RELEASE ARCHIVEVERIFIED CHANGES // PUBLIC RECORD

WHAT CHANGED, WITHOUT THE LONG VERSION

PATCH
NOTES.

Released updates, fixes and balance changes for Still Alive: Idle. Development thinking lives in the Devlog. This is the factual record.

RELEASED // CLOSED ALPHA

HOME IS WHAT YOU MAKE IT

A major mid-0.5 Stable Alpha update expanding Home development, survivor progression, Training, Storage and the systems that make a refuge worth returning to.

This is a big one. Over the last few updates, we have been laying the foundations for what a refuge should eventually become in Still Alive: Idle. With this update, a huge part of that work comes together.

Your Home is no longer simply somewhere you return to between trips into Ashwick. You can begin developing it, organising it, securing it and building dedicated spaces that make your survivor more capable.

Strength, Fitness, the Home Gym, Physical Training, expanded Combat Training, Storage progression, Back Gardens and major improvements across the Kitchen, Workshop, Infirmary and Journal all arrive in Stable with this release.

01

HOME DEVELOPMENT

  • Home Development now brings Security, Workshop, Utilities, Food, Kitchen, Medical, Storage and Training into one refuge plan.
  • Existing infrastructure is recognised where saved state proves completion. Completed permanent projects remain visible in Development and are removed from the ordinary Construction catalogue where appropriate.
  • First-stage Security now includes:
    • Timber Window Barricades
    • Timber Door Brace
    • Fence & Gate Repair
  • Stronger fortification remains future 0.5 work.
02

STORAGE & ORGANISATION

  • General Shelving adds 5 universal slots to the initial General Storage Home.
  • The Sorting Station adds category shortcuts plus Manual, Name, Category and Rarity ordering. Supported sorts can run ascending or descending, while manual order remains persistent.
  • Rowan now supports up to 8 Modular Storage Shelves. Each Shelf creates a separate 20-slot Storage Home.
  • Storage Crates remain unlimited capacity additions applied to the Storage Home you select.
  • Rowan now describes quantity-limited products by their purchase limit instead of presenting them as tiered upgrades.
03

COMBAT TRAINING

  • Training Areas now progress through three tiers:
    • Makeshift: 2 weapon-family XP every 30 seconds
    • Equipped: 3 weapon-family XP every 30 seconds
    • Advanced: 4 weapon-family XP every 30 seconds
  • Combat Training requires a genuinely valid equipped weapon from the selected family. If that equipment becomes invalid, Training stops safely.
  • The Training Area has a redesigned presentation with new environment artwork for each tier.
04

HOME GYM

  • The new Home Gym progresses from Makeshift to Equipped to Advanced.
  • The Equipped Home Gym includes a built-in Pull-up Bar.
  • Dumbbells, Kettlebells and the Barbell can be scavenged and fitted to the Home Gym.
  • Owning Gym equipment is not enough. It must be fitted at the active refuge before its associated exercise becomes available.
05

STRENGTH

  • Strength is a new survivor Skill with levels 1 to 99. It does not contribute to Survivor Rank.
  • Strength continuously improves melee damage with Blunt, Bladed and Axe weapons, reaching a maximum bonus of 10% at Level 99.
  • Strength expands normal Backpack capacity at key levels:
    • Level 20: +1 slot
    • Level 40: +2 slots
    • Level 60: +3 slots
    • Level 80: +4 slots
    • Level 99: +5 slots
  • Specialist Carry Gear capacity is unaffected.
06

FITNESS

  • Fitness is a new survivor Skill with levels 1 to 99. It does not contribute to Survivor Rank.
  • At Level 99, Fitness removes 5 percentage points from effective enemy accuracy.
  • At Level 99, Fitness makes Scavenging 10% faster. It does not accelerate unrelated activities.
07

PHYSICAL TRAINING

  • Bodyweight exercises:
    • Push-ups: Strength, 25 seconds
    • Sit-ups: Strength and Fitness, 25 seconds
    • Squats: Strength, 25 seconds
    • Burpees: Fitness-heavy mixed Training, 30 seconds
  • Equipment exercises:
    • Pull-ups: Equipped Home Gym or better, 30 seconds
    • Dumbbell Press: fitted Dumbbells, 30 seconds
    • Kettlebell Swings: fitted Kettlebell, 30 seconds
    • Barbell Deadlifts: Advanced Home Gym and fitted Barbell, 30 seconds
  • Makeshift, Equipped and Advanced Home Gyms provide base physical XP budgets of 4, 6 and 8 per completed action. Equipment exercises receive 25% greater Training efficiency.
  • Hydration affects action speed. Physical Training supports offline progress up to the existing eight-hour cap and retains fractional XP where applicable.
08

IMPORTANT TRAIT CHANGES

  • Strong: previously +10% weapon damage; now +5% Strength XP.
  • Fit: previously +10 Maximum Health; now +5% Fitness XP.
  • Existing Fit survivors may retain Maximum Health already persisted in their save. Newly created Fit survivors receive the Fitness XP aptitude instead.
  • Existing survivors without the new physical Skills begin at Strength Level 1 with 0 XP and Fitness Level 1 with 0 XP. Historical physical XP is not reconstructed.
09

KITCHEN, WORKSHOP & INFIRMARY

  • The Kitchen is now organised around Appliances, Preparation, Recipes and Equipment. Carcass Processing remains under Preparation.
  • Consolidated and appliance-specific recipe views draw from the same Cooking recipe authority.
  • Crafting and Dismantling now use a compact catalogue beside a full selected-recipe inspector. Selecting a recipe no longer changes the active recipe.
  • Medical preparation uses the same clearer workspace approach, and implemented Infirmary treatment values now display correctly.
  • Treatment Bed and Rest & Recover are not included in this update.
10

OUT THERE

  • Back Gardens is a new Scavenging Level 7 location built around domestic sheds, unfinished repairs and abandoned gardens.
  • The Handyman is a new encounter waiting somewhere among those gardens.
11

NEW ITEMS

  • New canonical Items:
    • Wooden Planks
    • Dumbbells
    • Kettlebell
    • Barbell
  • At Crafting Level 5, one Salvaged Timber can be sawn into two Wooden Planks in 30 seconds for 8 Crafting XP. This requires a Hand Saw and consumes 1 durability per batch, with no failure chance.
  • Dumbbells and Kettlebells can be found in Silent Suburbs. The Barbell can be found in Back Gardens.
  • Frying Pans can now be found naturally while Scavenging Abandoned Street and Silent Suburbs. They remain non-craftable and are not sold by Rowan.
12

SURVIVOR RECORD & JOURNAL

  • The Survivor Record now shows how many Items that survivor has discovered without exposing the catalogue total or a completion percentage.
  • Undiscovered Items reveal no name, artwork, description or acquisition source.
  • Legitimate discoveries remain recorded after an Item is consumed, sold, dismantled, broken or lost.
  • Survival History now records a wider set of meaningful milestones. Trustworthy legacy milestones without a reliable date may appear as Before Records Began.
  • Strength and Fitness now appear in survivor Skill and status presentation.
13

CHARACTER CREATION

  • Terraced House is the available and default starting refuge.
  • Last Orders and Ashwick Service Station remain visible but locked for new survivors, marked Planned for 0.7 · The World.
  • Existing Last Orders and Service Station survivors remain valid. They are not migrated, relocated or reset.
  • This keeps current Home development focused on the Terraced House before refuge choice expands properly in 0.7.
14

OFFLINE & QUALITY OF LIFE

  • Partial activity progress and supported offline continuation are more reliable across Training, Construction and other long-running activities.
  • Offline-to-live handoff now better preserves legitimate progress without replaying already claimed time.
  • Hydration boundaries and equipment or facility invalidation stop activities safely while retaining rewards that were genuinely earned.
  • Rewards settle once. Loading or resuming a save does not repeat an already resolved action.
  • Deeper live and offline parity work remains ongoing.
15

WHAT'S NEXT

  • 0.5 Home is not complete. This update is a major step forward, with more work still to come.
  • Remaining future 0.5 areas include:
    • Advanced Workshop and Welding
    • Stronger metal Security
    • Base Power, Generator and wiring
    • Polytunnel
    • Restored Electric Oven
    • Final Established milestone
    • Well Rested
  • Relocation, alternate-refuge identities and refuge specialities now belong to 0.7 The World.
16

KEEP TESTING

  • Load an existing survivor and inspect how proven Home infrastructure reconciles into Development without rebuilding or repayment.
  • Try General Shelving, the Sorting Station, additional Modular Shelves and Storage Home selection.
  • Build the Training Area and Home Gym tiers, then test Combat Training, all eight physical exercises and Gym equipment installation and removal.
  • Check Physical Training offline, especially with existing Strong and Fit survivors.
  • Search Back Gardens, meet the Handyman and check existing Last Orders or Service Station survivors.
  • No wipe required. Keep reporting the small things as well as the big ones.
RELEASED // CLOSED ALPHA

CLOSED ALPHA HOTFIXSAVES, TUTORIAL & SURVIVAL FIXES

SAVES, TUTORIAL & SURVIVAL FIXES

01

SURVIVOR SAVES

  • Fixed an issue where a newly created survivor could appear in different slots between Device and Cloud saves.
  • Existing Device/Cloud slot mismatches can now be safely reconciled using the survivor's identity rather than their position in the list.
  • Improved the reliability of new survivor creation and Cloud synchronisation.
  • Improved recovery when Cloud creation succeeds but local finalisation is interrupted.
  • Device and Cloud gameplay saves remain independent.
02

TUTORIAL

  • Fixed several cases where activities could remain active after the tutorial had moved on.
  • Fixed First Blood combat leaving the survivor incorrectly considered Out There after combat had ended.
  • Fixed a progression trap where stored Timber could not be withdrawn while completing Rowan's First Order.
  • Storage guidance now correctly returns the survivor to an at-base state when required.
  • The Long Watch now releases tutorial Scavenging correctly when completed.
03

FISHING

  • The main Fishing action now switches between BEGIN FISHING and STOP FISHING.
  • Removed the less-visible secondary Stop Fishing control.
  • Fishing can be stopped and restarted normally without affecting Auto Repeat settings.
04

HYDRATION

  • Clean Water can no longer be manually consumed when Hydration is genuinely full.
  • Hydration display now avoids showing 100 while the underlying value is still slightly below maximum.
  • Clean Water quickslots now use Hydration, rather than missing Health, to determine whether Water can be used.
  • Auto Drink behaviour is unchanged.
05

ACTIVITY & STORAGE

  • Improved cleanup of completed Combat activity state.
  • Fixed stale activity ownership incorrectly blocking Base Storage.
  • Genuine active Combat, Scavenging and other field activities still prevent remote Storage access as intended.
06

STORAGE & CARRY GEAR

  • Fixed an issue allowing Tool Belts to exceed their Carry Gear capacity. Existing over-capacity belts retain all their items and can be safely reduced back to their normal limit.
  • Fixed Storage Home selection from the Backpack reverting to the previous container, so deposits now go to the Storage Home the player actually selected.
  • Fixed STORE INTO EXISTING STACKS failing to correctly sort some physical Tools into existing Storage stacks.
  • Improved handling of physical Tool identities and condition when moving items between Backpack, Storage and Carry Gear.
07

TESTER FEEDBACK & QUALITY OF LIFE

  • Added independent Backpack and Base Storage protection. Items can now be protected separately in the Backpack and individual Storage Homes, allowing survivors to keep emergency reserves safe while leaving other copies available for crafting and automatic systems.
  • Crafting now distinguishes between resources that are available to use and quantities protected by inventory locks.
  • Fishing locations now show their Fishing Tool and bait requirements before starting, with clearer messages when a Rod, bait, Fishing level or recovery requirement is missing.
  • Fishing Rods carried in compatible Carry Gear, including Tool Belts, are now correctly recognised when starting Fishing.
  • Improved Fishing bait handling so Worms and Improvised Bait are treated consistently across active and offline Fishing.
  • Fishing, Foraging and Salvaging now use a consistent active-activity panel showing the current location, progress to the next action and a clear Stop control.
  • Fixed Heavy-Duty Work Gloves being incorrectly excluded from the Clothing Backpack filter.
  • Removed the nonfunctional close control from mandatory Survivor Selection while preserving safe closure when Survivor Selection is opened voluntarily.
RELEASED // CLOSED ALPHA

STABLE BASELINE RESET

A one-off Stable Baseline Reset bringing the Closed Alpha game to a coherent, tested foundation before milestone development continues on Rolling Alpha.

01

WORLD & EXPLORATION

  • Added documentary evidence discoveries tied to exploration and survival activities.
  • Added Mill Pond Access Notice.
  • Added Old Mill Farm Boundary Notice.
  • Added Greywood Walking Routes.
  • Added physical recovered-document visuals to Journal evidence.
  • Expanded Foraging progression.
  • Added Mill Pond Banks Foraging.
  • Added documentary access progression towards Old Mill Farm and Greywood.
  • Corrected Fishing/Foraging documentary discovery behaviour.
  • Corrected offline Fishing reward counting.
  • Corrected bonus-fish selection behaviour.
  • Added Stone as an uncommon Abandoned Street scavenging result.
02

COMBAT

  • Improved Combat and weapon-family progression.
  • Added Paramedic.
  • Added Courier.
  • Added Drainage Worker.
  • Added Survivalist.
  • Added Signature Loot:
    • Trauma Bag
    • Damaged Mobile Phone
    • Heavy-Duty Work Gloves
    • Bug-Out Bag
  • Added Stone Hatchet as a primitive early Axes weapon.
  • Corrected Combat protection preview to include equipped Hands armour.
  • Fixed weapon-proficiency progress bars not visually filling correctly.
03

ITEMS & SURVIVAL

  • Damaged Mobile Phone now dismantles into:
    • 2 Copper Wire
    • 1 Mechanical Parts
  • Field Antibiotics increased to 60 base healing.
  • Improved medical crafting healing information.
  • Cooking recipes now consistently display health restoration where applicable.
  • Confirmed Canal Fish Stew through the existing Wood-Burning Stove progression.
04

STORAGE & UI

  • Improved Storage Home selector presentation/readability.
  • Improved Storage container responsive layout after Tool Belt addition.
  • Removed redundant inline find lists from Foraging location cards.
  • VIEW POSSIBLE FINDS remains the detailed loot view.
  • Standardised Skill Book category presentation.
  • Updated Infirmary section presentation:
    • FIELD MEDICINE
    • INFIRMARY SUPPLIES
  • Additional tester-reported UI consistency fixes.
05

CLOSED ALPHA BUILDS

RELEASED // CLOSED ALPHA

SURVIVOR UI & QUALITY OF LIFE

A smaller follow-up update is now live, focused on quality-of-life improvements raised during Closed Alpha testing.

01

SALVAGING

  • Added an explicit Stop Salvaging control while Salvaging is active.
  • Stopping Salvaging now follows the same clear interaction pattern as other activities.
02

LOOT RULES

  • Known Items now display their effective inherited category behaviour as Take (Category) or Ignore (Category).
  • Explicit item overrides and reset/default behaviour remain unchanged.
03

SURVIVOR STATUS

  • Fixed the survivor status card displaying a permanent Day 1.
  • The displayed day now follows that individual survivor's actual chronology.
04

BASE OVERVIEW

  • Corrected several map hotspot positions to better match the Base artwork.
  • Location callouts now remain within the map boundaries.
  • Hovering previews a location, while clicking pins it.
  • Pinned locations remain selected while moving to and interacting with the sidebar.
05

NAVIGATION

  • Cleaned up the Combat and Workshop expand/collapse controls for a simpler, more consistent presentation.
RELEASED // CLOSED ALPHA

BLACKTHORN & SURVIVOR IMPROVEMENTS

The latest Closed Alpha update is now live, bringing a new route into Blackthorn Industrial Estate alongside improvements to Construction, Storage, Cooking, Character Creation, Salvaging and survivor saves.

01

BLACKTHORN INDUSTRIAL ESTATE

  • Blackthorn Industrial Estate can now be properly documented and unlocked.
  • New Archive discovery: BLACKTHORN INDUSTRIAL ESTATE, Trade & Delivery Directory - 2026. The Directory can be discovered while searching the streets of Ashwick and identifies:
    • Unit 3: Morrow & Sons Hardware, Hardware & Building Supplies
    • Unit 7: Blackthorn Fabrication, Metalwork & Fabrication
    • Unit 12: Northbridge Distribution Depot, Warehousing & Distribution
    • Unit 16: Blackthorn Utilities Yard, Utilities & Maintenance
  • Blackthorn access requires both:
    • Salvaging Level 30
    • Documentary Evidence

    Visits and discovery alone are insufficient.

  • If you have been searching for the evidence required to unlock Blackthorn, we owe you an explanation. It was not obtainable yet. The progression system was working. The evidence requirement was working. We had simply neglected to release the document that satisfied it. We are blaming Rowan.
02

CONSTRUCTION

  • Construction projects now persist. Players can start construction, pause, do something else, return and resume existing progress.
  • Paused projects do not continue progressing while paused.
  • Active projects retain legitimate offline progression.
  • Projects can be deliberately abandoned with confirmation.
  • Makeshift Compost Bin is now correctly the first operational Compost Bin tier. Tier 0 means no operational Compost Bin.
  • Construction cards now present materials, tools and progression more clearly.
  • Duplicate missing-requirement messaging has been removed.
  • Excessive empty card space and layout problems have been corrected.
03

STORAGE & EQUIPMENT

  • Locked items
    • Lock state is now visible in Storage.
    • Failed protected-item transfers explain why they cannot occur.
  • Equip directly from Storage
    • Eligible equipment can now be equipped directly from Storage while at Base.
    • The unnecessary Storage to Backpack to Equipment shuffle has been removed.
    • Replaced equipment safely returns to Storage.
  • Remote Storage
    • Storage remains viewable while away from Base.
    • Physical operations require the survivor to actually be at Base.
    • Deposits, withdrawals and equipment changes cannot be performed remotely.

    You cannot magically retrieve an axe from a cupboard halfway across Ashwick.

04

COOKING & MASTERY

  • MASTERY DOES NOT UNLOCK OR BLOCK RECIPES.
  • Recipe availability is determined by:
    • Cooking level
    • Ingredients
    • Cookware
    • Required appliance
  • Mastery represents experience with the individual recipe and can provide benefits as familiarity improves.
  • Recipe presentation now communicates blockers and Mastery progression more clearly.
05

CHARACTER CREATION

  • Character Creation now follows:
    • 1. Your Survivor
    • 2. Occupation
    • 3. Traits
    • 4. Your Refuge
  • Missing-name feedback is clearer.
  • Trait-point presentation has been improved.
  • New survivors begin without automatically selected traits.
  • Global Skill XP terminology is clearer.
  • Trait-conflict feedback has been improved.
  • Resilient and Thin Skinned can coexist.
  • The portrait picker is more compact.
  • Occupation trait-point information is clearer.
06

SALVAGING & FUEL

  • Early-game fuel processing has been rebalanced:
    • 4 Contaminated Fuel Canisters produce 2 Recovered Fuel and 1 Scrap.
    • 2 Recovered Fuel and 1 Clean Cloth produce 1 Stabilised Fuel Can.
    • Stabilised Fuel remains worth 100 credits.
  • The Crowbar quantity bonus no longer creates additional Contaminated Fuel Canisters.
  • Online and offline Salvaging reward behaviour has been brought into closer alignment.
07

SURVIVOR & CLOUD STABILITY

  • An edge case where Device and Cloud survivor rosters could disagree during Character Creation has been corrected.
  • Explicit survivor-slot requests are now handled safely rather than silently creating a survivor in another slot.
RELEASED // CLOSED ALPHA

ALPHA 0.5.2

A focused Closed Alpha update improving activity handling, Trapping, Hydration balance and several UI issues reported by testers.

01

GAMEPLAY

  • Survivors can now perform only one physical/time-based activity at once.
  • Starting a new physical activity now cleanly ends the previous activity.
  • Fixed an exploit where Crafting could be started during the between-enemy interval in Auto-Combat, allowing Combat and Crafting to progress simultaneously.
  • Auto-Combat now remains the active survivor activity while waiting for the next enemy.
  • Fixed Retreat leaving stale Combat state behind.
  • Fixed Combat incorrectly preventing direct Trapping interactions after Retreat.
  • Successful transactions with Rowan now end active field activities.
  • Viewing management/information screens such as Storage and Journal does not interrupt the current activity.
  • Passive systems such as deployed traps, crop growth and compost continue independently.
02

TRAPPING

  • Fixed trap retrieval incorrectly displaying a NO ROOM FOR TRAP notification after a successful retrieval.
  • Retrieved traps now consistently return directly to the Backpack.
  • If the Backpack genuinely cannot accept a retrieved trap, retrieval is blocked and the trap remains deployed.
  • Existing stack behaviour is preserved, allowing another trap to join an existing matching stack even when all Backpack slots are occupied.
03

SURVIVAL & HYDRATION

  • Rebalanced Rain Catcher Water production.
    • Tier 1: 2 Water per day
    • Tier 2: 4 Water per day
    • Tier 3: 8 Water per day

    Previously these produced 24 / 48 / 96 Water per hour.

  • Rain Catcher partial production is preserved correctly across normal play, saves and offline processing.
  • Reduced Water availability while scavenging at:
    • Ransacked Corner Shop
    • Homes
    • Northbridge Distribution Depot
  • Starting Water remains unchanged at 4.
  • Auto Drink remains enabled and unchanged in its core behaviour.
  • Thirsty now correctly increases relevant survivor action durations by 10%.
  • Dehydrated now correctly increases relevant survivor action durations by 25%.
  • Hydration penalties affect relevant survivor actions rather than autonomous world timers such as crop growth, trap waiting, compost and Rain Catcher production.
04

UI

  • Improved the visual prominence of the ALLOTMENT and HERB GARDEN tabs within Food Gardens.
  • The locked Herb Garden remains clearly visible before its Farming Level 2 unlock.
  • Fixed item condition bars overlapping yellow quantity badges.
  • Removed redundant "<quantity> copies" text from conditioned item stacks.
  • Condition percentage, condition ranges and usable/broken item information remain available.
  • Improved inventory-card behaviour across narrow/mobile layouts and larger text settings.
05

NAVIGATION

  • Improved Game-side navigation artwork recovery.
  • Navigation entries can now recover valid published uploaded artwork from their asset reference when the derived public artwork URL is unavailable, before falling back to a generic icon.