Blog Feed en Tue, 13 Nov 2018 14:20 CET is a Hurtworld servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Hurtworld Dev Blog #144 Tue, 13 Nov 2018 14:20 CET
Hi Hurtworldians!

In this weeks dev update, we look at the gfx pass on our machines, territory control map updates, progress on the new trailer and start working on implementing the Mozzy helicopter in game!

Check out the full update here:
Exp Hotfix Is Live! Fri, 09 Nov 2018 09:44 CET

Hi Hurtworldians,

Hotfix is now live with some fixes and improvements from last nights patch.

We also added an admin quality of life feature that allows admins to teleport to their marker on the map.

To use set a map marker and type in console: teleportmarker

  • Fixed not being able to build with normal stake if you weren't in a clan
  • Fixed missing storm spawners
  • Fixed missing vehicle spawners
  • Reduced storm spawn frequency and duration
  • Added teleportmarker admin console command
  • Fixed some broken roads in nullius
  • Fixed Linux EAC hashing
  • Fixed Locker LOD issues
Exp Patch Is Live! Thu, 08 Nov 2018 10:07 CET
Hi Hurtworldians!

Tonight we have our new Territory Control system rolling out to all experimental servers. This system adds 10 special construction cells to the map that reward clans with bragging rights of controlling the map as well as accumulate points towards upcoming clan vanity systems.

Currently PVP points do nothing but rank your clans, soon they will be able to be used to unlock various things in game.

These build cells allow use of a much cheaper C4 variant and only allow building with weak materials to keep things volatile.

Players who die inside these cells will be locked out for a period of time allowing a fairer online PVP experience.

We've also done a fairly large overhaul of machine graphics as well as redesigned all the male characters.

All players should see a decent performance increase as the first step of our optimisation with much more to come in the near future.

Vehicle attachment spawns have been boosted by a massive amount to make vehicles more accessible in the leadup to our revamp of vehicles coming soon to bring things back closer to V1.

Happy Hunting!

Full ChangeLog
  • Added territory control points all over the map that reward clans with PVP points
  • Clans are now ranked in the clans screen by points accumulated
  • Added new territory c4 for raiding territory control points. This is far cheaper than normal c4
  • Increased wood drop rate
  • Fixed bug where you couldn’t zoom the map if hovering over a marker
  • Redesigned clan totem
  • Updated campfire visuals
  • Updated fire pit visuals
  • Updated locker visuals
  • Updated c4 visuals
  • Redesigned all 3 male characters (edited)
  • Optimised environment rocks to use far less polygons, should give a good boost to FPS.
  • Fixed duplicate environment assets spawning in the map
  • Polished a lot of the clan UI
  • Made shoreline not so shit
  • Redisigned first and third person hands to not look like french fries
  • Clan tags now show in chat
  • Massively boosted vehicle attachment spawns on world chassis
Hurtworld Dev Blog #143 Wed, 31 Oct 2018 18:55 CET
Hi Hurtworldians!

In this weeks dev update we go into detail about the upcoming endgame territory control PVP system, check out the revamped workbench and ownership stake, character head revamp and date for the next patch.

Check out the full update here:

Exp Patch Is Live! Thu, 18 Oct 2018 16:57 CEST

Hi Hurtworldians!

Tonight we have a decent sized patch with the first cut of the new Clans system. The system allows you to manage your group, easily identify who your mates are, and track them on the map.

Along with the system there is also a Clan totem that will allow you to authorize your entire clan in one click on an ownership territory.

By itself the clans system won't have a massive impact, but lays some important groundwork for some endgame systems that will be dependent on having these things in place.

We've also overhauled how our interaction UI works, things should be a lot more consistent when interacting with machines and other interaction windows like handcrafting.

Happy Hunting!

Full Changelog (
  • Overhauled interaction UI to allow multiple touches on client and clicking through available interactables
  • New Clans System
  • Clan Totem
  • Doubled amber drop chance
  • Increased iron drop rate
  • Increased wood drop rate
  • Automatic drill machine visuals updated
  • Blast furnace visuals updated
  • FPS arms updated
  • Removed default attachments from AR15 and AWM loot tables
  • Map marker performance increased
  • FR18 Jacket Silencer and Locus Scope are now supported by the Camouflage mask
  • BoltAction guns (FR18 and AWM) now require a bolt pull on first equip before firing
  • FoV in options is now set as horizontal FoV, FoV max increased to 110
  • Sighted zooms are now calculated as a % of base FoV rather than an explicit number
  • Console command 'setres' format has changed to 'setres <resolutionIndex> <fullscreen true/false>', console command 'reslist' will show compatible resolution list
  • Fixed a bug in ItemCustomisationWindow where if an item with multiple redundant SkinnedMeshAttachmentConfigurations could throw exceptions if there were at least 3 custom pixel index conflicts.
  • Improved third person camera line of sight check
  • Weather systems now have a longer falloff area at their edges
  • World items are now forced asleep after 10 seconds
  • AWM and AR15 scale adjusted
  • Improved performance of vehicle health sync
  • Activated GPU instancing for several environmental assets
  • Improved uber shader performance when backfaces are culled
  • Fixed incorrect removal ghost on Titranium workbench
  • Fixed incorrect low LODs on Iron Ore resource node
  • Fixed incorrect name display when looking at someone elses bed UI
Hurtworld Dev Blog #142 Wed, 17 Oct 2018 18:19 CEST

Hi Hurtworldians!

In this weeks update we check out 2 new character heads, new clan totem, finally start work on higher tier doors, revamped interaction UI, and meet the newest member of the Bankroll team Henry.

Check out the full update here:]]>
Hurtworld Dev Blog #141 Mon, 08 Oct 2018 12:26 CEST

Hi Hurtworldians,

In this weeks dev update we check out the new clan totem, and progress on the upcoming clans system along with a pushed back release date of the clans patch.

Check out the full update here:]]>
Hurtworld Dev Blog #140 Mon, 01 Oct 2018 10:58 CEST

Hi Hurtworldians,

In this weeks dev update we push towards the clans update, make a bit of progress on hair stuff and check out the new blast furnace.

Check out the full update here:]]>
Hurtworld Dev Blog #139 Mon, 24 Sep 2018 11:59 CEST

Hi Guys,

In this weeks dev update we check out pimping out the drill and the blast furnace and R&D work on face updates. We also go deeper on the support systems needed for the upcoming clans feature and details on the next patch.

Check out the full update here:]]>
Hurtworld Dev Blog #138 Tue, 18 Sep 2018 17:11 CEST

Hi Hurtworldians!

In this weeks dev update, we check out plans for our upcoming clans system, endgame territory control system, drill and character upgrades.

Check out the full update here:]]>
Hurtworld Dev Blog #137 Fri, 07 Sep 2018 11:22 CEST

Hi Hurtworldians!

In this weeks update I've written part one of a multi part essay series where I word vomit design thoughts on how we are gonna make V2 the best game ever based on our discussions in the forums etc. Beware wall of text!

Check out the full update here:]]>
Exp Patch Is Live! Thu, 30 Aug 2018 10:21 CEST

Hi Hurtworldians,

In tonight's patch we have my all time favorite gun in Hurtworld so far... the FR18. It fits into the mid game to serve as a long rang weapon that can be farmed entirely in the noob zone. It has much lower damage than the AWM, but makes up for it with high rate of fire, nice ironsights and cost effectiveness. I'm excited about this one.

Fragment Refactor
This process ended up being a bigger job than we expected and decided to roll back most of the changes until next patch so we don't completely break the meta. We did a balance pass to remove the really rubbish fragments and buffed under powered ones, you should still find a more consistent range of fragments. More on these next patch.

New Town Events
This patch introduces two new town events to replace some of the duplicates around the map. We will continue to replace these until they are all unique. We've tried to create some more open spaces in the events to give our longer range weapons some more PVP purpose.

See you out there :csgogun:

  • Added new town events to Nullius
  • Added FR18 bolt pull rifle
  • You can now delay the bolt pull on the AWM and FR18 by holding the fire button, this lets you watch the bullet drop to help you sight in long distance shots
  • Added camoflague mask for all guns
  • Added 12x scope for AWM
  • Removed add pocket fragments
  • Removed zoom amount fragments
  • Added bow scatter shot fragment
  • Removed bow extra shot fragment
  • AWM pvp damage increased (70 -> 85)
  • AWM bolt pull time increased (1 -> 1.75)
  • AWM Default scope is now 6x zoom
  • Removed global accuracy modifier and stat
  • Rebalanced accuracy for AR15, sighted accuracy starts higher than before but starts to bloom after a few shots (was previously constant small inaccuracy no matter what when sighted), hipfire now blooms out faster. First sighted shot is now perfectly accurate.
  • Reduced projectile speed for AR15 and Shotgun
  • Increased projectile speed for AWM
  • AR15 arctic pelt cost changed to strong animal pelt
  • Reduced Titranium Workbench cost
  • Airdrops now perform a line of sight check before destroying themselves due to timeout (airdrops should no longer despawn in front of players)
  • Increased reload and bolt pull audio falloff (gets quieter earlier)
  • Buffed thermal protection fragments (minor 4 -> 6, major 6 -> 9, mega 7 -> 11)
  • Buffed health regen fragments (minor .1 -> .15, major .15 -> .22, mega .17 -> .25)
  • Zoom amount stat so it now directly sets zoom level (ie. zoom level 2 = 2x zoom)
  • Zoom levels are now calculated as multiplier of FOV setting from options configuration (was multiplier of 60 FOV)
  • Increased vehicle and ragdoll maximum angular velocity
  • Fixed a bug where the camera wouldn't collide with some level geometry
  • Bolt actions no longer try to chamber a new bullet when sprinting
  • Fixed error when opening/closing a door without a sound
  • Reassigned open/close sounds for windows
  • Fixed a bug where equip stats could get out of sync between server and client
  • Fixed incorrect footsteps sounds playing based on contact material
  • Bolt pull audio now scales with bolt pull speed
  • Vehicle fuel consumption can no longer be reduced below 1
  • Fixed missing FIR trees around the map
Hurtworld Dev Blog #136 Mon, 27 Aug 2018 18:41 CEST

Hi Hurtworldians!

In today's dev update we check out the 2 new town events, new gun skins, the item fragment refactor, server stability upgrades and open a discussion with the community about the eternal battle of V1 vs V2.

Check out the full update here:]]>
Hurtworld Dev Blog #135 Fri, 17 Aug 2018 09:23 CEST

Hi Hurtworldians!

In this weeks dev update we check out the finished FR18 sniper complete with skins, a new town event, and discuss the next patch rolling out on the 30th.

Check out the full update here:]]>
Experimental Patch + Hurtworld Blog #134 Is Now Out! Tue, 07 Aug 2018 12:59 CEST

Hey Hurtworldians!

Tonight we've got a small bugfix patch to fix up a few small map issues as well as item disppearing into vehicle inventories.

As always the last active patch ( will be available on the 'oldversion' branch so you can continue to play on community servers until they get around to updating.

We've also got a new blog looking at the patch as well as some attachments for the upcoming FR18.

Check it out at

Full Changelog
  • Fixed vehicle inventories so they can no longer 'lose' items
  • Fixed a spawn point that was spawning players on top of a rock they could not safely leave
  • Fixed some town event markers appearing too small on the map
  • Added console command 'networkloglevel <off/error/warning/debug>' for controlling the network log filter on the server
Experimental Patch Is Now Live! Thu, 02 Aug 2018 16:49 CEST

Hey Hurtworldians!

Tonight we've got a new experimental patch wipe cycle that adds weather events, replaces the starting beach with a new tropical look and rebalances the gear progression to encourage a longer farming period before pushing into the snow and red desert biomes.

We've also got a few bugfixes, most importantly fixing the regression in hitboxes / hit detection introduced in the hotfix and also making servers less vulnerable to DDoS attacks which unfortunately have been an issue recently.

As always the 'oldversion' steam branch will contain the patch prior to this one( so you can continue to play on community servers that haven't gotten around to updating yet.

Good luck out there!

Full Changelog
  • Added weather events to all biomes, these will affect temperature levels and player visibility
  • The starting beach area has a new tropical look and feel
  • Progression of gear has been rebalanced removing some items and combining others, crafting costs and protection levels have also been tweaked
  • Titranium Workbench Amber cost reduced (40 -> 20)
  • Titranium Workbench Shaped Titranium cost increased (20 -> 150)
  • Hurtworld now defaults to not allowing network messages from unconnected clients (should reduce vulnerability to DDoS attacks)
  • Added console commands 'setallowunconnected <0/1>' and 'dumpallowunconnected' for setting and checking whether network messages will be accepted from unconnected clients
  • Fixed the hitbox / hit registration issue introduced in (hit registration will be consistant again)
  • Fixed incorrect rarity on mega mine power and chop power fragments (rare -> legendary)
  • Added Jacket and Bomber Jacket as new vanity items
  • Added Machine Wrench to Titranium Workbench recipes
  • Reduced toxin build up rate from Mondinium resource nodes
  • Added line of sight checks to resource nodes so they should no longer despawn in front of a player
  • Fixed incorrect material assignment on Titranium Workbench (wood -> metal)
  • Fixed Heatproof Mining Drill returning Coldproof Mining Drill when disassembled
  • Heatproof Mining Drill can now only be placed in the Red Desert
Hurtworld Update #133 Fri, 27 Jul 2018 13:07 CEST

Hey Hurtworldians!

This week the tropical biome gets implemented, bugs get stomped and the FR18 moves close to completion.

Read all about it at...]]>
Experimental Patch Is Now Live Fri, 27 Jul 2018 09:46 CEST
Hey everyone,

Tonight we've got another bugfix update fixing problems in the mesh baking system that could cause world items to fall through the ground.
We've also improved physics performance and fixed up featured servers not showing correctly.

As always the 'oldversion' steam beta branch will be pointing at the last released build ( so you can continue to play on community servers that haven't updated yet.

Full Changelog
  • Fixed a bug in the item display data manager that could cause it to crash and never recover (Fixes items failing to render and world items falling through ground)
  • Improved physics performance (server and client)
  • Fixed several console commands throwing errors when invoked during server start up
  • Improved how steam ID sessions are recorded, should help "Active session with same SteamID" issue
  • Fixed an issue where players could get into a loop where they would constantly request data about an item that doesn't exist from the server
  • Added the console command 'itempingenabled <value>' for servers to control whether players can link items to chat
  • Fixed an issue causing featured servers not to appear in the server browser as featured
Experimental Patch Is Now Live Fri, 20 Jul 2018 09:41 CEST
Hey everyone,

Tonight we've got a small bugfix update for the experimental branch fixing up some issues with shacks, amber protection and vehicle claiming.

As always the 'oldversion' steam beta branch will be pointing at the last released build ( so you can continue to play on community servers that haven't updated yet.

Full Changelog
  • Vehicles can now be claimed without any parts installed
  • Fixed a bug where the amber cost could still be consumed when failing to claim a vehicle
  • Added extra placement validation to shacks to ensure their spawn point does not overlap into level geometry (eg. inside rocks)
  • Shacks will be unavailable as a spawn option if something (eg. C4) is blocking the spawn point
  • After upgrading an amber protected item the upgraded item will not drop its amber cost on the first death (the item will still be protected however)
Hurtworld Update #132 Fri, 20 Jul 2018 07:52 CEST

Hi Hurtworldians!

This week Tom gets his hands dirty in the workshop working on the vehicles, Teh Splatt moves to a tropical Island biome and Mils heads to the rifle range to work on the new FR18 rifle.

Follow the link to see more...]]>
EXP Patch Is Now Live Thu, 12 Jul 2018 10:29 CEST

Hi Guys,

Tonight we have a small update for the experimental branch which fixes the nasty construction duping bug that emerged this week as well as a few other balance and bug fixes.

This will include a wipe on official servers to level the playing field from dupe exploiters, but is not mandatory for community servers.

- Fixed construction duping bug
- Client side torch performance improved
- Increased vehicle chassis spawn rates
- Increased vehicle part drop chance from chassis disassembly
- Improved basic rock resource node visuals at low level of detail
- Amber insurance drops from owned vehicles no longer despawn due to time out
- Fixed various small map issues]]>
Hurtworld Dev Blog #131 Wed, 11 Jul 2018 11:07 CEST

Hi Hurtworldians,

In this weeks dev blog, we check out the new tropical biome, scout rifle progress, and plans for our next couple of releases.

Check out the full update here:]]>
Experimental Patch Is Now Live! Fri, 06 Jul 2018 11:01 CEST
Hi Hurtworldians!

Tonight we have a brand new map built from the ground up to have more open space, make vehicles more useful, create more memorable areas and is our most ambitious design yet.

There are a bunch of areas which still feel very empty, especially in the start desert. We will be continuing to fill these with love over the next few patches. That said, I think we have a bunch of really cool elements that will grow into the map Hurtworld needs and will open up many new gameplay opportunities, paving the way for the release of the Slug (Truck) and Mozzy (Helicopter) to have a purpose in the metagame.

We have also started work on making some of the world events more localized, like more frequent meteor showers in focused areas, giving less loot each + more airdrops that can only be heard if you are in range of them etc.

This patch should slightly balance out the defense / offence raiding status with double the det cap drop rate along with increased airdrops.

Happy Hunting

Full Changelog
  • New map "Nullius"
  • Meteor shower spawn locations restricted to map focal points
  • New world we call "Nullius"
  • Increased detcap drop rate
  • Removed iron+titranium showers form snow and red desert
  • Completely rebuilt all biomes for map "Nullius"
  • Increased iron+titranium shower frequency but reduced meteor count
  • Made resource spawns more more clustered as you progress through the world. Some areas have none, some have heaps, get yo explore on.
  • Fixed owrong farming seed yield
  • Something something new map...
  • Reduced C4 Amber Cost
  • Moved AWM to cold progression
  • Airdrop plane flies lower and has shorter sound falloff
  • Buffed Yeti and Dark Yeti health (650 -> 975) and normalized health (3 -> 4.5)
  • Removed vehicle drops (including scrap) from air drop loot
  • Fixed the fridge
Hurtworld Dev Blog #130 Wed, 04 Jul 2018 12:14 CEST

Hi Hurtworldians!

In this weeks dev update, we go into depth about design in the new map releasing on Friday as well as a look at the new scout rifle.

Check out the full update here:]]>
EXP Update Is Live! Thu, 28 Jun 2018 21:57 CEST

Hi Hurtworldians,

Experimental branch patch is now live. Unfortunately we are going to have to postpone the new map release until next week. We've been working around the clock trying to get it ready for public consumption but at this point it still has quite a few issues that we need to resolve.

Either way, Tom has been cooking up a few gameplay changes that we will push out tonight with a wipe to tide you over for another week. We will leave the default map set to diemensland for this short week wipe cycle.

  • Added Mining Bow
  • Added amber protection information to item tooltips
  • Vehicles now cost amber to claim
  • The driver of a vehicle now receives an alert if the self destruct timer is activated
  • Added bow redraw speed stat to improve bow reload times
  • Added bow redraw fragments
  • Vehicle wheels now apply their force at a height equal to center of mass, this reduces the effect tire forces have on vehicle orientation
  • Improved vehicle handbrake so vehicles slide more like the legacy implementation, the new wheel force application point also fixes handbrake pulling the Kanga's front wheel up
  • Removed most of vehicle weight's influence over vehicle handling, vehicles are now more consistent between different attachment configurations
  • Removed vehicle top speed stat, a vehicles top speed is now defined by the point where engine power is matched by vehicle drag
  • Buffed AWP pvp damage (50 -> 70)
  • Buffed Iron Axe pvp damage (25 -> 35)
  • Fixed a bug where a passenger exiting a vehicle would always cause it to power off (now vehicle only powers off when empty)
  • Fixed an issue where Kangas could get stuck after returning upright due to the driver seat being blocked
  • Fixed an issue where a vehicles normalized top speed was not being calculated correctly causing vehicle control systems to be applied at the wrong strength (also fixes vehicle gearboxes never shifting out of 1st gear)
  • Fixed footstep audio playing after entering a vehicle sprinting in 3rd person view
  • Vehicle airdrops have been made 100% accurate
  • Fixed an issue where bows were not being affected by inaccuracy calculations, bows are now less accurate while running and while airborne
  • Improved handling of player name validation
  • Fixed a bug where melee attacks were not being denied properly when being blocked by level or base geometry
  • Improved FPS Sight offsets with Eureka scopes (Camera approaches lens when sighting in)
  • Made item context menus more robust
  • Fixed Roach and Kanga engines appearing black
  • Fixed an issue where vehicle health could fail to sync in vehicle UI
  • [SDK] Vehicle gearboxes now have user defined gear ratios in ItemComponentVehicleGearbox
  • [SDK] Fixed bugs with AdditiveMaskSupport, these assets should now work correctly
  • [SDK] Fixed bug where IconBuilder's Update Lighting Snapshot button didn't work
Hurtworld Dev Blog #129 Mon, 18 Jun 2018 12:07 CEST

Hi Hurtworldians!

In this weeks dev update, we check out plans for the release of the epic new map, bow painting, new scout rifle, vehicle handling and more.

Check out the full update here:]]>
Experimental Hotfix Is Now Live! Fri, 08 Jun 2018 09:38 CEST
Hey Hurtworldians,

We're rolling out a hotfix patch to fix an issue where vehicle masks were failing to sync from the chassis to the other attachments.

Full Changelog
  • Fixed an issue where vehicle chassis were failing to pass their assigned mask onto the other vehicle attachments
  • Fixed an issue with spawn mutators trying to incorrectly create items when loading from a saved game
EXP Patch Is Now Live Thu, 07 Jun 2018 15:57 CEST

Just pushed a small hotfix to increase the flint in a noob zone. Enjoy.

Hi Hurtworldians,

In tonight's experimental patch makes some major changes to vehicles, introduces a new town event type and brings Diemensland back to life for ItemV2.

Full Vehicle Customization
A long time in the making, we have the new fully fleshed out vehicle customization system. Not only do you now have freedom to choose the color of the vehicle, you can paint each panel separately!

Vehicle Recovery
This patch also introduces vehicle insurance claims, allowing you to call an airdrop back in for your own customized vehicle if it gets destroyed or stolen. Stolen vehicles will need to be remotely destroyed via the vehicle settings window which will take around 45 mins before your vehicle can be called back in. This gives the theif a bit of joyride time with your precious ride before destroying it and dropping them a small reward.

Calling your vehicle back in will cost you the insurance claim cost (most of which is dropped for the theif).

This should allow a much more significant investment and customization to your vehicles as they can never be truly lost.

Open World Chassis Hunting
For the Roach and Kanga, chassis and items must be scavenged from spawns in the world. The Goat is still crafted via the old methods.

Multiple Vehicle Claims
We have also extended vehicle claiming to allow one of each vehicle type!

Diemensland V2 Legit
We have updated Diemensland (the map everyone knows and loves) to work in V2 in prep for the new map Splatt is working on which is heavily inspired by Diemensland feel to ensure we hit the mark. Airdrops and Meteor showers have been added.

Loot Frenzy Town Event
To replace the constant slow loot spawns of legacy we have created a new town event called Loot Frenzy. Once activated will drop a new loot crate every 30 seconds with area markers for each crate, there will be one of these running all the time somewhere in the map. Change Log
  • Default map changed to Diemensland
  • Added new loot frenzy town event type
  • Vehicle panels are permanently attached to chassis once again
  • Vehicle wheels no longer take damage separately, they cannot be destroyed and pass on damage to the vehicle instead
  • Players can now claim a vehicle of each type (goat, kanga, roach)
  • Fixed a long standing bug that would cause Kanga to not turn after being picked up off the ground for a few seconds.
  • Vehicle beacons now respawn a dead claimed vehicle, they cannot be placed if you don't own a vehicle of that type or it isn't destroyed
  • Players can self destruct vehicles they own, this timer can be started from the character options window
  • The goat spawn beacon will auto-claim the dropped goat if the player does not currently own a goat
  • Vehicle disassembly wrench added to vehicle crafter
  • Added vehicle engine unstable upgrade extender, this fragment costs nothing to apply and has a 50% chance of adding an extra upgrade point, if this fails the engine is destroyed instead
  • Removable vehicle parts can now be dismantled into scrap
  • Added vehicle protection and fuel efficiency fragments
  • Vehicle window now displays the vehicle destroy timer, if the vehicle is unowned the player is shown a button to reset this timer
  • Vehicle window now displays the chassis item so it can be recolored and masks can be applied
  • Added tooltip for mask storage to show what mask is applied to an item
  • Vehicle panels are now customisable (colorable) and are colored separately
  • Vehicle air drop accuracy massively increased
  • Recurve and fibreglass recurve bows can now be recolored
  • Updated vehicle air drop beacon graphics
  • Roach and kanga chassis spawn in the world, these vehicles have to be collected once again and can no longer be purchased (goat is still available for purchase)
  • Vehicle gearbox stats have been pushed into engines and there is now just one type of gearbox per vehicle
  • Removed random customisation for AR15s and AWMs, these items will now always start with their default look
  • Removed random customisation for vehicles, vehicles will start out with a default look
  • Increased effect of traction stat + baseline traction increased for all vehicles
  • The kanga and goat are now more forgiving and harder to crash.

    Known Issues
    Vehicle mask and paint assignment can get a bit screwy, should have a fix for that soon.
Hurtworld Experimental Hotfix Tue, 03 Apr 2018 17:28 CEST
Hi Hurtworldians,
This hotfix should fix up all of the lag spike issues that have been occurring over the weekend as well as structures not loading in on busy servers sometimes.
I have also increased the EU East ItemV2 server to 100 players as a load test. I encourage everyone worldwide to play on this server regardless of ping (I have removed the ping restriction) so we can see how the new network engine holds up under heavy load and profile for bottlenecks.

Full Changelog

  • Changed the way rare creatures are spawned to be more consistant
  • Fixed entity overflow on initial connection to a busy server
  • Fixed massive server lag spike whenever a player connects
  • Increased enforcement for server simulated projectiles to deny hits for clients when their structures bug out
  • Rebalanced armor and size coefficient values for small doorways
  • Added failsafe for meteors and airdrops to not leak if something goes wrong
  • Fixed memory leak on binary effects
Hurtworld Patch Mon, 23 May 2016 14:44 CEST
  • Added Buttress construction item 
  • Added two new types of Pillar 
  • Added Trap Door construction item 
  • Added Single Door construction item 
  • Added Single Doorway construction item 
  • Added Pillbox construction item 
  • Added Fireplace construction item 
  • Added free standing Torch construction item (built similar to the Sign - just equip a torch item and look at the ground) 
  • Updated Wall Torch model and texture 
  • Added visibility indicator for construction prefab placement 
  • Changed Build Limits to be different for different items. There are now three categories of build limit: structural, machines, and plants. These limits are independent of each other. 
  • Doubled the default structural build limit - you will now be able to build bigger bases 
  • Fixed issue where plants would place incorrectly on structures and machines 
  • Made Fire Pit collider consistent between server and client 
  • Altered workbench collider to be more consistent with its shape 
  • Fixed sign refund 
  • Improved UI at low resolutions 
  • Significantly improved performance of skybox in complex maps 
  • Improved validation on Ownership Stakes 
  • Admins are now immune to AFK kicks 
  • Fixed issue with plant serialization where plants would despawn after several server reloads 
  • Added Deferred Rendering (enabled in Options > Graphics). This may significantly improve performance on some graphics cards, and will significantly improve fidelity when multiple light sources are on screen. 
  • Fixed mismatched colliders on Owrongs 
  • Added four new music tracks 
  • Fixed issue where the player slid down ladders over time 
  • Significantly improved player connection time to servers with lots of buildings 
  • Significantly improved server RAM overhead for structures 
  • Added Shack construction item, built in the Workbench. The Shack is an early-game, small structure that can be built in the starting zone. It will last for 48 hours before destroying itself. You may respawn at your shack once every 20 minutes. You may only have one Shack at a time. The Shack may be chopped down with axes over a fairly long period of time - it is not a place for completely secure storage. 
  • Machines will now remember if they were turned on or not over server restarts 
  • Put in command to disable autosaves (autosaveenabled <value>) 
  • Made C4, Landcrab Mines and Poison Traps placeable within NoBuild zones 
  • Fixed ownership stake smoke LODing out too early 
  • Fixed bug in explosions where C4 would do damage to the wrong attachment pieces, sometimes decimating whole bases 
  • Configured armor for construction pieces. Wood will die to any c4 blast, stone will take about 1.5 blasts iron will take 3+ 
  • Increased detcap spawn rate by 3x 
  • Configured blast resistances based on construction volume, smaller objects of the same material will take less damage to destroy 
  • Decreased the material costs for C4 slightly 
  • Roof pieces are now much cheaper 
  • Doors and windows have a similar blast resistance to wood walls 
  • Garage doors have armor similar to rock 

    Let us know if you find any bugs, and enjoy! 

  • Fixed beacon not showing ownership stakes properly 
  • Fixed server side exception when creating new player identities