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Next Curated Map Teaser

[previewyoutube][/previewyoutube][p]From sprawling marshlands to forests covered in constant ashfall, the coast stretches on – quiet, familiar, and changed. Despite the zombie apocalypse, the world feels more alive than ever in Unturned's next curated map. Not just on the surface, but in the many caves hidden beneath it.[/p][p]Get ready to explore a new curated, community-made map by August, Clue, Nolam, Spebby, Sultan, and Tiway in early 2026! A beautifully detailed map, and the biggest curated map added to the game.[/p][p]Brimming with secrets and unmarked locations to find, tiered deadzones, extensive progression, and a massive arsenal of weapons – the map offers a rich and rewarding world to explore while still providing satisfying PvP action.[/p][p]We hoped to release the map before the holidays, but giving it a bit more time will make the final experience even better. Until then, we hope these teasers from the map give you something to look forward to![/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

3.25.10.0 Update Notes

Engine Update
[p]We've upgraded to Unity 2022 LTS, primarily for improved stability. Related updates include:[/p]
  • [p]New SMAA anti-aliasing option as an alternative to TAA or FXAA.[/p]
  • [p]Major upgrade to the pathfinding library used by zombies (A* Pathfinding Project). This fixes a variety of server-side pathfinding bugs and may improve performance.[/p]
  • [p]Taking advantage of some new performance optimizations.[/p]
[p]We'll be keeping a close eye on bug reports, as this kind of update has many side-effects.[/p][p][/p]
Full Changelog
[p][/p][h2]Quality of Life[/h2]
  • [p]Vanilla sentries immediately react to gunshots and melee hits. (They turn to where you attacked them from.)[/p]
  • [p]Searching workstation capability names in crafting menu filters blueprints producing items with that capability. (For example, "Heat Source" will find Campfires.)[/p]
  • [p]Raised detonator max selected charges from 8 to 16. Let the pyrotechnics commence![/p]
  • [p]Reworked water transition into sky to avoid revealing topography of underwater terrain.[/p]
[p][/p][h2]Character Customization[/h2]
  • [p]Added beard color option separate from hair color. NPCs and cosmetics can use this, too.[/p]
  • [p]Many cosmetics covering the lower face use your preferred beard color.[/p]
  • [p]Cosmetics take priority over NVGs in singleplayer and PvE where they don't affect balance. (Ignoring the Priority_Over_Cosmetic setting.)[/p]
[p][/p][h2]Servers[/h2][p]Edit to clarify: if you are hosting a server using RocketMod, please update to the latest version (either bundled with the game or merging into your fork), as it includes a fix to assembly loading needed for the engine update![/p]
  • [p]LDM dependency-handling patch for 2022 LTS. (Thanks Senior-S, DanielWillett, and Paradox304!)[/p]
  • [p]Revised server backup naming to improve terminal tab completion: rather than appending "-backup" to the file name, a tilde '~' is appended to the extension. For example, auto-completing "Conf" to "Config.txt" as the more common operation.[/p]
  • [p]Fixed server not writing "-backup" files after 3.25.8.0. (Thanks CatzTimes!)[/p]
  • [p]Fixed not re-serializing server Config.json when -UseLegacyJsonGameplayConfig is enabled. (Thanks CatzTimes!)[/p]
[p][/p][h2]Audio[/h2][p]3.25.8.0 experimented with enabling the doppler effect, which was previously disabled project-wide. Many audio sources weren't configured with this in mind, so it was reverted in 3.25.8.1. This update re-enables it, and disables per-audio-source by default during load for backwards compatibility.[/p]
  • [p]Added "Enable Doppler Effect" component to bypass disabling doppler effect.[/p]
  • [p]Enabled doppler effect on vanilla emergency vehicle sirens.[/p]
[p][/p][h2]Localization[/h2]
  • [p]Objects with dialogue (like interactable computers) can show a different display name with Dialogue_Name localization key.[/p]
  • [p]NPC "hints" in multiplayer use client's language if Keep_Localization_Loaded is enabled.[/p]
  • [p]Updated a few cases where translation fallback to default was unsupported. (Such as item names.)[/p]
  • [p]Fixed Covert achievement description spelling mistake. (Thanks Zeenotzed5!)[/p]
  • [p]Allow sending single-character chat messages because they can be meaningful in other languages. (Thanks CatzTimes!)[/p]
[p][/p][h2]Level Editing[/h2]
  • [p]Added level underwater fog effect density override. Useful for maps featuring a longer underwater view distance.[/p]
  • [p]Levels can adjust default config per-difficulty (easy/normal/hard).[/p]
  • [p]Added option for per-navmesh vs per-zombie-table difficulty asset prioritization.[/p]
  • [p]Resources can set Legacy_Rotation_and_Scale false to use newer surface alignment options. For example, we're using this to place mineable clay on cave ceilings in a future update.[/p]
  • [p]Per-object savedata is more resilient to removing/moving objects in the level editor. (Thanks clue!)[/p]
  • [p]Fixed missing level Has_Atmosphere option turning off stars. (Thanks Strekazyabrua!)[/p]
  • [p]Fixed editing devkit node properties not marking the level dirty. (Thanks LocoCZ!)[/p]
[p][/p][h2]NPC Modding[/h2]
  • [p]Added effect OnlyRelevantToInstigator and event InstigatorOnly options. For example, to limit showing a UI popup only to the player who triggered an interaction.[/p]
  • [p]Added "Overlap" volume type and condition. This can be used to test whether an area has a certain number of players in it.[/p]
  • [p]Added ability to respawn and kill zombies from NPC logic.[/p]
  • [p]Added "/RunRewardList" command for testing NPC reward list assets.[/p]
[p][/p][h2]Unity Mod Hooks[/h2]
  • [p]Added Vehicle Gearshift Event Hook for gear number changes.[/p]
  • [p]Added Vehicle Health Event Hook for testing current health.[/p]
  • [p]Vehicle Event Hook now exposes events for all replicated properties.[/p]
  • [p]Added "Damage Collision" component for damaging (rather than killing) on contact.[/p]
[p][/p][h2]Miscellaneous Modding[/h2]
  • [p]Added support for ammo to override rocket/grenade launcher projectile.[/p]
  • [p]Added support for low-quality lockpicks that fail to unlock the vehicle.[/p]
  • [p]Explosive magazines can disable impact effects. (Useful for multi-pellet explosive shotguns.)[/p]
  • [p]Gun items with auto description off can opt-in to listing attachments.[/p]
  • [p]Added storage Default_Contained_Items list.[/p]
  • [p]Added vehicle options for keeping engine/wheel RPM more closely in sync. (Experimental)[/p]
  • [p]Added sentry options to bypass PvE, react to attacks, and adjust sweep timing.[/p]
  • [p]Added barricade incoming ranged damage falloff multipliers.[/p]
  • [p]Improved context for master bundle reference error messages.[/p]
[p][/p][h2]Miscellaneous Fixes[/h2]
  • [p]Moved Vanguard vest mythical effect forward so it's less obstructed. (Thanks ZHR!)[/p]
  • [p]Regression parsing (x, y) and (x, y, z) vectors from dat. (Thanks Sultan!)[/p]
  • [p]Crash reloading gun with more than 255 magazines. (Thanks CatzTimes!)[/p]
  • [p]IsOverride key missing from spawns editor round-trip. (Thanks WW-TC!)[/p]
  • [p]Inconsistency playing inventory audio when quick-moving item to/from storage. (Thanks WW-TC!)[/p]
  • [p]Inconsistent bounds checks placing barricades on vehicles in multiplayer. (Thanks Eismeister!)[/p]
  • [p]Fix rubble respawn all sections not working properly. (Thanks Xylemo!)[/p]
  • [p]Oversized invite icon in lobbies menu. (Thanks Jdance!)[/p]
  • [p]Misaligned mythical effects on Pool Cue. (Thanks TrueNinjafrog and dr4c0ottv!)[/p]
  • [p]Animals without physics material default to vanilla flesh material.[/p]
  • [p]Gun Delete_Empty_Magazines behaving differently for non-projectile weapons.[/p]
  • [p]Cinematic mode respects FarClipDistance command-line override.[/p]
  • [p]Simplify instigator tracking for nested rockets/grenades.[/p]
  • [p]Unable to interact with destructible object fuel/water tanks.[/p]
  • [p]Error writing singleplayer config on first load of a fresh install.[/p]
[p][/p][h2]3.25.10.1 Patch[/h2]
  • [p]Fixed server-side warning when removing siren audio. (Thanks to many reporters!)[/p]
  • [p]Fixed zombies kills-in-area condition spawning too many zombies. (Thanks CatzTimes!)[/p]
  • [p]Fixed Rhino Bluntforce skin broken metallic map. (Thanks TSB!)[/p]
[p][/p][p]Special thanks to all of the players who tried out this update on the preview branch and helped report bugs![/p]

Community Blog #042

[p]Let’s talk about the next couple game updates! (Also: featuring some community creations.)[/p][h2]When’s the next game update?[/h2][p]We’re working on a few upcoming game updates, along with helping with the next curated map’s release. These aren’t ready to ship just yet. We’ve shared some details as to why below.[/p][previewyoutube][/previewyoutube][p]Our next game update is focused on (1) an engine upgrade, and (2) introducing new features intended for an upcoming curated map and Limestone, though we think all modders will really enjoy the new options. We’re estimating this will be ready in the next couple weeks.[/p][p]After that engine upgrade, we’ll be right back to working on the next actual content update we’ve teased bits of.[/p][p]For context, our previous update (version 3.25.9.2) also contained an engine upgrade. That patch was necessary due to a security vulnerability in certain Unity versions. Unfortunately, some players are experiencing crashes after that update, which we believe is due to the engine upgrade.[/p][p]We’ve been hopeful about making a larger upgrade to Unity 2022 LTS – which would fix some pathfinding bugs, and should (hopefully) resolve those crashes. Since this is a major upgrade, bugs are likely. We’ve already fixed a few issues and we’re hoping to catch more prior to release.[/p][p][/p][p]Both the next curated map, and the next content update, are shaping up nicely. We’re unsure which of those will release first – but the soonest game update is that Unity 2022 LTS engine upgrade.[/p][p]In Unturned’s next content update, brick structures have been truly cemented as the best base building material. We’ve sprinkled new “clay nodes” across the game’s official maps to make farming the materials consistent, and every missing brick structure piece has been added so you don’t need to mix-and-match materials anymore.[/p][p]We’ve updated the Preview branch with a build of the game running on Unity 2022 LTS. Please let us know if you encounter any issues with the preview build! We hope you’ve been enjoying Limestone in the meanwhile[/p][h2]Mod: Furniture Mod[/h2][p][/p][p]Mark Artwort’s Furniture Mod is perfect for decorating your base. Featuring a variety of fairly-modern furniture designs, along with fun rugs, paintings, and other objects to spruce up your home.[/p][h2]Mod: Expanded Mannequins[/h2][p][/p][p]If you’re decorating your base, consider using the Expanded Mannequins mod by Embr and Prkr! This mod adds 27 mannequin poses to the game. You can trick enemies with their player-like stances, or place them around your base’s new furniture.[/p][h2]Screenshot Showcase[/h2][p]“Rocky Face Bois” by u/MrStinkPickleJr.[/p][p]“my little resource shack in limestone” by u/GibusMibus.[/p][p]“My model of AKMN with a PK-A dot sight.” by Schokoriegel.[/p][p]“My SVDS Model with some attachments :DD” by Schokoriegel.[/p][h2]Q&A[/h2][p]Q. Does Unturned go open-source this year?
“Thanks for your interest! I’m hopeful for later this year or early 2026. Tidying up loose ends legally-speaking has been a much bigger undertaking than I’d anticipated. Aside from that, most recently I’ve been slowly chipping away a little bit each day at a checklist of every source file in the game, double-checking that, for example, there aren’t references to anything under NDA. Fortunately, Nelson of 11 years ago seems to have been fairly responsible.”—Nelson[/p][p]Q. How do I override the clouds my custom map? I’m not seeing any error messages!
Our complete documentation can be found online. If your error logs are empty, it’s possible that the Cloud Intensity in the level’s lighting tab is set to zero, or the Cloud Color is currently black – either of these would make it hard to notice your custom clouds are working.[/p][p]Q. How do I remove an IP whitelist/blacklist from my Steam Workshop mod?
By updating the Workshop file and leaving those fields empty, it should remove the restriction.[/p][h2]Send Us Your Questions![/h2][p]Thanks for reading![/p][p]We regularly respond to questions posted on Steam Discussions, Discord, or the community-ran r/Unturned subreddit! You can also message us via email, Bluesky, or 𝕏 (Twitter).[/p]

3.25.9.2 Patch Notes

[p]Earlier today, Unity (the game engine Unturned runs on) issued a high-severity security advisory, requesting developers to apply a new security patch. This update applies that patch.[/p][p]For more information, please refer to Unity's announcement:[/p][p]https://unity.com/security/sept-2025-01[/p]

3.25.9.1 Patch Notes

Changelog
[p][/p][p]Added[/p]
  • [p]No Structures volume for preventing house building in certain areas.[/p]
  • [p]Zombie difficulty asset per-speciality health overrides.[/p]
[p]Fixed[/p]
  • [p]Double-escaping manual 'r' in converted server config. (Thanks DanielWillett!)[/p]
  • [p]Separate Steer_Min/Max into Steering_Angle_Max and Steering_Angle_FullSpeed_Factor. (Thanks ZoliWorks!)[/p]
  • [p]Preventing custom physics material for animal hits. (Thanks Gamingtoday093!)[/p]
  • [p]Crewmate Helmet mic out of sync with Wolf Mask.[/p]
  • [p]Urban Frag Goggles color.[/p]
  • [p]Wireless Earbuds spelling typo.[/p]
  • [p]Character hair not yet switched to zero specular.[/p]
  • [p]Post-release bugfix: Typo in "Covert" achievement description. (Thanks SkennyGunnar!)[/p]