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Okay…

The battery and inverter system is working great. I have to limit myself a bit in some things, but overall the situation has improved a lot.

That said - the war is not going anywhere. russia keeps shelling the country, and there will be no peace this year. Development will continue alongside all of this, just like before.

Earlier I was mostly working on lighter tasks - now I’ve moved on to more complex systems. I don’t have many meaningful screenshots to show yet, though I made a few minor things that aren’t very important visually.

1. Armor System Rebalanced

Armor has been rebalanced . Enemy damage was adjusted accordingly.

Previously, armor reduced damage through flat division, which created a hard threshold where damage could drop to zero.

Now armor works with percentage-based damage blocking, removing that broken threshold and making combat much more consistent and balanced.

2. Dodge System Update

The dodge calculation remains similar, but now:

The higher the enemy’s damage, the bigger the dodge penalty

Dodge value can exceed 100–150

However, the maximum actual dodge chance is capped at 95%

At higher infection levels, enemies will naturally apply heavier dodge penalties based on their damage.

3. Weight, Fatigue & Penalty System

Now:

Weight no longer directly slows Judy down immediately.

You only start feeling weight penalties once stamina begins to drain

You can move freely at full speed until fatigue builds up

Stamina regeneration increases fatigue

Fatigue amplifies weight penalties

Overweight slowly accumulates fatigue instead of instantly slowing you down

If you manage weight properly, even while overloaded you won’t instantly move like a snail - only when Judi becomes exhausted.

Taking damage reduces maximum health through fatigue

Stress can reduce maximum stress capacity

Fatigue and stress penalties lower your effective max stats

This makes consumables much more important for removing fatigue and restoring penalties.

Each material now has individual weight

Armor weights were also adjusted

Armor upgrades now slightly reduce their weight, and the skill that previously reduced upgrade weight penalties now increases weight reduction from upgrades - meaning upgraded armor becomes lighter.

4. Quick-Use Consumable Menu

The belt consumable system was redesigned into a context menu:

Select items directly

Scroll with mouse wheel

Now shown as part of the UI instead of highlighting belt items (which was hard to see before)

5. Grenades & Consumables

Grenades were updated and expanded:

Incendiary grenade - deals damage over time in burning area

Fragmentation grenade - explodes and releases shrapnel at medium range

Explosive grenade - small radius but very high damage

Heartbreaker - a portable mini rocket focused on single-target destruction

All are available through the grenade context menu.

Consumables were expanded:

5 painkillers (different strengths)

5 inhalers (different strengths)

5 antidepressants (different strengths)

Drop rates were increased since consumables now directly affect fatigue and penalties.

6. Loot System Improvements

More loot overall

Higher chance for unique loot

Small loot containers now spawn in locations with their own loot pools

New setting added:

Loot Highlighting - highlights only loot items (nothing else) with several options to make them easier to spot.

Also added:

Micronormal Skin Rendering for Judi. These are real high-detail micronormals (not simple repeated textures).

They greatly improve realism but are heavy on VRAM and performance, so they can be toggled on/off in settings.

Clape and her questline (already in progress)

NPC systems in parallel

When is the next update?

Well… I don’t have an exact date right now, but it shouldn’t take too long.

What will be in the next update?

Everything mentioned in this post, plus:

Several quests with Clape

A quest with Sophia

Possibly a story quest with Vincent

Also:

Updated NPCs with a basic H-system (this will be expanded in future updates)

Refactoring of some systems and a small part of UI redesign

1 new enemy type

Expansion of several locations

and bugfixes

I’m sure I forgot to mention something - but nothing critical.

Alex Horn PATREON 35 favs
VIEWS1
FILES7 files
POSTEDFeb 19, 2026
ARCHIVEDJun 10, 2026