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Steam announcementView the game on SifterOctober 5, 2026

v0.1.21 - Updates and Plans!

Dear Makers,

Anymaker has been live in Early Access for just over 2 weeks, and already we are blown away with the creations, and mods that players are building. There are already 350 creations published on the Workshop, and loads of items have hundreds of subscribers.

We have been working hard to react to player feedback and improve the game with regular hotfixes. We have just released our 13th update with several important fixes, and summarize our previous updates in the notes below for convenience.

The main changes include a new tutorial system which explains survival and sandbox modes, the various game systems such as inventory, survival, combat, health, driving, as well as building and the various editing tools. We also documented items and components which now have descriptions.

Players have been providing regular feedback with 230 submissions since launch. We have been going through it, hotfixing where required, and making plans for the future major updates.

Our first major update is planned for October 30th and includes several new features that are popular player requests.

Many thanks to all players who have been playing the game, sharing creations on the workshop, or sending us your feedback.

Much love <3

v0.1.21

Rework - tilt sensor angle now relative to horizon rather than vertical axis Rework - updated altitude sensor mesh Fix - held item position no longer moves when pressing shift but not moving Fix - fixed rare crash in microcontroller related to function parameters Fix - disconnected incapacitated players no longer despawn Fix - feedback button now logs in correctly after game has been running for a while

Combined changes, Release to v0.1.20

Features

New tutorial system covering survival, building and tools Creative/sandbox unlocked from the start without tutorial completion Item and component descriptions Climbing up fast ropes User-defined component names shown on tooltips UI select/remove are now rebindable Taskbar icon activated

Reworks / balance

Removed the mass cap for wheels, tracks, trains and torque (fixes oscillation on heavy vehicles) Alternators produce much more power (and drain more torque) Impact damage rebalanced so vehicles kill animals/zombies more easily Fullscreen is the default graphics mode, resolution no longer resets on the loading screen Sandbox weather fixed to clear sunny day Free move released when entering seats/ladders/mounts/ropes Handles usable from seat or ladder Reduced GPU/system memory footprint Lighting refactored to handle many lights Updated/fixed several buildings Wishlist button removed

Gameplay / physics fixes

Vehicles despawning because they thought they were inside a bunker Falling through the floor on first MP join with slow CPU/internet Wheel drag/steering using the correct steering angle Characters no longer affect wheels Rotor RPS running away in reverse Projectiles hitting their own fast-moving source vehicle Splitting a vehicle no longer breaks control seats Disconnected item positions fixed Ropes inside a vehicle group now save with the group Pasting a group with an undefined rope no longer breaks Missing bunker physics geometry Empty tiles resetting on load Spinning in free move Control state after fast rope Oil filter condition tracking

Performance / network / UI

Poor performance looking at tool walls Trees flickering on tile load Secondary vehicle meshes culled at the wrong distance High bandwidth viewing liquid data on a moving vehicle Surround sound stuttering Invert mouse ESC menu no longer kicks to main menu after a timeout Scientific-notation number formatting Air filter description Tutorial locking the loading screen Axis-action tooltip icons on KB+M Crash fixes

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.