Graphics card with DX10 (shader model 4.0) capabilities
DirectX
Versão 10
Espaço no disco
Requer 500 MB de espaço livre
Recomendados
Sistema Operativo
Windows 10
Processador
3 GHz
Memória
8 GB de RAM
Placa gráfica
Graphics card with DX10 (shader model 4.0) capabilities
DirectX
Versão 12
Espaço no disco
Requer 5 GB de espaço livre
Notas adicionais
This game offers enough freedom to be able to slow down any computer. The better your processor, the more you can do.
Preço em cada país
Maior desconto agora—nenhum país em promoção
Mais barato agora (em reais)≈ R$ 17,75Rússia · 14% abaixo do Brasil
Menor preço visto no BrasilR$ 20,690 promoções registradas
País
Preço atual
Preço cheio
Desconto
Em reais
vs Brasil
Menor visto
Rússia
₽ 259
₽ 259
—
≈ R$ 17,75
-14%
₽ 259
Brasil
R$ 20,69
R$ 20,69
—
R$ 20,69
—
R$ 20,69
Índia
₹ 349
₹ 349
—
≈ R$ 20,91
+1%
₹ 349
Ucrânia
₴ 169
₴ 169
—
≈ R$ 21,00
+1%
₴ 169
Indonésia
Rp 69.999
Rp 69.999
—
≈ R$ 21,69
+5%
Rp 69.999
Cazaquistão
₸ 1.850
₸ 1.850
—
≈ R$ 23,48
+13%
₸ 1.850
Chile
CLP$ 4.400
CLP$ 4.400
—
≈ R$ 25,05
+21%
CLP$ 4.400
Filipinas
₱ 289,95
₱ 289,95
—
≈ R$ 25,65
+24%
₱ 289,95
Vietnã
₫ 120.000
₫ 120.000
—
≈ R$ 26,34
+27%
₫ 120.000
África do Sul
R 79,00
R 79,00
—
≈ R$ 26,37
+27%
R 79,00
Paquistão · Sul da Ásia (dólar)
US$ 5,49
US$ 5,49
—
≈ R$ 31,01
+50%
US$ 5,49
China
CN¥ 37,00
CN¥ 37,00
—
≈ R$ 31,24
+51%
CN¥ 37,00
Tailândia
฿ 189,00
฿ 189,00
—
≈ R$ 31,51
+52%
฿ 189,00
Uruguai
$U 229
$U 229
—
≈ R$ 31,78
+54%
$U 229
Colômbia
COL$ 18.500
COL$ 18.500
—
≈ R$ 31,81
+54%
COL$ 18.500
Taiwan
NT$ 186
NT$ 186
—
≈ R$ 31,92
+54%
NT$ 186
Malásia
RM 23,50
RM 23,50
—
≈ R$ 32,49
+57%
RM 23,50
Argentina · América Latina (dólar)
US$ 5,79
US$ 5,79
—
≈ R$ 32,70
+58%
US$ 5,79
Turquia · Oriente Médio e N. África (dólar)
US$ 5,79
US$ 5,79
—
≈ R$ 32,70
+58%
US$ 5,79
Arábia Saudita
SR 21,95
SR 21,95
—
≈ R$ 33,06
+60%
SR 21,95
México
Mex$ 113,99
Mex$ 113,99
—
≈ R$ 34,70
+68%
Mex$ 113,99
Kuwait
KD 1,95
KD 1,95
—
≈ R$ 35,40
+71%
KD 1,95
Armênia · ex-URSS (dólar)
US$ 6,29
US$ 6,29
—
≈ R$ 35,53
+72%
US$ 6,29
Japão
¥ 1.010
¥ 1.010
—
≈ R$ 35,70
+73%
¥ 1.010
Peru
S/ 22,00
S/ 22,00
—
≈ R$ 36,48
+76%
S/ 22,00
Hong Kong
HK$ 52,00
HK$ 52,00
—
≈ R$ 37,43
+81%
HK$ 52,00
Nova Zelândia
NZ$ 12,39
NZ$ 12,39
—
≈ R$ 38,69
+87%
NZ$ 12,39
Catar
QR 24,99
QR 24,99
—
≈ R$ 38,78
+87%
QR 24,99
Noruega
kr 72,00
kr 72,00
—
≈ R$ 42,50
+105%
kr 72,00
Singapura
S$ 10,00
S$ 10,00
—
≈ R$ 43,87
+112%
S$ 10,00
Coreia do Sul
₩ 10.500
₩ 10.500
—
≈ R$ 44,39
+115%
₩ 10.500
Emirados Árabes
AED 29,00
AED 29,00
—
≈ R$ 44,60
+116%
AED 29,00
Canadá
CDN$ 11,49
CDN$ 11,49
—
≈ R$ 45,51
+120%
CDN$ 11,49
Polônia
zł 35,99
zł 35,99
—
≈ R$ 50,92
+146%
zł 35,99
Zona do euro
€ 8,19
€ 8,19
—
≈ R$ 51,06
+147%
€ 8,19
Reino Unido
£ 7,19
£ 7,19
—
≈ R$ 53,69
+159%
£ 7,19
Austrália
A$ 14,50
A$ 14,50
—
≈ R$ 55,53
+168%
A$ 14,50
Estados Unidos
US$ 9,99
US$ 9,99
—
≈ R$ 56,42
+173%
US$ 9,99
Costa Rica
₡ 4.600
₡ 4.600
—
≈ R$ 57,38
+177%
₡ 4.600
Israel
₪ 36,95
₪ 36,95
—
≈ R$ 65,04
+214%
₪ 36,95
Suíça
CHF 10,50
CHF 10,50
—
≈ R$ 70,74
+242%
CHF 10,50
Do mais barato ao mais caro em reais, pela cotação do dia (só para comparar: o preço cobrado é o da moeda local).
Histórico de preço
Próxima grande promoçãoPromoção de Inverno 2026de 17/12 a 04/01 · em 32 dias
Ainda não há promoções registradas para este jogo aqui. Nas grandes promoções da Steam (verão, inverno, outono e primavera) a maioria dos jogos entra com desconto. As faixas douradas no gráfico marcam as grandes promoções da Steam.
Todas as mudanças de preço
Visto em
País
Preço
Preço cheio
Desconto
Em reais
14/11/2026 18:12
Brasil
R$ 20,69
R$ 20,69
—
R$ 20,69
14/11/2026 18:12
Estados Unidos
US$ 9,99
US$ 9,99
—
≈ R$ 56,42
14/11/2026 18:12
Argentina · América Latina (dólar)
US$ 5,79
US$ 5,79
—
≈ R$ 32,70
14/11/2026 18:12
México
Mex$ 113,99
Mex$ 113,99
—
≈ R$ 34,70
14/11/2026 18:12
Chile
CLP$ 4.400
CLP$ 4.400
—
≈ R$ 25,05
14/11/2026 18:12
Reino Unido
£ 7,19
£ 7,19
—
≈ R$ 53,69
14/11/2026 18:12
Zona do euro
€ 8,19
€ 8,19
—
≈ R$ 51,06
14/11/2026 18:12
Turquia · Oriente Médio e N. África (dólar)
US$ 5,79
US$ 5,79
—
≈ R$ 32,70
14/11/2026 18:12
Japão
¥ 1.010
¥ 1.010
—
≈ R$ 35,70
14/11/2026 18:12
Índia
₹ 349
₹ 349
—
≈ R$ 20,91
14/11/2026 18:12
Canadá
CDN$ 11,49
CDN$ 11,49
—
≈ R$ 45,51
14/11/2026 18:12
Austrália
A$ 14,50
A$ 14,50
—
≈ R$ 55,53
14/11/2026 18:12
Nova Zelândia
NZ$ 12,39
NZ$ 12,39
—
≈ R$ 38,69
14/11/2026 18:12
Suíça
CHF 10,50
CHF 10,50
—
≈ R$ 70,74
14/11/2026 18:12
Noruega
kr 72,00
kr 72,00
—
≈ R$ 42,50
14/11/2026 18:12
Polônia
zł 35,99
zł 35,99
—
≈ R$ 50,92
14/11/2026 18:12
Ucrânia
₴ 169
₴ 169
—
≈ R$ 21,00
14/11/2026 18:12
Rússia
₽ 259Mais barato em reais
₽ 259
—
≈ R$ 17,75
14/11/2026 18:12
Cazaquistão
₸ 1.850
₸ 1.850
—
≈ R$ 23,48
14/11/2026 18:12
Armênia · ex-URSS (dólar)
US$ 6,29
US$ 6,29
—
≈ R$ 35,53
14/11/2026 18:12
Paquistão · Sul da Ásia (dólar)
US$ 5,49
US$ 5,49
—
≈ R$ 31,01
14/11/2026 18:12
China
CN¥ 37,00
CN¥ 37,00
—
≈ R$ 31,24
14/11/2026 18:12
Hong Kong
HK$ 52,00
HK$ 52,00
—
≈ R$ 37,43
14/11/2026 18:12
Taiwan
NT$ 186
NT$ 186
—
≈ R$ 31,92
14/11/2026 18:12
Coreia do Sul
₩ 10.500
₩ 10.500
—
≈ R$ 44,39
14/11/2026 18:12
Indonésia
Rp 69.999
Rp 69.999
—
≈ R$ 21,69
14/11/2026 18:12
Malásia
RM 23,50
RM 23,50
—
≈ R$ 32,49
14/11/2026 18:12
Filipinas
₱ 289,95
₱ 289,95
—
≈ R$ 25,65
14/11/2026 18:12
Singapura
S$ 10,00
S$ 10,00
—
≈ R$ 43,87
14/11/2026 18:12
Tailândia
฿ 189,00
฿ 189,00
—
≈ R$ 31,51
14/11/2026 18:12
Vietnã
₫ 120.000
₫ 120.000
—
≈ R$ 26,34
14/11/2026 18:12
Colômbia
COL$ 18.500
COL$ 18.500
—
≈ R$ 31,81
14/11/2026 18:12
Peru
S/ 22,00
S/ 22,00
—
≈ R$ 36,48
14/11/2026 18:12
Uruguai
$U 229
$U 229
—
≈ R$ 31,78
14/11/2026 18:12
Costa Rica
₡ 4.600
₡ 4.600
—
≈ R$ 57,38
14/11/2026 18:12
África do Sul
R 79,00
R 79,00
—
≈ R$ 26,37
14/11/2026 18:12
Emirados Árabes
AED 29,00
AED 29,00
—
≈ R$ 44,60
14/11/2026 18:12
Arábia Saudita
SR 21,95
SR 21,95
—
≈ R$ 33,06
14/11/2026 18:12
Catar
QR 24,99
QR 24,99
—
≈ R$ 38,78
14/11/2026 18:12
Kuwait
KD 1,95
KD 1,95
—
≈ R$ 35,40
14/11/2026 18:12
Israel
₪ 36,95
₪ 36,95
—
≈ R$ 65,04
Uma linha nova aparece sempre que o preço muda. A linha em destaque é o preço atual de cada país. Valores em reais pela cotação do dia (14/11), só para comparar: o preço cobrado é o da moeda local. Rates By Exchange Rate API
Edições e pacotes
A Steam vende este jogo em uma única opção.
DLCs · preços no Brasil
Este jogo não tem DLCs, ou elas ainda não foram coletadas.
Cartas colecionáveis · cartas, laminadas e insígnias
Preços do Mercado da Comunidade (menor oferta, em dólar, convertida para reais pela cotação do dia). Clique na imagem para ampliar (setas passam de uma carta para outra). Atualizado em 14/11/2026 18:12.
Itens de perfil · fundos, emoticons e loja de pontos
Fundos e emoticons que caem das cartas (preço do Mercado, convertido para reais) e itens da loja de pontos da Steam (custo em pontos). Clique na imagem para ampliar. Atualizado em 14/11/2026 18:12.
Conquistas · percentual global de jogadores
Conquistas17
Mais comum96,2%
Mais rara5,1%
As 5 mais raras
Extinction5,1%Kill a million people
Pacifist12,5%Conquista oculta
Inverse teleportation12,8%Conquista oculta
Faraday malfunction13,1%Conquista oculta
Uncharted territory15,5%Conquista oculta
Todas
MurdererKill a person
96,2%KILL_PERSON
Serial killerKill at least three people
94,9%KILL_10_PEOPLE
Mass murdererKill 100 people
78,8%KILL_100_PEOPLE
CreatorSpawn 1000 items
62,3%SPAWN_ALL_ITEMS
MassacreKill 1000 people
49,4%KILL_1000_PEOPLE
My insides hurtDetonate an organism filled with an explosive liquid
36,6%INSIDES_HURT
Black holeCreate a black hole
33,6%BH
RadiantInject a radioactive substance into the bloodstream of a human
29,7%GLOWING_HUMAN
Potion sellerCreate exotic liquid
22,7%CHEMIST
Volume unclampedUse the jukebox to burst heads
21,9%JUKEBOX_HEAD_EXPLOSION
GenocideKill 10k people
19,6%KILL_10000_PEOPLE
Guardian EMPSave a human from a sticky grenade by activating an EMP right before it's too late
19,2%EMP_STICKY_GRENADE
Uncharted territoryConquista oculta
15,5%WDJZM
Faraday malfunctionConquista oculta
13,1%SGNR
Inverse teleportationConquista oculta
12,8%KEYPAD
PacifistConquista oculta
12,5%PACIFIST
ExtinctionKill a million people
5,1%KILL_1M_PEOPLE
Evolução da nota · análises positivas mês a mês
Desde o lançamento98%339.366 análises
Últimos 30 dias84%1.912 análises
Melhor mês100%ago/2019
Pior mês69%ago/2026
Quedas fortes (círculo vermelho; podem ser ataques de avaliações ou atualizações polêmicas): ago/2026 — 69% (vinha de 97%, 3.434 análises).
Linha: % de análises positivas de cada mês (cor pela nota: azul 70%+, amarelo 40–69%, vermelho abaixo). Barras: quantas análises o mês teve. Passe o mouse para ver os números. Fonte: histórico de análises da loja da Steam, atualizado em 14/11/2026 18:12.
Comentários dos jogadores · análises da Steam
▲ Recomenda2,6 h jogadas ao escrever23 dez. 2025
Em 2 horas de jogo eu matei e torturei mais pessoas que a operação do BOPE no Complexo do Alemão. Recomendo. 9.5/10, pois não há o BOPE e nem o CV no jogo.
Ontem eu torturei uma pessoa por 2 horas seguidas. Droguei ela e depois tirei as pernas e os braços, logo após isso testei agentes químicos e biológicos nela e agora o corpo está tomando um banho de ácido sulfúrico, porém até agora não entendi como abre o jogo, mas acho q é bom então 10/10 👍
Simplesmente fantástico, passei as últimas 11.5 horas torturando milhares de pessoas das formas mais cruéis possíveis, enfiei espadas, dei facadas, afoguei, queimei vivo e dei choque até fritar o cérebro, quebrava cada osso e depois prestava os primeiros socorros só para elas se recuperarem e eu poder recomeçar tudo de novo, só parei porque o cansaço bateu bateu, foi aí que decidi finalmente abrir o People Playground para ver como o jogo era 10/10 excelente para passar o tempo e desestressar
▼ Não recomenda160,4 h jogadas ao escrever24 set. 2026
Esse jogo já me divertiu por bastante tempo, a variedade de mods e itens na oficina é impressionante e podem entreter por horas. Mas os devs desse jogo parecem ser uns preguiçosos. A ultima atualização relevante que people playground teve foi em 2024, e nem trouxe nada de inovador. Depois disso os desenvolvedores só estão fazendo algo quando há algum maware na oficina (coisa que é bem comum) e procedem em ficar sem trazer nada de novo, dependendo inteiramente de modificações para ter algum conteúdo de verdade, e com isso os jogadores ficam vulneráveis a mods com mawares. Minha sorte foi que eu resolvi dar uma olhada na oficina antes de jogar na ultima semana, pois senão minha conta provavelmente seria hackeada com a ultima onda de vírus que teve. O jogo é legal, mas precisa urgentemente de melhoras na segurança da oficina e conteúdo vanilla.
▼ Não recomenda113,5 h jogadas ao escrever1 out. 2026
Hi to anyone reading this post: I just want to say that this game is really good, but the mod workshop has—once again—been removed, deleted, wiped out, and destroyed. Even mods that were already downloaded got wiped in this purge. This all happened because of malware that was deleting personal files and even sharing the data of users who played the game. Fortunately, I wasn't affected by the malware, but the game hasn't received a major update in ages, so it’s starting to feel tedious and lacking in features. That’s where mods used to come in—adding everything you wanted and more, and fixing weird quirks in the vanilla version. Without those mods, the game is a thousand times more boring, especially if you’re used to playing with them. Since the mods were wiped and the programming language was changed, it’s going to take a long time for the community to rebuild them all, and we still have to wait for the devs to sort out the new language. For now, don't buy it
oi, a quem está a ver esse post, venho aqui dizer que esse jogo é muito bom, mas novamente a oficina de mods foi removida, excluida, apagada, destrosada, e até os mods já abaixados também sofreu esse apagão e isso tudo por malwer que apagava coisas pessoais e até compartilhava informações de usuarios que usaram o jogo, felizmente não sofri por eese mlawer mas o jogo parou de receber grandes atualizaçoes a milenios o que significa o jogo começa a ficar tediante e sem recursos e ai entrava os mods que adicionavam tudo que você queria e muito mais, corrigindo coisas estranhas que ha no vanila e sem esses mods o jogo fica mil vezes mais chato, ainda maisse você esta acostumado com eles, e como os mods foram apagados e até a linguagem de programação foi mudada, demorara muito tempo até a comunidade remontar todos os mods e ainda temos que esperar os devs arrumarem a nova linguagem, por ingualto não comprem
▼ Não recomenda31,9 h jogadas ao escrever22 set. 2026
Olha, adorei jogar este jogo, ele é um sandbox muito divertido, mas ja tiveram 3 vezes em que a steam workshop teve que ser fechada por causa de infestações de vírus. Não acho que seja seguro joga-lo.
▼ Não recomenda24,1 h jogadas ao escrever16 out. 2026
Acho o jogo meio mal otimizado as vezes mas de qualquer forma é muito bom, mas agora com a falta de mods é praticamente injogável já que era isso oque deixava o jogo em pé
Edit: A oficina voltou... MAS TODOS OS MODS EVAPORARAM, sem meme, TODOS OS MODS SUMIRAM, cara, se eu já tava triste, imagina agora, o cara deixou só as builds que tipo, são legais e tals mas... POXA, EU QUERO BOTAR GOJO VS GOKU NO MEU JOGO BRO. Decepcionante PPG.
Análises mais úteis do último ano (positivas e negativas) e as mais recentes, em português e, quando faltam, em inglês. A Steam não tem nota neutra: cada análise recomenda ou não o jogo. Atualizado em 14/11/2026 18:12.
Os jogos que a própria Steam considera parecidos (o "Mais como este" da loja). Preços do Brasil.
Comunidade · estimativas do SteamSpy
Donos estimados5.000.000 a 10.000.000
Tempo médio de jogo55,1 h
Mediana12,0 h
Média nas últimas 2 semanas0,5 h
Pico de jogadores ontem2.778
Tags mais votadas pelos jogadores
Sandbox2.508
Gore2.323
Physics1.816
Violent1.582
Moddable1.540
2D1.465
Singleplayer1.376
Destruction1.272
Simulation1.097
Funny963
Building951
Pixel Graphics859
Psychological Horror667
Indie597
Action580
Casual573
Idiomas
English
Estimativas do SteamSpy, atualizadas em 14/11/2026 18:12. Donos é uma faixa aproximada, não um número exato. O tempo de jogo só aparece quando o SteamSpy tem esse dado (hoje ele vem zerado para quase todos os jogos).
Últimas notícias e notas de atualização
Data
Título
27/10/2026
Careful reopening
Hello everyone. For these past few weeks, I've been working on getting this game back into a working state. It's now reached a state where I feel comfortable publishing it.
Loss
The game and its community have suffered a severe loss. Valve has wiped all C# mods from the Workshop, and the game will not support modding for a few more months.
Especially the loss of so much valuable user-generated-content is painful to bear. Many of these mods represented hundreds of hours programming and art by passionate players. It is due to my own inadequacy that these measures had to be taken. I am sorry.
1.28
This new version includes various additions, many changes, and a lot of bug fixes.
Return of the Workshop (only contraptions, for now)
The Workshop is currently safe to use, and the most recent version of the game prevents the loading of mods or any C# code, safety measures do apply, despite contraptions being safe.
While official means of using the Workshop are completely safe, third-party loaders and retrograding versions can be dangerous to use. The changes to the modding structure are here for safety, and despite it not being immediate, resorting to third-party loaders or retrograded versions is not a safe mean of playing the game. Instances of people who have gotten infected from playing the game with such methods have been found, and uploads deleted.
If you see any "My Data" files uploaded onto the workshop, please immediately report them to Steam, and do not open, or download them as they contain user's personal data. The game will continue to have regular safety updates until the Lua system has been implemented.
Linux support
The game now runs natively on Linux. There might be some issues, since this has only really been tested on Debian. Feel free to message me on the Discord server or via email.
Modding system refactor
The old modding system has been disabled permanently. I wrote a new system that is ready for the upcoming Lua mod loader. Mods are not back yet. It will take at least two months for me to implement and test a new system.
Thank you
24/09/2026
If you played People Playground between September 21-24, please take these steps now:
Change your Steam password
Enable Steam Guard two-factor authentication
Review your account activity for unauthorised purchases or trades
Check your email for a message from Steam
Scan your PC with updated antivirus software
If you were affected, you have received an email from Steam explaining the situation and what to do. If you didn't receive an email, you were most likely not affected. The game is currently safe to play. In summary, a few users were infected with a piece of malware that was specifically designed for this game. The malware spread quickly by uploading itself to the Workshop, and inserting itself into existing popular mods. Players who launched the game and were subscribed to these mods would find their mods auto-updating. Once compiled, the malware would delete various personal files, vandalise their Steam account, and upload sensitive information to the Workshop, alongside itself. This information could have been used to log into the player's Steam account. For some technical background, mods are C# source code that the game compiles on launch. This inherently means that by using mods, you allow potentially unsafe code to run on your computer. Because true C# sandboxing inside Unity is technically impossible without native isolation, the game relied on internal checks to detect suspicious mods. This system has failed.
Active measures
Valve has deleted all items containing C# code, all items that contained sensitive data, and everything uploaded or updated since September 21. Due to the inherent safety issues with C# mods and auto-updating nature of the Steam Workshop, I can't let this system continue to exist in its current form. Allowing arbitrary code execution at this scale proved to be an unsustainable security risk. C# mods have been deleted and will no longer be officially supported or hosted on the Steam Workshop. Contraptions are unaffected by these changes, but some of them might still have been deleted by Valve. The Workshop is likely to return. I don't know exactly when or in what state.
Future of the game
I know many people purchased this game understanding that it had mod support, so leaving the game without it is not an option. I intend to replace the modding system with a dedicated, far safer scripting alternative that is not based on C#. I hope to design this system in collaboration with experienced modders to ensure it provides the required capabilities. Technical details will be shared as development progresses. Due to the inherent and unavoidable safety issues regarding untrusted code, modding remains a risk for the user. However, this scripting layer will be properly isolated, making it far less likely to cause harm.
That's it
That's all I have to share for now. For what it's worth, I apologise. I know that won't bring back the Workshop and won't undo the damage that's been done. All I can do now is return the game to a state that is worth its price. A more detailed breakdown and explanation is available here.I've been asked some questions and I'll answer the most frequently asked ones here: What languages do you have in mind for the new modding system? Lua is by far the best candidate, but JavaScript is also an option. Will the existing mods be gone? Yes. They have been removed from the Workshop and the game will no longer load them natively. Can I still load C# mods somehow? The new modding system will very likely be extendable, running a Lua layer by default. The Workshop will exclusively be for Lua mods and contraptions. The community would then be able to implement their own loaders / languages if they want to, but none of these would be officially supported or allowed on the Workshop. In short, no, not natively and not officially. Is the game safe to open? Yes, the latest build is safe to run, and has no risk of infection at all. This build of the game is incapable of running any mods.
22/09/2026
Hi everyone.
You might have noticed the Workshop has disappeared again. I disabled it quite a few hours ago due to yet another malicious mod. This one is especially bad.
What should you do?
If you have mods and opened the game on 21 September, in between 6 and 8 PM CEST, you might want to run an anti-virus scan.
Delete all your mods in your mods folder and do not open the game until I've announced on Steam that it's safe to do so.
What does it do?
I can't say with certainty what exactly happened or what this program did, but it's not looking good. From what I can tell, it will do the following:
- Permanently wipes a considerable amount of your personal data
- Vandalises your Steam config and Steam cloud data (inventory, workshop, etc.) for various other games
- Reads your Discord username and other identifiable information and publishes it to the Workshop (which is now disabled and can no longer be read)
- Publishes itself to the Workshop in order to spread
It DOES NOT steal your passwords, tokens, cookies, or other credentials. It will not hack you, but it's a catastrophic piece of malware nonetheless.
Change your Discord password as soon as possible.
To be safe, probably change the passwords of all your important accounts in order to invalidate any session tokens that could have been included.
Who did this?
Nobody knows. Do not harass anyone or blame anyone other than me. This is entirely my responsibility, and we gain nothing from throwing around rumours or speculations.
06/02/2026
Good morning, good afternoon, good evening, and good night everyone!
The incident
I am not completely done with my confusing, disorganised, haphazardly assembled task list, but I've gotten far enough that I can finally reopen the Workshop without having anything to worry about. Please enjoy and I am genuinely sorry for having it closed for so long.
I'm going to be paying close attention to the Workshop with my eyeballs. You might notice some changes in how the game works, and especially in how it deals with mods. First of all, mods no longer auto-update. They need to be manually approved if their contents have changed. This might cause some issues with mods that edit their contents during runtime. They have to be approved every time you load the game. This is something I have to address in collaboration with modders. This should be resolved at some point. The vast majority of mods work fine.
Extra special thanks to mishanya, who has guided me and helped me directly with the mod loader throughout all of this.
What have we learnt from this?
I have to pay more attention
Wow, I sure need more moderators
I can't do this on my own
I should've listened
Please be careful on the Steam Workshop
Updates
The game has updated to 1.27.7, which provides important changes and improvements which are probably not all that exciting to most of you.
\[1.27.7] - February 6 2026
Added
Added Stack<>, Queue<>, and others to mod import list
Changed
Trust cache now takes mod content hash into account
Mods no longer auto-update. They need to be manually approved if their contents have changed.
\[1.27.6] - February 4 2026
Added
Various new security measures for mods
Upgraded mod C# version to C# 9
Included AssetBundles, PostProcessing, and Ceras in the mod assembly list
BeforeSpawn. This function is called right after the object is instantiated.
Changed
Renamed PerformMod to PerformAfterSpawn.
AfterSpawn can be null if BeforeSpawn is not, and vice versa
Thank you for reading.
03/02/2026
Hi everyone!
Please update your game. Whether you are on the default, beta, or alpha branch, ensure your game is updated to the latest version. You can do this by verifying game files. Keep your game updated as I publish more improvement constantly.
After some talking and reading, I can say with decent certainty that the mod spread by uploading itself onto the Steam Workshop by overwriting your own uploads. It also reset your preferences, deleted contraptions, and reset your achievements. It seems to have had no other effects or means of spreading.
I've been publishing patches that prevent this mod (and mods like it) from being loaded. If you are on the latest version of the game, it's safe to open (even with mods).
As for the Workshop, unless Steam responds to me soon, I still can't provide an estimate on when it'll be reopened. However, once a large enough percentage of you have updated the game, I can open the Workshop anyway, but modders will have to manually rollback their uploads. Still, this should be postponed for as long as possible in case Steam is able to mass-rollback the Workshop.
Hello!
I have temporarily disabled the Workshop for People Playground. Nothing has been deleted.
A malicious addon has spread itself throughout the Workshop. For now, I can't say with absolute certainty what this mod has done, what it does, how it does it, or any other useful information.
What you should do
Update the game by verifying game files
Go to your game directory and delete the "mods" folder.
Go to "Steam\\steamapps\\workshop\\content\\1118200" and delete the folder.
Unsubscribe from mods that were updated/uploaded after January 30th.
If you have any uploaded mods, check if they were recently updated without your consent.
What I'm going to do
I'm going to talk to Steam about this and see what can be done. Ideally, the Workshop will be restored. I will work on a patch that should prevent this from happening ever again. It's unknown how long this will take.
I am very sorry for all of this. I'll post an update once I have more information.
EDIT: Update
A patch has been published that should keep you safe. The Workshop remains disabled until I get a response from Steam, though.
EDIT 2: wuh
The mod does not destroy your computer. It removes your Contraptions folder, which is extremely sad, and a bunch of other PPG related files. Also, if you have created any mods, it replaces them with itself. This is how it spreads. If you have updated the game to the latest patch, all of this will be prevented. The Workshop remains disabled.
07/01/2024
Added
Better gib physics SFX
Changed
Improved dripping SFX
Fixed
Minor collision issues
Excalibur issues
06/01/2024
Hello :)
Added
Excalibur
Blood splats on dismemberment
Some new dismemberment sounds (new tear sfx and blood dripping sounds)
New procedural shatter masks
Changed
Increased visible damage on dismember
Adhesive coupler no longer sticks to phase-linked objects
Fixed
Objects that were previously incorrectly unaffected by time scale or volume settings are now fixed
Energy sword boiling effect underwater
FIRST POST OF 2024!
21/10/2023
If you are having issues with your camera, uninstall Cloddymod.
1.27 - October 21 2023
Added
New map: Reactor A5
Decoupler
Adhesive Coupler
Pointer
Counter
Office Chair
Office Desk
Office Computer
Office Monitor
Naval Mine
Chain
"Mute" context menu option to the Lagbox, Metronome, Missile Launcher, Timed Gate, and pistons
Blunt impact can now emit blood particles
Blunt impact have a chance to cut the skin open
Sound effects for bullet cracks and whizzes.
Grid and angle snap size settings with optional keybinds
Bus window can shatter
Some ambient sounds in the main menu
"Artery sections", where cuts and shots will emit a larger, more focused bloodstream
Changed
Bullet holes age more visibly and eventually cause larger bruises
Casing ejection particles no longer scale with the weapon
Closed suspicious mod rejection loophole
Made tempered glass shatter quicker
Changed map selection buttons
The hand grenade now correctly loses its pin and lever when armed
Increased default physics iterations to 32
Increased maximum physics iteration count to 256
Increased minimum physics iteration count to 8
Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
Organisms can now fully restore their blood levels on their own
Missile Launcher missile will now explode when shot with a sufficiently large round
Increased headshot fatality rate
Slightly increased bullet knockback force
Made sentry turret AI more consistent
Doubled the lethality of the landmine
Changed water surface explosion SFX
Lowered wood bullet impact volume
Increased ricochet sfx spread
Reduced blood impact mist
The flamethrower and fire extinguisher now has slight recoil
Updated several item descriptions to color code different types of signals
Made detail view explosive killzone a vector image
Fixed
Mods occasionally failing to upload
Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
Humans could live having all their blood replaced with a tasty beverage
Zombies healing wounds
Cardiopulmonary bypass machine collision serialisation working incorrectly
Attachments detaching when weapon is activated using activator electrode
Incorrect servo description
Immobility field - sentry turret interaction weirdness
Heart rate monitor showing 70 bpm when it shouldn't
Broken plate debris not showing up when flipped
Some more safety
EscapeRichText loophole
I expect a few hour-after patches lmao
I need to remind myself to never make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.
... is what I said after 1.26 after which I decided to create the most elaborate map so far. I can't promise anything, but I'll try harder to make updates a little smaller and more frequent. I hope. Thank you for your patience (if you had any).
11/08/2023
Preview 1.27 is now live on the preview branch. Please report any bugs here and follow the instructions carefully. Note that this build does not include the activation rewrite.
This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
New map: Reactor A5
Decoupler
Office Chair
Office Desk
Office Computer
Office Monitor
Naval Mine
Chain
"Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
Blunt impact can now emit blood particles
Blunt impact have a chance to cut the skin open
Sound effects for bullet cracks and whizzes.
Grid and angle snap size settings with optional keybinds
Bus window can shatter
Changed
Casing ejection particles no longer scale with the weapon
Closed suspicious mod rejection loophole
Made tempered glass shatter quicker
Increased default physics iterations to 32
Increased maximum physics iteration count to 256
Increased minimum physics iteration count to 8
Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
Organisms can now fully restore their blood levels on their own
Missile Launcher missile will now explode when shot with a sufficiently large round
Increased headshot fatality rate
Slightly increased bullet knockback force
Made sentry turret AI more consistent
Doubled the lethality of the landmine
Changed water surface explosion SFX
Fixed
Mods occasionally failing to upload
Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
Humans could live having all their blood replaced with a tasty beverage
Zombies healing wounds
Cardiopulmonary bypass machine collision serialisation working incorrectly
Attachments detaching when weapon is activated using activator electrode
Incorrect servo description
Immobility field - sentry turret interaction weirdness
Heartrate monitor showing 70 bpm when it shouldn't
Broken plate debris not showing up when flipped
EscapeRichText loophole
04/03/2023
Hello everyone. Sorry if you expected a fantastic content-filled update today, this is just a list of every update since 1.26 because I noticed not everyone was aware that the game is always being updated, whether it shows up on Steam News or not. If you want to stay up to date (for real) then you're better off joining the Discord server or reading the blog. Steam News is cool and everything but it exists in a weird limbo between the immediate interactivity of Discord and the complete lack of it on the blog. There is information on there that isn't available anywhere else.
1.26.6 - March 4 2023
Added
Some extra checks when uploading items to the Workshop to prevent unclear failures
When a mod is uploaded from within the game, it is modified slightly to make it harder to blatantly reupload
Limb.StrengthMultipliers, a float array that is used to adjust the final motor strength of the limb. Empty by default.
Changed
Renamed "Blood vessel wire" to "Liquid conduit"
Objects held by humans (etc.) will no longer collide with the human until it is distant enough or 15 seconds have passed. This prevents, for example, dropped weapons from freaking out when its wielder is killed.
Fixed
Layer editor showing up when it shouldn't
1.26.5 - February 15 2023
Added
WaterBehaviour.Ignore, IgnoreObject(gm), and StopIgnoringObject(gm)
You can now toggle the detector beam visibility in the context menu and added a enabled light
Changed
Increased EMP chance for regular atom bomb
Fixed
That wire layering bug when editing layers
Organism temperature response being way too abrupt
EMP from nuclear weapons not passing through objects for some reason
1.26.4 - January 22 2023
Changed
For modders: the Lasered message is now OnLasered and takes a Messages.ILasered.LaserArgs as a parameter. Please implement the Messages.ILasered interface.
Mods can now come with a README.txt, which can contain TMP rich text which will be displayed on the right side of the mod list screen. Think of it as an extended description. More information on the wiki.
Changed
Minor tweaks to body temperature management (body is now less effective at resisting external heat than it is external cold)
Being on fire causes skin damage and is less likely to cause someone to lose consciousness
Organisms burn longer
Fixed
PPG modding wiki bug fix to do with rendering method overloads
Thermal vision display not showing lava temperature
Broken limbs incorrectly invoking damage functions (leading to a stopped heart not being lethal occasionally)
Procedural fragments disappearing after every limb is crushed
1.26.2 - January 5 2023
Added
Thermal vision now also displays the temperature of the object under the cursor
Fixed
Weapon attachment undo
Red barrel fire now takes no-collide into account
Gore fragments are now always removed with the organism
awdawdawdawd
1.26.1 - December 31 2022 🎆
Changed
Explosive barrels will no longer ignite obstructed objects
Wrench description is now more accurate
Fixed
Layering issues regarding objects with multiple sprites (lagboxes, ion cannons, etc.)
Syringes behaving incorrectly if pasted/loaded while lodged into a liquid container
Attachment point blob in detail mode being visible at the wrong time
Flare showing spawn particles on use, sometimes
Deflated tyre appearing inflated after deserialisation
Organisms slowly descending if the surface they stood on is disintegrated or otherwise removed unexpectedly
29/12/2022
1.26 - December 29 2022
Added
Wooden Binding
Jet Engine
Freezing limbs will now damage tissue
Metal scraping sparks
Activator Electrode
You can now edit object rendering layers (context menu option & optional keybinds)
Local fire propagation on large flammable objects
Procedural gore fragments on crush (disabled by default, enable in settings)
BallisticsEmitter.OnTracerCreation<LineRenderer> is a UnityEvent that can be used to customise a tracer round when it is created
Changed
Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.
Bullet damage is now based on speed alongside distance and cartridge damage
Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.
Life syringe stops seizures
Drastically lowered chance of brain damage, it should be a rare occurrence
Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.
Slightly improved tesla coil arcs
Increased water impact damage
Bullet casings now shrink when despawning
Deflated tyres slightly deform when in contact with an object
Oxygen deficiency may cause brain damage
Low blood pressure may cause brain damage
Lowered brain damage posturing time
Increased crush-by-gunshot chances a bit
Seizures can stop the heart
Slightly lowered entity impact damage
Bleeding particles collide with the world when Fancy Effects is enabled
Fire Extinguisher is a little heavier now
Increased thermal pulse intensity from nuclear explosions
Increased drag underwater
Made androids less vulnerable to explosives
Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.
Changed sharpness velocity threshold calculation. Lower softness values are now more effective
Improved wood impact VFX
Improved thruster SFX
Improved propeller SFX
Improved ricochet SFX variety
Improved fire extinguisher particles
Lowered audio range of mini thruster
Improved pumpkin destruction effect
Decreased cannon shockwave
Falling embers now collide
Made acid less effective on androids
Laser colours can be much darker
Explosions can now completely crush bodyparts if "procedural fragments" is enabled
Increased G1 SMG, SMG, and Minigun spread
Increased LMG heat up speed and added a little glowy bit at the end (will automatically be removed when overridden with a mod. Use ModAPI.KeepExtraObjects())
Fixed
Older contraptions having firearms with incorrect reflection sounds
Stupid memory leak to do with custom human textures
Ray cannon going insane on void & other maps occasionally
Fragility slider not showing enough digits
Crossbow bolts spinning forever
Some energy sword problems
Item persistence bugs (normal sized bug) (you may have to do the achievement again)
Tree collision
Human feet are no longer unnaturally resistant to being crushed
Phase link slightly affecting center of mass
Phase link being deletable without being visible
Minor performance improvements to do with phase links and other tools
Some deletion stuff
Flamethrower wouldn't burn stuff up close sometimes
Pin hover stuff
The game will now delete older logs as to keep a maximum of 25 logs in the log directory
Menu escape issue
Bug where limbs would cool down when dead despite blood flowing through them
Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken
Electricity particles not scaling with the object
Some major liquid system problems
Automatic firearms shooting two bullets as their first shot sometimes
Weird deletion message stuff
Things can no longer breathe when submerged in ice
Humans unable to grab things after copy/pasting
Other minor bugs
Removed
Android instant death on dismemberment
Additionally
Many changes and improvements to the modding wiki.
I need to remind myself to never make updates large and infrequent. It's a lot better for everyone involved to make them more frequent and not as large. Ideally focused on a theme or single feature implementation.
happy new year (socially acceptable end of interaction)
31/08/2022
Preview 1.26 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
The optional OnUnload static method is now called when the application is closed for all loaded mods.
You can now edit object rendering layers (a little box will appear in detail view, but there are also optional keybinds)
Bullets can now dismember limbs in addition to them already crushing limbs
Fire Extinguisher is a little more animated
Changed
Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.
Bullet damage is now based on speed alongside distance and cartridge damage
Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.
Life syringe stops seizures
Drastically lowered chance of brain damage, it should be a rare occurrence
Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.
Slightly improved tesla coil arcs
Increased water impact damage
Bullet casings now shrink when despawning
Oxygen deficiency may cause brain damage
Low blood pressure may cause brain damage
Lowered brain damage posturing time
Seizures can stop the heart
Slightly lowered entity impact damage
Bleeding particles collide with the world when Fancy Effects is enabled
Fire Extinguisher is a little heavier now
Increased thermal pulse intensity from nuclear explosions
Increased drag underwater
Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.
Changed sharpness velocity threshold calculation. Lower softness values are now more effective
Improved thruster SFX
Improved propeller SFX
Improved ricochet SFX variety
Lowered audio range of mini thruster
Improved pumpkin destruction effect
Decreased cannon shockwave
Falling embers now collide
Laser colours can be much darker
Increased G1 SMG, SMG, and Minigun spread
Increased LMG heat up speed and added a little glowy bit at the end
Fixed
Older contraptions having firearms with incorrect reflection sounds
Ray cannon going insane on void & other maps occasionally
Fragility slider not showing enough digits
Crossbow bolts spinning forever
Some energy sword problems
Tree collision
Human feet are no longer unnaturally resistant to being crushed
Phase link slightly affecting center of mass
Minor performance improvements to do with phase links and other tools
Some deletion stuff
Flamethrower wouldn't burn stuff up close sometimes
Pin hover stuff
The game will now delete older logs as to keep a maximum of 25 logs in the log directory
Menu escape issue
Bug where limbs would cool down when dead despite blood flowing through them
Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken
Electricity particles not scaling with the object
Some major liquid system problems
Weird deletion message stuff
Other minor bugs
Where the hell have you been? Again?? Yes I was and am working on another game as well. It is a lot of work okay. New cool game wow this is cool
13/07/2022
1.25 - July 13 2022
Added
Split up settings into more categories:
General
Gore
Visual effects
User Interface
Video
Audio
Goreless mode: no blood, no gore
Brain damage and relevant poses. Permanent unless treated.
Entity fragility multiplier in Gore settings. Make humans (etc.) more or less fragile as you play.
Dismemberment could now expose stringy tissue that will loosely hold the limbs together
Limbs with enough flesh on them may eject chunky particles when shot, similar to brain-matter particles
Cobblestone wall
Stone brick wall
Stone brick
Ray Cannon
Liquid Duplicator
Cardiopulmonary Bypass Machine
Minor extra details to the default bullet impact effect (only visible when Fancy Effects is enabled)
Foliage leaves sway ever so slightly
Dimly lit objects are now desaturated to prevent unnatural looking brightness from vibrant objects
Burned foliage will now shimmer and char
Destroyed concrete now has loose, sharp rebar
Some more bullet ricochet sound variants
Some particles to limb crushing effects
Changed
Beam rifle beam will now crush limbs if they can't be sliced off
Brain matter particles are sometimes red
Detaching the head from the torso will instantly kill the organism
Flamethrower will heat things up less quickly
Worm staff wounds now are counted as stab wounds in the entity inspector
Decreased bleeding rate when most skin is gone
Energy Sword no longer sets everything on fire instantly
Doubled activation propagation limit
Firearm casings that are ejected now scale with the weapon
Blaster weapon muzzle flashes
Siren texture
Minor changes to fire particles
Changed Sentry Turret gun sound
Sentry Turret now targets torso over anything else
Human blood regeneration is slower
Achievement icons updated to current sprites
Made the plate stronger
Tritium can heal a dead brain
Blood no longer regenerates if the limb is bleeding or dismembered
Bandages' redness is now based on bleeding intensity
Impact damage on organisms is now much more dangerous. It can propagate through from the impact limb to other connected limbs to roughly approximate what would happen in real life.
Fixed
Auto healing again
Immortality serum
Acid is more effective and consistent
Burn wounds regenerating despite "auto heal injuries" being off
Heart rate monitor inaccuracy
Saving broken pistons being all messed up
Disassembler still discharging despite being broken
Firearms not always passing in the Cartridge
Slider slider width not adjusting to the actual scale
Impact intensity averaging calculation now removes outliers
Sentry turret no longer targets dead limbs if the human is still alive
Beam rifle beam is no longer effectively infinitely thin
Flamethrower going through walls occasionally
Flamethrower going through very small gaps
Fire extinguisher and flamethrower particles scale with the object
Critical drag tool bug
Tempered glass
Syringes and other small sharp things getting stuck inside people and potentially breaking their bones
Energy Sword impact vfx position
Weird debris issues to do with undoing
Minor performance improvements
Decimator will no longer occasionally be extremely loud when deleting multi-part objects
Removed
"You can set your collision mode to "Discrete" for a significant performance boost!"
30/06/2022
Preview 1.25 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Limbs don't drain their liquid as fast when bone is exposed
Humans don't panic as easily when shot
Humans wince more when shot
Humans and gorses regenerate blood slowly, if they're alive
Bullets have 50% more impact force
Tritium glows when seen in transparent containers
Made punctured lungs more dangerous
Increased g-force resilience
Decreased human drown time
Boiling bodies of water have no buoyancy
Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.
G-force damage no longer occurs when the organism was frozen
Improved distant large explosion sound
Changed AK-47 sfx
Changed AR sfx
Changed Submachine gun sfx
Changed Shotgun sfx
Changed Sniper sfx
Swapped old Rifle sfx for sniper SFX
Improved Gorse collision
Increased explosion shrapnel lethality
Made Ultra Strength Serum more potent
Decreased bleeding particles intensity
Minor tweaks to entity body temperature maths
Increased body bullet impact sound volume
Gave liquids nicer names
Made human pain animation a little less rigid
Organisms rot slower
Increased minimum impact damage threshold for limbs
Heat capacity is now calculated using object mass in addition to size & material properties
Lowered object to air heat dissipation
Fixed
Android circuit layer transparency
Improved limb liquid circulation
Fireworks detail view radius visible for too long
Concrete debris suddenly disappearing
Made rescaled living entities a little more stable.
Boat motor saving issues
Slider disintegration issues
Unnecessary memory usage
Electrocution issues
Workshop upload dialog box being weirdly sized
Fluorescent bulb glow overlay appearing in front of everything
Issues :(
Detectors emitting signals even when broken
Human flesh layer not covering all bones
Removed
Removed coagulation concentration calculation
15/05/2022
Preview 1.24 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
Painkiller syringe
Humans will pass out when they experience too much g-force
Boat motor reverses on red signal
For modders: support for transparent liquids
For modders: Liquid.GetDisplayName()
For modders: BloodContainer.ForceCalculateComputedColor
Changed
Completely rewrote body shader (this may make humans from older contraptions look weird)
Blunt damage causes bruising (new look)
Bullets make bullet holes
Stabbing makes stab wounds
Touching hot objects & friction causes burn wounds
You can switch back to the legacy shaders in the general settings menu
Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.
Bullet impacts on bodies of water are more intense
"Dynamic" collision mode. Dynamic mode switches between discrete and continuous based on velocity. It serves as a middle-ground between the two, being more reliable than discrete mode but not as CPU-hungry as continuous mode.
Android "skin" can be burnt off, just like pre-temperature-update versions
Boat motor
Changed
Minor optimisations to do with dragging
Slowed human internal temperature transfer rate
If the heart is stopped or blood flow is blocked, organisms no longer lose all blood pressure immediately
Made organisms more vulnerable to hot/cold environments
Minor changes to metal impact VFX
Save files containing foliage are now much smaller and will take less time to load/save
Leaves will resize with the rest of the foliage
Ceiling turret is no longer invulnerable to heat
Fixed
Weapons (and other things) not saving their position properly when held by a ragdoll
Some spelling inconsistencies
Black hole not doing the black hole thing sometimes
Modded liquids will now correctly cause a contraption to require mods
A bug, believe it or not
Crate debris fuckery
Bug to do with piston correction
Winch connector thing being weird when flipped
Android arm decal rendering
Moving foliage around in pause mode will now bring leaves with them
Problem to do with car doors being broken and then being copy-pasted
28/03/2022
1.23 - March 28 2022
Added
Substructure map
Mechanical Belt
Resizable Housing (colorable box that maintains a correct texture when resized)
Bottle
Power Hammer
Trees
Bushes
Magnum Revolver
Bazooka
Liquid centrifuge
Spot light
Normal wheel
Particle Projector
Key triggers now clearly show what key they're assigned to in Detail View. They can also be given a description.
Contraptions now have an "info" button. It'll show you required mods and some other useful information.
Some more bone breaking sounds
"Slowly heal injuries" is now toggleable
"Open in Workshop" button, if applicable
Thumbnail size warning on Workshop upload
"Ambience Highpass" setting. It allows the player to set a highpass cutoff frequency for the ambient noise. This is useful if you suffer from crackling audio issues.
Search bar in mod menu
Better explosion shrapnel. Some explosions will now emit shrapnel (invisible, behave identical to bullets)
More wooden strut stress SFX
Optional "Choose object under cursor" keybind. It's like Minecraft middle click.
Made soap work just by sliding too
Fire embers (only visible when Fancy Effects is enabled)
Laser pointer colour can be changed
Organisms have a chance to walk a bit when shot
When shot in the head, there is a chance for visual brain matter to fly out
Distant SFX. Guns and explosives now have special sounds that are heard when they're distant.
Clearing everything will now reset the map too
Overwriting a contraption that you've uploaded to the Workshop and then uploading it again will update the existing Workshop item.
Destructible machinery can now be made indestructible using the context menu
Flamethrower flames and fire extinguisher... puffs (??) now collide with objects, they have no effect on things behind walls
Contraptions that depend on mods will now have a list of required mods added to the description. There is no way for me to automatically add required items to the Steam upload. You need to do this yourself.
For modders: the SkipSerialisationAttribute can now be applied to a class as well. This will exclude the entire component from the serialisation process.
For modders: A Map object now has InstantiateOverride. This is an Action that, if not null, will be called on map load instead of instantiating the Prefab. The proper container is provided as a parameter.
Changed
"Biohazard" category is now "Chemistry" (FindCategory treats them as the same)
Made metronome more consistent
Renamed "Wheel" to "Wooden Wheel"
Minor changes to metal hit effect
The exact colour of the LED Bulb can now be set (this replaces all other LED Bulbs)
Broken electronics spark SFX
Pistons will keep pushing/pulling. They can no longer be forcibly moved by other objects without them returning to their target state.
The Tank is no longer a solid block of metal. It has an engine and gas tank, just like the car, and its turret base is detachable.
Made humans heavier and stronger
Blood will no longer spill out when a limb is stabbed. Instead, most of the blood will stay inside until the sharp object is removed.
Reordered some buttons on the contraption button in the toybox
Made the nitroglycerin explosion more powerful again
Minor changes to minigun behaviour
Made bell a bit less loud
Changed minigun SFX
Minor change to rocket launcher SFX
Small change to sniper rifle SFX
Changed 120mm cannon SFX
Changed tank cannon SFX
Increased tank barrel weight
Increased tank cannon recoil
Decreased tank suspension strength
Decreased tank speed
Tank muzzle blast is a little more dangerous and is much larger
Decreased ambient sound rate on Humongous
Decreased bullet drop
Phase link is now only visible in detail view
Increased default mod compilation duration limit and increased maximum loading time from 60 seconds to 120 seconds
Selection outline is a little less vibrant
Minor changes to human bruise colour
Minor changes to human blood impact
Increased grenade fuse from 2 seconds to 4 seconds
Mods that use the "Application" identifier are marked as suspicious
Rockets launched from the standard rocket launcher will slow down more underwater and will get stuck inside immobility fields
Decreased activation signal amount warning sound rate
Increased activation signal limit
Layering changes to the tank
Lowered impact force of bullets on very hard objects (like bulletproof plates)
Minor changes to brick impact VFX
Decal sorting order stuff
Made that little orange thing in the corner of outdated contraptions a bit smaller
Small wood impact is a little louder
Made sliding sound less loud
For modders: deprecated Hover.collider and all wire colliders
Removed very low frequencies from ambient hum
Pistons now stop working completely when broken
Made some bullet impact SFX a little less loud
Increased "stop animation on damage" damage threshold
Fixed
Absolutely terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pink / disappear after paste or load. This should also fix a whole bunch of other problems to do with the serialisation of specific objects.
An awful design flaw to do with continuous activation signals. This should not introduce any unexpected behaviour unless you expect something to be broken. Some contraptions may rely on this inconsistency, and they will break. Most contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation signal limit warnings.
Improved fast moving wire performance
Debug messages doing the DRAG SELECTED thing.
Glass no longer increases detector range if placed in front of a mirror
Zombies moving even though they're dead (more deader)
Bicycle is now made of metal too, just like the others
Bug where explosives could trigger other explosives infinite times
Some deletion stuff
Soap problems
Water making the entire map float
Outlet liquid decal issues
Contraption synchronisation can time-out (20 seconds per item, just to prevent an infinite loop in case Steam loses its mind)
Toybox scrollbar stuff
Removed
Removed liquid pressuriser sound
Removed rotor sound
Expanded gore is gone
Help me my cool tank is corrupt
Specific items from 1.22 are no longer compatible with 1.23. These items are: - 120mm cannon - 30mm cannon If your 1.22 save has any of these items, it will no longer work in 1.23. To recover these, just load them in 1.22 and remove the cannons. Save the contraption in 1.22 and load it up in 1.23. Then you can just add the cannons again.
15/03/2022
Preview 1.23 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
1.23 - ?? be patient please
Added
Substructure map
Mechanical Belt
Resizable Housing (colourable box that maintains a correct texture when resized)
Bottle
Power Hammer
Trees
Bushes
Magnum Revolver
Bazooka
Normal wheel
Particle Projector
Key triggers now clearly show what key they're assigned to in Detail View. They can also be given a description.
Contraptions now have an "info" button. It'll show you required mods and some other useful information.
Some more bone breaking sounds
"Slowly heal injuries" is now togglable
"Open in Workshop" button, if applicable
"Ambience Highpass" setting. It allows the player to set a highpass cutoff frequency for the ambient noise. This is useful if you suffer from crackling audio issues.
Search bar in mod menu
Better explosion shrapnel. Some explosions will now emit shrapnel (invisible, behave identical to bullets)
More wooden strut stress sfx
Optional "Choose object under cursor" keybind. It's like Minecraft middle click.
Made soap work just by sliding too
Fire embers (only visible when Fancy Effects is enabled)
Organisms have a chance to walk a bit when shot
When shot in the head, there is a chance for visual brain matter to fly out
Distant SFX. Guns and explosives now have special sounds that are heard when they're distant.
Destructible machinery can now be made indestructible using the context menu
Flamethrower flames and fire extinguisher... puffs (??) now collide with objects, they have no effect on things behind walls
Contraptions that depend on mods will now have a list of required mods added to the description. There is no way for me to automatically add required items to the Steam upload. You need to do this yourself.
For modders: the SkipSerialisationAttribute can now be applied to a class as well. This will exclude the entire component from the serialisation process.
Changed
"Biohazard" category is now "Chemistry" (FindCategory treats them as the same)
Made metronome more consistent
Renamed "Wheel" to "Wooden Wheel"
The exact colour of the LED Bulb can now be set (this replaces all other LED Bulbs)
Broken electronics spark SFX
Pistons will keep pushing/pulling. They can no longer be forcibly moved by other objects without them returning to their target state.
The Tank is no longer a solid block of metal. It has an engine and gas tank, just like the car, and its turret base is detachable.
Made humans heavier and stronger
Blood will no longer spill out when a limb is stabbed. Instead, most of the blood will stay inside until the sharp object is removed.
Reordered some buttons on the contraption button in the toybox
Made the nitroglycerin explosion more powerful again
Minor changes to minigun behaviour
Changed minigun SFX
Minor change to rocket launcher SFX
Small change to sniper rifle SFX
Changed 120mm cannon SFX
Changed tank cannon SFX
Increased tank barrel weight
Increased tank cannon recoil
Decreased tank suspension strength
Decreased tank speed
Tank muzzle blast is a little more dangerous and is much larger
Decreased ambient sound rate on Humongous
Decreased bullet drop
Phase link is now only visible in detail view
Increased default mod compilation duration limit and increased maximum loading time from 60 seconds to 120 seconds
Selection outline is a little less vibrant
Minor changes to human bruise colour
Minor changes to human blood impact
Increased grenade fuse from 2 seconds to 4 seconds
Mods that use the "Application" identifier are marked as suspicious
Rockets launched from the standard rocket launcher will slow down more underwater and will get stuck inside immobility fields
Decreased activation signal amount warning sound rate
Increased activation signal limit
Layering changes to the tank
Minor changes to brick impact VFX
Decal sorting order stuff
Made that little orange thing in the corner of outdated contraptions a bit smaller
Small wood impact is a little louder
Made sliding sound less loud
For modders: deprecated Hover.collider and all wire colliders
Removed very low frequencies from ambient hum
Increased "stop animation on damage" damage threshold
Fixed
Absolutely terrible oversight in the serialisation and deserialisation of wires. Wires should no longer turn pink / disappear after paste or load. This should also fix a whole bunch of other problems to do with the serialisation of specific objects.
An awful design flaw to do with continuous activation signals. This should not introduce any unexpected behaviour unless you expect something to be broken. Some contraptions may rely on this inconsistency, and they will break. Most contraptions will benefit from this and behave a lot more consistently. It should also reduce (pretty much eliminate) activation signal limit warnings.
Improved fast moving wire performance
Debug messages doing the DRAG SELECTED thing.
Glass no longer increases detector range if placed in front of a mirror
Zombies moving even though they're dead (more deader)
Bicycle is now made of metal too, just like the others
Bug where explosives could trigger other explosives infinite times
Some deletion stuff
Soap problems
Outlet liquid decal issues
Contraption synchronisation can time-out (20 seconds per item, just to prevent an infinite loop in case Steam loses its mind)
Toybox scrollbar stuff
Removed
Removed liquid pressuriser sound
Removed rotor sound
Expanded gore is gone
Why are you updating so slowly?
Because I am working on too many things at the same time. However, these past days have been fully focused on People Playground and I've made a lot of progress. More is coming.
02/12/2021
1.22.3 - 2 December 2021
Added
Accelerator energy weapon
Archelix Caster energy weapon
Plastic explosive
Liquid.GetAll()
The inspection display now shows if the entity has punctured lungs
Punctured lungs cause pain
SimpleLightingEmitterBehaviour.Instance.Emit
A few new minor Steam achievements
A warning that appears whenever the maximum activation signal limit is reached
You can press escape to stop resizing
Changed
Lowered likelihood of punctured lungs
Minor change to sniper rifle SFX
Bullet wounds can fully heal if properly treated
Internal bleeding will heal faster
Gave the immobility field a little more health
Decreased required temperature for organisms to start shivering
Liquid effect intensity is now often based on the concentration of the liquid inside the container
Fixed
Incorrect ceiling turret aiming
Minor memory leaks (minor as in "minor catastrophe")
Minor performance improvements
Flamethrower issues
Key rebinding issue when trying to bind to "escape"
Strange problems setting the contents of multiple text displays/radios/hologram displays at once
"Previous texture" not always working
DRAG SELECTED
DRAG SELECTED
DRAG SELECTED
10/11/2021
1.22.2 - November 10 2021
Fixed
Fixed some out-of-bounds stuff again
Made PhysicalBehaviour.IsUnderwater's set accessor public
08/11/2021
1.22.1 - November 9 2021
Added
Mods now show if they have timed out
Changed
Decreased likelihood of internal bleeding
Reconstructor will help heal internal bleeding
Sentry turret is now a little more vulnerable
Fireworks can explode when shot
Fixed
Infrared thermometer incorrect limits
Gate double trigger not existing
Sentry turret debris issues
Bicycle disintegration bug
"Bleeding" showing up in inspection display despite lack of visual bleeding
01/11/2021
1.22 - November 1 2021
Added
Much better bells. You can select a piano key in the context menu.
Infrared thermometer
Liquid outlet
Thermal vision
Vases
Wire direction snapping
Detached 30mm HEAT autocannon
Entities feel momentary pain when stunned
"Stop animation on damage" setting
"Set object temperature" context menu option
Escape key escaping things
Objects are now destroyed if they are out of bounds for over 5 seconds
"Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
Blood decal & particle colours are now accurate to the actual liquid inside the body
Water cleans objects
Balloons now pop under pressure
Exit wounds for stabbing
Humans can get paralysed if their spine breaks
There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
More intense bullet metal impact sounds
If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
Firearms can accidentally discharge when dropped
Multiselect using shift (by default)
Toybox size is now remembered
A few optional keybinds
Unbind button in keybind menu
Changed
Humans regenerate limb integrity slowly
Lowered contraption spawn outline delay
Living tissue regenerates visual blunt damage slowly
Adjusted impact damage so that head injuries are more dangerous
Fire kills less quickly
Increased general impact damage severity
Decreased blood impact particle intensity
Decreased bleeding particle intensity
Other minor changes to humans
Disassembler is more likely to disintegrate things
Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
Some firearm SFX changes
Wood impact SFX
Increased blood vessel wire transfer speed
Minor changes to liquid rules
Minor changes to the machine gun and 30mm cartridge
Joint stress sound rate
Beam rifle now heats up objects it strikes
Blaster bolts heat up objects that they reflect off of
Lingering limb status UI things after deserialisation
Conveyor belt pinning serialisation issues
Lingering objects after disintegration
Removed
The old bells. Contraptions with old bells in them will still work.
PersonBehaviour.AverageAngle
"Liquid overflow limb exploding" setting
28/10/2021
Preview 1.22 is now live on the preview branch. Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data (or worse).
1.22 - ?? 2021
Added
Much better bells. You can select a piano key in the context menu.
Infrared thermometer
Liquid outlet
Thermal vision
Vases
Wire direction snapping
Detached 30mm HE autocannon
Entities feel momentary pain when stunned
"Stop animation on damage" setting
"Set object temperature" context menu option
Escape key escaping things
Objects are now destroyed if they are out of bounds for over 5 seconds
"Recompile" button that is shown when a mod failed to compile. This way you don't need to restart the entire game when you are developing a mod.
Maximum mod compilation duration setting. 10 seconds by default. A mod is only allowed to take this amount of time for compiling, otherwise its terminated and ignored.
Blood decal & particle colours are now accurate to the actual liquid inside the body
Water cleans objects
Balloons now pop under pressure
Exit wounds for stabbing
Humans can get paralysed if their spine breaks
There is a chance that an injury punctures the lungs of a human, which can cause low oxygen levels and death
Organisms now have specific "vital" spots inside their body. For example, head injuries are no longer necessarily a brain injury.
Organisms can now bleed internally. Internal bleeding can cause many issues, most obviously twitching, slowness, and loss of balance (in case of a head injury). Major internal bleeding results in death.
More intense bullet metal impact sounds
If set to "Drain", the blood tank can now spill into other containers. This means you can make finally a nitroglycerin shower. It can also spill onto non-container objects, but this will not transfer the liquid effects onto that surface.
Firearms can accidentally discharge when dropped
Multiselect using shift (by default)
Toybox size is now remembered
A few optional keybinds
Unbind button in keybind menu
Changed
Humans regenerate limb integrity slowly
Lowered contraption spawn outline delay
Living tissue regenerates visual blunt damage slowly
Adjusted impact damage so that head injuries are more dangerous
Fire kills less quickly
Increased general impact damage severity
Decreased blood impact particle intensity
Decreased bleeding particle intensity
Other minor changes to humans
Disassembler is more likely to disintegrate things
Increased maximum bullet penetration iterations to 128. This will make thick, soft obstacles more penetrable.
Some firearm SFX changes
Wood impact SFX
Increased blood vessel wire transfer speed
Minor changes to liquid rules
Joint stress sound rate
Beam rifle now heats up objects it strikes
Blaster bolts heat up objects that they reflect off of
Lingering limb status UI things after deserialisation
Conveyor belt pinning serialisation issues
Lingering objects after disintegration
Removed
The old bells. Contraptions with old bells in them will still work.
PersonBehaviour.AverageAngle
"Liquid overflow limb exploding" setting
Updated modding wiki
Many new articles have been added to the modding wiki, as well as a sprite asset browser.
I waited so long for this?
Yes. I am so sorry. We've been working on a different game as well, which has slowed down this game's development. Now I spend half the day working on the unreleased game and the other half on People Playground.
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