons of bug fixes and polish.

We decided not to go too heavy on the content for this patch and focused on long standing bug fixes to ensure we donít compromise on the stability of the game as we exit early access.

What does exiting Early Access mean?
For us Early Access isnít much more than a marketing tag, one that says there might be some rough edges and missing features right now, maybe check back later if youíre not into that sort of thing. At this point we feel we have achieved everything we initially set as a list of goals when we started early access 4 years ago. While we donít see the game as ever ďcompleteĒ, we think the current level of quality and set of features is indicative of what we want to maintain going forward.

Rest assured we will continue to working on Hurtworld for as long as there are people playing it to ensure the game remains a stable multiplayer experience for years to come.

Thanks to everyone who has come along the ride with us, lets get hype for a big launch!

Hi Hurtworldians!

In this dev update we check out the finished art on the handheld rocket launcher, going into more detail about the next update and talk about server consolidation and restructure next wipe.

Check out the full update here:

Hi Hurtworldians!

In this weeks dev update we go detail about the next patch and early access release and check out the new upcoming hand held rocket launcher.

Check out the full update here:

Hi Hurtworldians!

Tonight we have a small but important hotfix that should fix trapdoors being exploited to get into rocks along with some additional fixes.

As usual the best way to help us get bugs under control is to send us reproduction videos to

Credit for finally getting the hatch bugs fixed goes to onStyle

Detection measures are still in place, exploiting of new bugs that arise will result in hardware bans for your whole team. Don't risk it.

Change Log
  • Fixed hatch race condition that could be used to push into rocks
  • Fixed emotes being used to enable equipment while inside vehicles
  • Fixed player map markers spamming errors
  • Temporarily disabled tether bow to investigate possible exploits
  • Further extended inside rock detection and reporting mechanism

Hi Hurtworldians!

In tonight's update we have our first watercraft named the "Barra", sure to get those afraid of flying to and from the islands with far less stress.

Our second major feature is expanding our map with 2 new town types Factory and Bandit Village.

We also have a range of bug fixes and some background performance updates.

This patch forces wipe on all servers. Happy hunting.

Change Log
  • Added Barra power boat
  • Refactored how loot drops during a helicopter crash. Now the mozzy corpse will collect all loot including player gear drops, amber claim and mozzy storage. Items will be dispensed on dissasembly. Death markers will only show where you died, not track your loot.
  • [MAP]Added 2 new town: Factory and Bandit Village replacing a bunch of duplicate towns
  • [MAP]Added NoBuilds back to the roads
  • [MAP]Added piers around the coast
  • [MAP]Patched a few Death Holes
  • [MAP]Fixed broken loot frenzy for jungle town events
  • Improved loot frenzy tier one loot
  • Fixed broken loot table in bandril
  • Improved protocol security
  • Reduced explosion audible distance
  • Fixed a bunch of sounds with the wrong falloff config (eg: pistol reload)
  • Fixed new animals having wrong name
  • Can no longer store heavy blocks in furnace
  • Fabricator should refund the correct item when wrenched now
  • GPU Queue should now have an effect again. Keep in mind it does affect latency and will make gunplay harder
  • Fixed description of item namer
  • Fixed totems drawing in front of walls sometimes
  • [SDK]Made map scaledown on build a configurable setting in level config
  • Added small iron door, small iron floor, iron triangle floor
  • Fixed protect all amber context menu not working if you had the exact amount
  • Fixed protect not being greyed out if you couldn't afford it
  • Fixed town events not showing up if you are already in the town when it starts
  • Fixed deep ocean biome freezing you regardless of if you were in water, now in boats and choppers you can keep mild gear on

Hi Hurtworldians!

In this weeks dev update we check out a new town event, our first watercraft the Barra and detail the next content patch.

Check out the full update here:

Hi Hurtworldians,

This patch focuses on server and client stability and performance. There is still a lot of work to do, more performance updates coming in next patch.

Official servers will wipe with this patch. Wipe is optional for community servers.

Next wipe will go back to our Thursday night 2 week schedule for each timezone and will be accurate in the server browser and will kick off automatically.

As per usual, servers slow to update can still be accessed by switching to the oldversion branch on steam.

Change Log
  • Improved handling of Mozzy to be more predictable
  • Added profiling diagnostic info to help locate rendering bottlenecks
  • Reduced VRAM usage on lower end machines
  • Changed allocation of Items back to use pooled structures to reduce server spikes
  • Fixed issue with lod colliders popping in for towns
  • Fixed various build bounds issues with construction prefabs
  • Fixed crash caused by too many audio sources
  • Improved creature animation lodding