Patch 1.5 Now Live!

Hello everyone!We have just pushed patch 1.5 live, this is an updated version of the patch that was on the developer branch that you can find information about here - Dev Branch AnnouncementThis patch addresses some of the most critical blockers found since the game was released, includes some hardware related fixes and finally a change in how the network traffic is being routed when playing online. This is a step towards more stable online play, especially in regions where Epic Online Services backend servers are not operated locally. There is still a ping threshold of 300ms in the game where the game disconnects to avoid potential game breaking desyncs. We are looking into raising this in conjunction with some other changes to further improve online play in a patch planned to be released within a couple of weeks. We thank you for your patience and continued support: We’re working hard to resolve the remaining issues.We are looking into raising this in conjunction with some other changes to further improve online play in a patch planned to be released within a couple of weeks. We thank you for your patience and continued support: We’re working hard to resolve the remaining issues.The changelog is as follows - Patch Notes 1.5.1:Stability- Fixed problems with 13th/14th generation Intel processors that lead to crashes through overheating- Implemented a workaround to prevent crashes on certain AMD hardware and driver combinations.ConnectivityNetwork Connectivity- Changed the way that the game sends packets between EOS and game clients to lower ping rates and reduce desync problems.Game SoftlocksOpera House (Tank Section)Fixed an issue where blocking volumes were not correctly disabled when reloading from a checkpoint after dying, preventing further progression.Online – Tank to Final Sheep Beast TransitionFixed an issue where transitioning from the tank scene to the final Sheep Beast scene could result in a black screen.Note: This is a partial fix. In very rare cases, the issue may still occur.Forest VillageFixed an issue where certain level triggers could be bypassed, potentially leaving players in a locked progression state.Bunker PuzzleFixed a softlock that could occur if players solved the bunker puzzle, exited the area, and then died — causing them to respawn without a way to progress.Barn (Single Player)Fixed an issue where the player could occasionally lose movement control after entering the barn for the first time.Orphanage (Stacked Beds Room)Fixed a progression issue where players could become stuck after defeating all spider kids due to the area not unlocking properly.Known issues:On certain AMD cpu’s the precompilation of shaders takes a very long time. We’ve seen this on AMD Ryzen 5 3400G processor. This is unfortunately a hardware issue that we can't do anything about.Connections with network ping over 300ms are disconnected per design, which might cause issues for some users. However, we’ve seen players experiencing disconnects seemingly random on good connections. We are continuing to investigate this.

Feb 27, 2026 - 23:37
 0
Patch 1.5 Now Live!
Hello everyone!

We have just pushed patch 1.5 live, this is an updated version of the patch that was on the developer branch that you can find information about here - Dev Branch Announcement

This patch addresses some of the most critical blockers found since the game was released, includes some hardware related fixes and finally a change in how the network traffic is being routed when playing online.

This is a step towards more stable online play, especially in regions where Epic Online Services backend servers are not operated locally. There is still a ping threshold of 300ms in the game where the game disconnects to avoid potential game breaking desyncs.

We are looking into raising this in conjunction with some other changes to further improve online play in a patch planned to be released within a couple of weeks. We thank you for your patience and continued support: We’re working hard to resolve the remaining issues.

We are looking into raising this in conjunction with some other changes to further improve online play in a patch planned to be released within a couple of weeks. We thank you for your patience and continued support: We’re working hard to resolve the remaining issues.

The changelog is as follows -

Patch Notes 1.5.1:
Stability
- Fixed problems with 13th/14th generation Intel processors that lead to crashes through overheating
- Implemented a workaround to prevent crashes on certain AMD hardware and driver combinations.
Connectivity

Network Connectivity
- Changed the way that the game sends packets between EOS and game clients to lower ping rates and reduce desync problems.

Game Softlocks
Opera House (Tank Section)
Fixed an issue where blocking volumes were not correctly disabled when reloading from a checkpoint after dying, preventing further progression.

Online – Tank to Final Sheep Beast Transition
Fixed an issue where transitioning from the tank scene to the final Sheep Beast scene could result in a black screen.
Note: This is a partial fix. In very rare cases, the issue may still occur.

Forest Village
Fixed an issue where certain level triggers could be bypassed, potentially leaving players in a locked progression state.

Bunker Puzzle
Fixed a softlock that could occur if players solved the bunker puzzle, exited the area, and then died — causing them to respawn without a way to progress.

Barn (Single Player)
Fixed an issue where the player could occasionally lose movement control after entering the barn for the first time.

Orphanage (Stacked Beds Room)
Fixed a progression issue where players could become stuck after defeating all spider kids due to the area not unlocking properly.

Known issues:
On certain AMD cpu’s the precompilation of shaders takes a very long time. We’ve seen this on AMD Ryzen 5 3400G processor. This is unfortunately a hardware issue that we can't do anything about.

Connections with network ping over 300ms are disconnected per design, which might cause issues for some users. However, we’ve seen players experiencing disconnects seemingly random on good connections. We are continuing to investigate this.

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