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Steam announcementView the game on SifterOctober 4, 2026

Changes from 1.21.3 (Release) to 1.21.11

We launched into Early Access less than 5 days ago, and your response has been amazing. Bug reports, feedback, and good vibes has helped us push a crazy amount of hotfixes and updates in the past few days. Let's go through it patch by patch.

Changes from 1.21.3 (Release) through 1.21.9

Gameplay and Scripts

  • Clinic stays now take 2 game hours for patients who are knocked out without bleeding, or 24 game hours for patients who are bleeding out.
  • Crew lists and character details now show the time left in clinic care.
  • Patients already in care in older saves have no more than 2 game hours left when you load the save. Shorter stays remain unchanged.
  • The wait between early Friend calls for Hoodlums and security work is now 6 game hours, down from 8.
  • A secret achievement unlock has been fixed... you'll have to play to find out!
  • Updated dialogue for territory takeovers, protection offers, fights with defenders, and confrontations during looting.

Engine and Interface

  • Personal items now show a lock icon. These items become available for transfer when a temporary recruit joins permanently.
  • Indies players can create teams and move crew members between teams from the start. This also applies to existing saves.
  • Fixed interface failures during recruitment guidance and character interactions. If an interface error affects one control, the remaining controls stay available where possible.
  • Added a recovery screen for interface failures that cannot be isolated. The game pauses and provides retry, save, and exit controls.
  • Save and exit now keeps the game open if saving fails, so you can retry.
  • Active story events now resume correctly when loading supported older Steam saves after story updates.

Changes in 1.21.10

  • UI softlock: Skill checks now resolve while the game is paused. Result animations no longer block the next story step.
  • UI disappearance: Fixed blocked controls and missing recovery options after interface errors.
  • Robbery scripts: Hideout robberies now have separate entry, alarm, safe, and escape steps. Backing out before an attempt is free.
  • Request scripts: Requests from protected businesses retry when the operator or location is busy. Escort jobs now find the correct person to escort.
  • Balance: Your faction and rival crews can recruit up to 80 members, even after losing territory. Hires and bail fail without spending money when the roster is full.
  • Balance: Starting armor is allocated across each faction's founding crew.
  • Balance: Defeating a third party no longer captures a rival's property early. The original hold timer continues after the fight.
  • What the hell is wrong with this game: Fixed autonomous crews (i.e. other factions' crews) getting stuck at the trade counter after the Homebrewers introduction.
  • Save compatibility: Supported older Steam saves can still load and resume active stories! I cannot promise this every single version, so I want to set expectations. We may have to improve certain engine components with new data structures, and this may invalidate old saves.

Changes in 1.21.11

  • Team management: Fixed crew reassignment (including moves in/out to Team Alpha), added clearer controls, and fixed an issue where dropping a member onto a blocked or unavailable target created a new team. Shout out to SickaSalmon on Discord for this one!
  • Team controls: Switching teams keeps the current selection or camera-focus mode. Clicking the selected team's name toggles between the two.
  • Territory map: Added faction-colored territory fills and borders. Rival territory displayed here matches the ownership information your faction has learned, so you only see enemy territory by means of visiting adjacent locations. You can also press/hold T to show this map elsewhere. We've got Discord members Ketamine kitty and wrinkle to thank for these.
  • Reinforcements: Additional teams can reinforce eligible battles without merging into the original crew. Woldo, Hell-Bone, take a bow, thanks for your help in our Discord.
  • Territory capture: Capture progress pauses while defenders contest the location, and te team panel now shows hold progress, contested status, and when the crew is still moving into position.
  • Break-ins: Apartments and institutional headquarters no longer offer invalid territory takeovers. The Friend's private apartments require discovery and a key. Thanks to Discord member Misanthropy for that. Oops!
  • Graphics: Added an OpenGL fallback when graphics initialization fails and improved shader compatibility. Should hopefully help people on older hardware! Thanks to many people in Steam forums and to _bablue in our Discord.

What's Next?

Expect more hotfixes and patches throughout the week with new features, bug fixes, and more content. Next up we're turning our eye to our UI. Stay tuned.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.