Encamp Update, September 27
Room blueprints, a respawn colony screen where you customize your start, and in-game guides that explain systems as they come up.
Updates, progress and thoughts from the development of Encamp.
Seasons and the cold, the game's first sound effects, medicine and sickness, farm animals and new kitchens, pawns with trades, and a first hour that starts beside another player's colony.
Room blueprints, a respawn colony screen where you customize your start, and in-game guides that explain systems as they come up.
Human raiders with battering rams, cannibal raiders, a new tutorial, trait-driven pawn behavior, perk trees, expeditions and four new biomes.
Everything that changed in August. The Barrow Warden, training grounds, production rooms, a study supply cost on research, the world map, food spoilage and a pile of raid fixes.
Encamp has its first boss, a large undead gentleman you summon at a swamp altar far from home. This diary covers how the offering works and what the fight is designed to test.
Tanks are coming to Encamp as the endgame: expensive crewed behemoths that play like pawns, with up to four colonists inside. How crews work and why an abandoned tank is a gift.