Update 0.8.0
⚠️ Your existing saves are compatible, and this update includes the fix for corrupted saves. If your playthrough couldn't be loaded before, try loading it again.
We do recommend starting a new game just so you can experience the new changes.
This is another big one! Dogface is here with his own quest and fast travel, every gun now has staged reloads and inspect animations, armor penetration makes your ammo choice matter, containers use a brand new loot system, and AI has received a major overhaul.
This update also brings everything we tested on the Experimental branch: the fix for corrupted saves, many fixes for soft locks in main quests, side quests and Jobs, and the return of faster projectile speeds. Thank you to everyone who tested it and sent us feedback.
NEW
New languages: Polish, Turkish and Korean! Scavland is now localized in all three.
Dogface: a new NPC with his own quest, On the Road.
Dogface Rides (fast travel): after finishing On the Road, ask Dogface "I need a ride" at any Dogface stop on your Journal Map (Arcadia, the Mire, Sontse Station, Microrayon, North Pier and the Quarry Settlement). Rides with Dogface from the Quarry are free while he's still there. A stop becomes a destination once its place is on your Journal Map. Pick a destination, check the cost, ride time and Hunger/Thirst forecast on the Ride Ticket, and watch the bike travel the roads while time passes.
NPC Icons: NPCs appear as pins on the Journal Map once you get close to them or talk to them. Zoom in and hover over a pin to see their name.
Staged reloads for every gun, with new reload animations and sounds. When a reload is interrupted, it now continues from where it left off instead of restarting.
Weapon Inspect: every weapon has its own inspect animation to check ammo.
Firing mode HUD (for example SEMI · FMJ).
Armor Penetration: human enemies now wear armor, and the ammo type you use matters.
Ammo stats: each round now has its own accuracy, bleed chance and bleed amount.
New loot system: container quality decides the guns you find, and guns come with random parts.
New shotgun ammo: Buckshot, Hollow Point Slugs and Sabot Hard-Cast.
Compare action: compare an item's stats against another item in your inventory.
Free Stamina Zone over the main city: unlimited stamina while inside.
New weather cycle: weather moves one step at a time (Sunny, Overcast, Weak Rain, Storm), rain only comes after a dry spell, and it never jumps straight from clear sky to a storm.
Automatic re-rack: if the bolt or pump cycle after a shot gets interrupted (rolling, melee, getting knocked back, running, opening the backpack/inventory or a dialogue, holstering or swapping weapons), the gun now cycles itself as soon as it's back in hand. Before, your next trigger pull was spent on racking instead of firing. With an empty magazine it waits for a reload, as before.
Faster rack: the cycle after each shot plays 30% faster on all bolt and pump guns. Reload speed is unchanged.
New cooking blueprints, and Dried Steak in the starting recipes. The cooking workbench now works on a lit fire barrel, with its own sounds.
Loading in and out of bunkers is a lot faster now (we're still working on making it instant).

STAGED RELOADS
Magazine/Ammo reloads now play out in stages.
If a reload is interrupted by rolling, a melee attack, being knocked back, holstering or switching weapons, the finished stages are kept. Press Reload again to continue from where you stopped.
On a partial reload, you can shoot as soon as the new rounds are in, without waiting for the rest of the animation. On the 2HMG and Zavod 34, the cover or barrels have to close first.
Reloading an empty magazine now plays its own animation, for every magazine-fed weapon.
Bolt-action and pump-action weapons load one round at a time until the magazine is full or you run out of ammo. Press Fire to stop early.
New empty and regular reloads for the Medved Monster and Svobodnik M4.
New empty reloads for the 2HMG, Bahadir 918, Bahadir 920, PM Nikolay and Thread Cutter (including its L-shaped magazine).
Reworked reloads for the 63 Dragoon, Mikhail 50 and Svarsh Miracle.
INSPECT & UNJAMMING
Tap Y on PC, or D-pad Down on gamepad (rebindable), to inspect the weapon in your hands. Holding Y opens the ammo menu as before.
You can't inspect while reloading, unjamming, racking, shooting, aiming down sights, rolling, in melee, with an unfinished reload, or with the inventory, trade or pause menu open. A jammed weapon can still be inspected.
Every weapon has its own inspect animation, with synced sound.
New unjam animations for the Mikhail 50 (all variants) and the 3-Line Nagant.
Fixed the Borealis 12 unjam animation.
Unjam sounds are now synced to the animation on the other weapons.
WEAPON AUDIO
New weapon sounds, with reload sounds timed to each step of the reload, for the 2HMG, 63 Dragoon, Bahadir, Borealis 12, Leon 1895, Medved Monster, Mikhail 47, Mikhail 50, PM Nikolay, Svarsh Miracle, Svobodnik M4 and Thread Cutter.
The Svarsh Miracle gets new bolt rack-in and rack-out sounds.
The Svarsh Miracle and Thread Cutter secondary sounds are now positional (3D).
ARMOR & AMMO
Armor and ammo have been reworked so that choosing the right round matters. AP is now the answer to armored humans, while HP is for unarmored targets and mutants.
Armor penetration now subtracts from armor instead of scaling it. AP rounds (50% penetration) cut through up to 50% armor, which covers every human enemy in the game.
HP rounds add 25% (pistol) or 50% (rifle, shotgun, high caliber) to the armor of anything that already has some, so save them for unarmored targets and mutants.
Armor is still capped at 80%, though HP rounds can push it higher.
Your own armor works the same way: enemy AP rounds cut through it just as easily.
Human enemies now have armor (ballistic / slash):
Gunners: 45% / 40% (Health 70 → 50)
Mechanists and Palatines: 20% / 20%
Vultures: 15% / 15%
Bandits: 10% / 10%
Rada: 10% / 20%
Acolytes: 0% / 10% (Health 40 → 50)
Hits on an armored enemy throw sparks. The more armor your round failed to get through, the more sparks (it still deals damage).
Heavier rounds wear your armor down faster: each hit counts as 2 to 25 hits against the piece it strikes, depending on the round (Buckshot 2 per pellet, Special FMJ 25). Creature attacks, melee, anomalies and explosions count as 2 to 10.
Raised wear damage from ammo, creatures, anomalies and explosions.
Clothing loses durability after fewer hits.
Enemies load their guns by faction: most use mainly FMJ with some HP and AP, but Gunners use 50% AP. Their corpses keep their weapon, and its magazine holds whatever rounds they had left.
Enemy shotguns spread wider, so they are less deadly at range.
Buckshot has less armor penetration.
Every hit can cause bleeding: bullets bleed for 15, slugs for 20, Buckshot for 10 per pellet and Special FMJ for 25. Slugs are also more accurate than Buckshot.
AP damage:
Pistol: 8 → 10
Rifle: 14 → 17
Shotgun: Sabot Hard-Cast is now a single slug dealing 30 damage (was 4 per pellet)
High Caliber Rifle: 26 → 30
HP rounds:
Penetration: -25% → -50% (Rifle, Shotgun, High Caliber Rifle)
Shotgun HP is now Hollow Point Slugs, a single slug dealing 42 damage (was 6 per pellet)
High Caliber Rifle HP damage: 46 → 45
Ammo prices:
Pistol FMJ: 30 → 50
Pistol HP: 60 → 100
Pistol AP: 100 → 120
Shotgun Buckshot: 60 → 80
Shotgun HP: 180 → 240
High Caliber Rifle FMJ: 150 → 180
High Caliber Rifle HP: 220 → 280
High Caliber Rifle AP: 300 → 500
GUNS
Projectile speeds have been increased back:
Pistols: 200
Rifles: 300
Large Rifles / Special: 400
Shotguns stay at 100
Gun, attachment and foregrip balance pass.
Hipfire penalty is now set per gun.
Gun magazines can be removed inside other inventories, and magazines, sights and muzzle devices can be dragged onto a gun inside containers and stashes (not in trader inventories).
Fixed incorrect "Makeshift Stock" and "compact" references in the Mikhail 47 name and description.
Cleaned up muzzle flash sprites and attachment positions across several weapons (work in progress).
LOOT & WEAPON PARTS
Each container now caps how much of each loot type it can drop. Most containers give at most one repair item. Weapons and equipment stay at one per container.
The quality of guns you find depends on the container:
Everyday containers: mostly common guns (70% common, 30% uncommon)
Military crates: uncommon and rare guns, with a small chance of a very rare one
Top-tier containers: very rare guns, with a 30% chance of an ultra rare one
Guns found in containers come with random parts. Magazines, grips and handguards are common, stocks and dust covers turn up a third to two thirds of the time, and sights, foregrips and muzzle devices are rare finds. A gun can be missing a part it needs to fire.
All containers and enemy corpses were updated to the new system.
Enemy corpses drop a limited amount of each item, including at most one ammo stack.
Containers have new open, close and looting sounds.
Some guns need specific parts to fire, such as the magazine, or the stock or grip on some models. A gun missing one shows in red in your inventory, and trying to fire it gets a line from Rodion. You can still pick it up, equip it and fit the parts.
One part of each type per gun: no more two sights or two muzzle devices. Foregrips are their own type, so a gun can have both a grip and a foregrip. A stock with a built-in grip takes the grip slot too.
Enemies always carry guns with every part they need to fire.
Scrap Gun Repair Kit now drops one per stack instead of two.
Special FMJ Ammo is less rare in loot.
Medical items drop slightly less often.
AI
Big AI overhaul: AI reacts to fire it can't see (takes cover, flees, flanks, searches, blind fires), hears gunshots based on the gun's sound range (suppressors help), and investigates nearby shots.
Factions now launch campaigns to attack and capture each other's outposts.
Harming a faction only matters when someone sees it. Witnessed kills and hits lower your relationship. This memory resets when you die.
AI sight is now blocked only by things that cast shadows, and AI won't shoot through walls that stop bullets.
Big Bear: harder, with fewer exploits and a cleaner charge wind-up.
Big Rat: when wounded, it switches between laying eggs, charging and fleeing. Small rats return to their mother.
Hellhound attacks deal 12 slashing damage with a 33% bleed chance.
Hellhound and Fog Walker packs now return home after a hunt and rest before hunting again, instead of piling up in remote areas.
Enemy projectiles (Splatter bone shards, Ass Sucker spit) now hit you even if the shooter dies mid-flight.
Enemy balancing, plus fixes for AI walking backwards and getting stuck on pathfinding.
AI should no longer suddenly teleport near the player.
WORLD
Large North expansion: The North Pier, a reworked Gunner base, new trails, points of interest and creature spawns.
New creature habitats and faction outposts, and improvements around the plane crash site and the western area.
Improved lighting and loot across Rada City, the railway line, factories, industry area, power station, Microrayon, lumberyard, Farm, Quarry, Bandit Camps, Soul of the West, the swamp and many small points of interest.
New stash in Raisa; loot fixes across Rada City and other areas.
Reworked rain: covers the whole view (no edge when scoping), no longer falls indoors, and splashes scale with rain density.
Tents now properly block bullets.
Low vehicles no longer cast shadows.
New map icons. Bunker map drawing has been fixed and now stays sharp at any zoom.
JOBS & QUESTS
Fixed many soft locks in main quests, side quests and Jobs.
Completing a Job raises your relationship with that faction by +5 (except Gunners and Bandits).
Fetch Jobs now count items in your stash near the quest giver and take them when you turn the Job in.
Item Info now shows Fetch Job progress on the required items, including the current Journal count (for example 0/2).
Raisa's Jobs now focus on Mutant Hunts and retrieving Letters from containers. The Kill Big Bear Job has been removed from Raisa.
Letter Jobs now turn in correctly when two copies are active for the same NPC.
Quest rewards can no longer be claimed with a full Backpack, so rewards are no longer dropped on the ground.
Tajra is now correctly assigned to Commonfolk instead of Rada.
Job rewards:
Mutant Hunt Jobs (Alexei, Anatoly, Bogdan) give 18 Reputation per kill, up from 1–5.
Bandit Hunt Jobs pay 30% more money and give 8 Reputation per kill (Sasha's: 4% more money and 6 Reputation).
Yelena's Gunner Hunt Job gives 10 Reputation per kill, up from 2.
Rabbit, Small Rat and Hellhound Fetch Jobs (Bogdan, Gavron, Ilya) ask for three kinds of parts instead of two, and pay more.
Anatoly's Ass Sucker and Big Bear Fetch Jobs pay more. Bogdan's Ass Sucker, Big Bear and Splatter Jobs pay less.
General Fetch Jobs from Jasna, Marko, Olga, Petar, Rosa and Snezhana give 2.5× the Reputation. Sasha's gives almost twice the Reputation but pays 20% less.
TRADERS & ITEMS
Volodymyr now sells Special FMJ Ammo (40 rounds) at his highest rank. He stocks half as much High Caliber Rifle AP and FMJ ammo and a third as much Shotgun AP ammo, sells fewer gun attachments (many now need a higher rank), and charges more for blueprints, gun attachments and repair items.
Snezhana now sells Pistol, Rifle, High Caliber Rifle and Shotgun Buckshot FMJ ammo, and charges more for weapons and ammo.
Bogdan stocks half as much Pistol HP and Shotgun HP ammo, charges more for ammo, and almost twice as much for Mutant Parts.
Yelena stocks less High Caliber Rifle HP ammo (now at her highest rank), no longer sells the Mikhail 47, and charges more for weapons, medical items, ammo and repair items.
Grigory no longer sells the Mikhail 47, the Mikhail 74 U now needs his highest rank, and he charges more for repair items.
Yefim charges more for blueprints and repair items.
Sasha charges much more for gun attachments, and the 3-Line Nagant now needs a higher rank.
Ilya now trades Mutant Parts and pays well for them.
Nadja charges more for common items.
Traders can no longer be exploited by buying goods and selling them back for profit.
Field Repair Kit and Cleaning Rod repair amount: 15 → 10.
Armor Repair Kit blueprints have lower base prices:
Medium: 50,000 → 40,000
Heavy: 75,000 → 60,000
Learned Blueprints no longer appear in Trader inventories and show Already Learned in Item Actions.
Artefacts are now easier to pick up.
Fixed incorrect descriptions for Reinforced Patch Pants and Fuel Canisters.
UI & CONTROLS
Reworked Item Info panel with compact stats, and ammo stat tiles with icons. Item descriptions use larger text on Steam Deck.
The crafting workbench shows the output item's stats. Repair Kits now have proper Item Info.
The Journal groups side Jobs that are ready to turn in at the top, above the ones still in progress.
Job trackers in the Journal use the map marker icons and colors.
The Ammo HUD shows the selected firing mode (for example SEMI · FMJ).
Cycle between nearby interactables with Q, sorted by distance. A hint shows while hovering one.
The hand cursor appears over items in reach, even with a gun drawn.
New Hold to Run setting. Turn it off to toggle running instead.
"Aim Sensitivity" is now Mouse Sensitivity under General settings.
Controls without a default key can now be rebound.
Gamepad: settings navigation now wraps around.
Smoother aiming: the crosshair no longer snaps when aiming, hovering over containers or opening the inventory, and the player keeps facing the same way when UI opens.
Barks are now larger and appear above the speaker's head. Rodion's barks appear instantly.
With your stash open, a move that doesn't fit shows a Not enough stash space notice instead of a line from Rodion.
Ruble sign for Job money rewards. Added missing Journal translations.
SAVE & LOAD
Fixed corrupted saves that couldn't be loaded, including 0.7.1 saves affected by leftover packs, extra data at the end of the save file and file lock errors.
Checkpoints no longer reject a save because a Job references content that has been removed.
Inhuman Knowledge saves missing the Blood Core now restore it when loaded.
Fixed saves that appeared missing in some cases.
Autosaves now have their own screenshot on the Load page.
Fixed the Gunners losing their main base on older saves.
Big Rat babies stay with their mother after loading, and saves no longer grow with empty rat squads over long playthroughs.
FIXES & PERFORMANCE
Headshots no longer register on the wrong target.
The PM can no longer fire without a magazine, and the M4 no longer needs a sight to fire.
Fixed the Zavod 34 losing its handguard whenever it was saved and loaded, stored, traded or dropped by an enemy.
Fixed attachment drops on the 63 Dragoon, Mikhail 50 and Mikhail 74 U.
Fixed the Svobodnik M4 grips and magazine showing another attachment's sprites, and the Mikhail 74 U sprite not matching the gun.
Guns dropped by human enemies no longer show hands on the ground or hide their internal magazine.
Fixed missing animation events that could leave a reload without its sound or step.
Dodge rolls stop at deep water.
The Big Rat's melee attack only hits during its swing.
The Mortar's death animation no longer returns to its idle pose.
Loading a save inside a bunker no longer drops you into the void.
Binoculars work after loading a save or dying.
Aim crosshair returns after closing loot.
Cancelling the Drop confirmation now works correctly.
The ammo menu and the interact prompt no longer pop in from the wrong place.
Detector Item Info shows only its detection range and durability.
Fixed Trader Buy Stock appearing outside the inventory grid.
Cursor now unlocks properly on the Main Menu and at game start.
Gamepad Back now closes Item Info or Item Actions first instead of the whole stash.
Status bars no longer drain while loading.
Fixed Loading Screens staying visible after loading.
Fixed missing world containers, an invisible Journal and the Journal crashing on some quests.
Gun inspect animations stay facing one direction. Fixed NPC sprite and animation issues (Raisa, Acolyte).
Character consumption sounds respect muted audio.
Audio follows the player outside cutscenes.
Footsteps from AI outside the screen now play.
Big performance improvements for Steam Deck and low-end GPUs: lower GPU cost for radiation effects, faster fog rendering, a smaller download, lower memory use, fewer loading hitches, and loading a game from the menu no longer hangs.
Many collider, layer and scene fixes across the map.
As always, keep using the in-game Feedback tool for bugs, balancing issues, frustrations, suggestions, and anything that simply doesn't feel right.
A lot of these changes come directly from what you've been telling us, and we're continuing to adjust Scavland based on what we're seeing from players.
Thank you for helping us build Scavland into the game we know it can become.
— NoShadow Team
