Cannibal Crossing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak171
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score62% positive
- Total reviews257
- Release dateMay 26, 2022
- DeveloperEverplay Interactive, Blow and Try Again, Rocketcat Games
- PublisherRocketcat Games
Genres: Action, Adventure, Indie
Company pages: Developer: Everplay Interactive, Blow and Try Again, Rocketcat GamesPublisher: Rocketcat Games
Cannibal Crossing Steam news
Cannibal Crossing news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Update Version 1.0.0.5 - 25 January 2023
Quick update, with another new update coming soon right after this one! You can see the next update on the Testing Branch right now if you want to help test it. List of Changes, V 1.0.0.5 - Game Over gems count speed increased on any key press - Updates to logic for dropping items in a container - Better ally interactions with doors - Walkie Talkie display fix - Added a missing "Sneak" text for controller controls - Some fixes for old Map Direction controls - Fix for the achievment for maxing out your ammo - Further achievement check refreshes on new games
- Update Version 1.0.0.4 - 24 September 2022
Answering recent requests and bug reports! - Fix for boss achievements - General fix for achievements displaying during the game properly - Better support for DualShock2 and PS5 DualSense controllers
- Update 1.0.0.2 - 28 June 2022
This update makes some changes in response to feedback, especially feedback we've been getting on the Discord. Thanks for all the support so far! List of Changes - Fix for Horde Mode where enemies could sometimes spawn too slow - Fix for a Game Complete/Game Over bug - Vsync count enabled by default - Emote panel shut off in singleplayer - Items now get autorefilled from inventory stacks - Readjusted some mission positions - Ronin's Equipped Energy Weapons Regeneration should now be more noticeable
- Update 1.0.0.1 - 27 May 2022
Getting out very fast updates as needed! Update 1.0.0.1 Changes - Fixes for an issue where dying wouldn't quite kill you until you quit and reloaded
- Cannibal Crossing 1.0 Launch! - 26 May 2022
It's the Cannibal Crossing 1.0 Launch! With this, we're out of Early Access. I want to thank everyone for all the feedback that let me change the game for the better. The game is a lot different from when I picked it up as a publisher! This 1.0 launch post will be a bit shorter than what I usually do for my games, as I am HORRENDOUSLY SICK right now. However, when the dust settles (couple months from now?), I plan on doing a retrospective post on Cannibal Crossing. It was a pretty big change from the previous game, and I'd like to talk a lot about how feedback shaped the game and late design decisions. I say late design as by the time I got to publish this game, there was already a really big story on its dev process. This update also had some final difficulty tweaks, mostly related to requests to lower the enemy amount in areas that have already been cleared. This has been dropped a lo…
- Quick Update 0.9.31 - 21 May 2022
Doing another fast update or two before 1.0 on Thursday! Build 0.9.31 Changes - All controllers should now work for rebinding again - The Mortar should no longer damage the player - Fix for the Quantum Mailbox - Fix for Lola's bar getting enabled before prologue is finished - Checks for higher difficulties getting unlocked properly - Some wave mission spawn position updates - Preventing some sliding along walls and doors - Updated follower AI - Fixed a bug for different ammo types being used than expected - Changed Electronics Station description from "scrap" to "metal" for battery making - Spanish update for some changed text
- 0.9.30 Update and 1.0 Launch this month! - 5 May 2022
We've been working a lot on testing branch since the last major update, and checking for any last balance requests. Now's a really good time to get more feedback in, as we're going to do the 1.0 Launch on May 26! Any remaining requests for gamepad controller changes are valuable, along with tweaks to game balance, would be especially valuable for us to hear. We have drastically reduced corruption over time, and slightly decreased enemy appearances in cleared areas. We can do further tweaks before 1.0, there's still time! Update 0.9.30 Full List of Changes Balance Changes - Trees now give 2 to 6 wood when felled, up from 1 to 4 - Enemies now reappear in even lower rates in already cleared areas, currently about 33%/25%/20% less depending on difficulty. We can adjust this to be even lower, on request - Corruption shows up at 25% of the speed it used to in Normal Mode. In Hard Mode, it sho…
- Nearly 1.0 Update! - Version 0.9.22 - 6 February 2022
We've been hunting bugs and responding to feedback, and launching testing branches for quite awhile now as we worked towards version 1.0. As I want a little more time to make sure we get everything covered, we're releasing all these changes now, instead of delaying getting them to you any further. 1.0 Launch should be right around the corner, so get in any last feedback you have for that as soon as you can! I'll be doing a big sweep for any things we missed for 1.0 soon, so let us know. You can also join our Official Discord to see changes coming up on our testing branches, before the main updates launch. If the 1.0 launch is successful, we will also be looking into our plans further content updates. We have also gotten a surprising amount of requests to port Cannibal Crossing to other platforms, which we can also think about more if the launch goes well. As always, thanks for the feedb…
- More Loot, More Buffs - Version 0.9.11 - 4 November 2021
The focus of this update, besides bugfixes and responding to feedback, was buffing some things that I or players thought were under-performing. A big one was that I thought there weren't nearly as many chances to get Tier 2 and 3 weapons as I thought there should be, so I increased the chances of weapons in stashes, the chance of getting higher tier weapons, AND the chance of getting Gold Stashes which guarantee you get Tier 2 weapons, minimum. There are many small tweaks and changes, that should add up. Also keep an eye out for the changes to base buildings, especially how you can make batteries with metal instead of scrap now. This makes converting resources more streamlined, and scrap should be less all-important, but still needed for making base buildings, turrets, or a lot of metal fast. We are very close to 1.0 launch. If you have any lingering problems or suggestions, now is a re…
- Major Balance Overhaul, Version 0.9.9.9.4 - 11 October 2021
Thanks to all the feedback we've been getting, we were able to do a big difficulty redesign for Normal and Hard modes. Read below for all the details on this, but in summary, Normal is quite easier now, and Hard is slightly harder than the old Normal. To adjust for this, we've also launched our Nightmare difficulty, for players that want to get obliterated. These are all major changes, so let me know what you think. We've also been working on many other feedback requests and bug reports as we get closer to 1.0. Keep sending us feedback by Steam, Twitter, and the official Discord! It's really helping us out a lot. Another big change in this update: You can now construct an Altar in your base that will let you resurrect yourself automatically, if you keep giving it sacrifices and meat and leather. This cost increases each time you die. We finally put this in due to request, but it won't b…
- Experimental Enemy Infighting + Custom Sandbox Update - 24 September 2021
We've been getting a lot of new feedback lately due to new players, and this is helping out a lot with development. While continuing to do tweaks, bugfixes, responses to requests, and gamepad work, we're also going to try to start a couple of big experimental changes! The big one is Enemy Infighting. If an enemy of a different faction gets too close to another enemy, they may start fighting each other. Currently this is in the beginning stages, as I was worried it would mess with balance too much, but it actually looks good so far. Enemy Infighting will happen the most often if they don't see you, encouraging stealthing around. If they see you first, they'll hate you way more than they do each other. In the next major update, depending on feedback, we are most likely going to make the Infighting more aggressive. The second experimental change is starting to make Sandbox Mode have custom…
- Online, Gamepad, and Other Tweaks, Version 0.9.9.8 - 13 September 2021
For this month's update, we focused on player feedback. There's gamepad tweaks, adjustments to the online co-op mode, and more. We're looking for more feedback for the next update, as we get close to 1.0! The best way to send feedback is by the official Discord, with a link in game. We're also going to do a roundup of other feedback we may have missed, and go from there for the next update. Except less giant changes, and more focusing on polish as we prepare for the 1.0 launch. One persistent thing we're having difficulty fixing are gamepad issues. In testing, I'm not having these problems myself, so we rely a lot of player feedback for this. If you have controller issues, please try contacting us on the Discord! The real-time chat nature of that really helps us fix things a lot easier than from other methods. List of Changes, Version 0.9.9.8 - Swapper Cannibals (the ones that ignore ra…
- Difficulty Balancing Update, Version 0.9.9.7.8 - 3 August 2021
A new update to bring things current with all the changes we've been doing on the testing branch. Thanks for the continuing feedback! We've hit our goals for the game for Early Access launch, now it's just a matter of when exactly to wrap things up. The biggest changes in this update is that the enemies in Normal Mode should be less constant. What was happening was that they were constantly streaming in due to player sounds, even things like footsteps. I've reduced this by half, and the fighting now seems less constant. Let me know what you think of this change. Hard Mode will increase this back up to what it used to be. Also, all your production buildings in your base should now make things much, much faster. This incldues things like ammo presses, bandage-o-matics, smelters, and more. Really everything with the exception of the Heavy (Explosive) ammo press are now 5 times faster in co…
- Fixes and Tweaks Update, Version 0.9.9.7.4 - 22 June 2021
We've been hunting bugs and making tweaks based on player feedback on the Testing Branch. It's been slow, as remaining bugs tend to be the ones that are hard to track down, but we've cleared some long standing things that were evading us. We can use more reports and feedback on this as we keep pursuing 1.0 launch, especially on our Official Discord! The biggest gameplay change this time is that we removed all the endings except for the Helicopter ending. I always felt like the multiple endings just didn't add much, especially since the helicopter one seemed the best due to it also giving you a helicopter to ride around in to help find the remaining survivors. Now, the other former ending areas lead to big loot caches instead! Let me know if you think we should increase the amount of loot you get from these. Next up, I'm going to be focusing on the Online Mode again. I'm hoping for quick…
- Big Balance Update, Version 0.9.9.6.2 - 15 April 2021
We've been busy on testing branch for the last couple of weeks. Our focus this time has been general balance for the game based on player feedback, and we've made pretty extensive changes to difficulty and loot progression for both Horde Mode and Open World. Also in this update, some big shotgun buffs I've been wanting to do for awhile. They just seemed too weak to me, outside of boss fights. And "outside of boss fights" is most of the game, where you're fighting giant groups of enemies so you really want something with cleave/penetration to deal with the crowds. Due to this, all shotguns now have 1 penetration, so every shotgun pellet can potentially hit 2 enemies instead of 1. We're getting very close to the 1.0 launch! I'll post news on that when we get closer to it, but it's likely that this will happen some time in May. Please give us any feedback on the updates using the Official…
- Hotfix Version Version 0.9.9.3 - 24 March 2021
- Fix for not being able to smelt/break things on the ground sometimes - Less enemies in character missions during Sandbox Mode - Made alcohol last much longer - Fix for a controller issue - Follower timer bar is now a different color than the usual character HP bars - Fixed a bad Hot Dog building that could spawn all the way on left side of map, preventing entry - Fix for being able to read bookshelves - Frostbiter will no longer work on Midbosses - Reposition for inventory and container panel - Removed a Cleanup mission from radio, shortening the Radio Mission list - Survivors Found counter on character select should now work properly again - Horde Mode discounts should now work properly - Changed up skin selection order in Multiplayer
- Massive Update 0.9.9.1 + What's Coming Next - 19 March 2021
Update 0.9.9.1 is now out! We've been adding a lot since then to the testing branch since the last update, and now we've finally hit a good point to put everything into one gigantic new batch of changes in this update. Read below for a quick summary on new things, and also what we're planning next as EA 1.0 launch gets close. Then read to the end for a list of full changes for the 0.9.9.1 update. Quick Summary of Update Changes - Hard Mode! - Unlockable secondary classes for all 10 playable characters - Tons of performance optimizations - Materials such as metal, scrap, etc now go into a resource box, much like ammo - Overflow materials and ammo show up in your inventory, letting you pick up much more ammo than before (if you have the inventory space) - You can now get way more missions at once, and switch your active mission with Shift+Q - Custom Characters are now fully implemented in…
- Update Candidate Testing Branch (Version 0.9.9) - 17 March 2021
This update has been a long time coming, and will be a very large series of changes since our last main update. We're wrapping this up, and I would love to post it this week. The more feedback we get, the more smooth the launch of this will be, so send any you have as a reply to this post or to the Discord (link in-game). Below is instructions on how to help test, and a full list of changes since the last main update! How to Access Testing Branch - Right click on Cannibal Crossing in your Steam Library - Select "Properties" - Go to the "Betas" Tab - Select "testbranch" from the "beta you would like to opt into:" menu List of Changes (Since Major Update 0.9.8) Major Changes (Lots of them) - Hard Mode is now in the game. Enemies have 15% more health, bosses have 30% more health, more enemies show up sooner, and harder enemy types show up 5 days sooner in general spawns and 4 days sooner i…
- Update Candidate Testing Branch (Version 0.9.8.6.2) - 10 March 2021
Lately we've been putting a lot of work into tracking down minor bugs and adding in a new Horde Defense level based off the Y'all Mart from Death Road to Canada. Now we're in a good spot to get out a major update, which is going to add a lot of things to the game. This includes the new Secondary Classes and the unlockable Hard Mode difficulty from the previous testing branch. Help us test this out so we can launch it! We're going to be focusing on feedback and fixes until this is out as a main update, as I think a main update is overdue at this point. List of Changes (Testing Branch 0.9.8.6.2) Extra Changes added 3/11 2:10 PM - Round Robin works again, with 3 new twitch commands to help test it - New control setup for inventory/container controls - Updates to pause screen logic - Close combat weapons now display % durability on start screen - Tweaks to Y'All Mart Spawns - Various fixes…
- Big Beta Testing Branch Update (0.9.8.5.1) - 1 March 2021
This testing branch update contains Hard Mode, unlockable Secondary Classes with new SUPER abilities, new endings, and more! Help us test it out, so we can post this on the main branch as an update! How to Access Testing Branch - Right click on Cannibal Crossing in your Steam Library - Select "Properties" - Go to the "Betas" Tab - Select "testbranch" from the "beta you would like to opt into:" menu List of Changes (Testing Branch 0.9.8.5.1) Major Changes - Black mucus on the ground now corrupts you, limiting your max health up to 50%. This can be healed with alcohol, high quality medical items, or with Dark Tonic - Large amount of difficulty balance adjustments for singleplayer, generally making things more difficult in the late game to keep pace with all the powerful weapons you get now - Secondary Classes all have all new SUPER abilities, different from the starter classes for each ch…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 25 January 2023 | Update Version 1.0.0.5 | 5035622109506456875 |
| 2 | 24 September 2022 | Update Version 1.0.0.4 | 4589754330739482784 |
| 3 | 27 May 2022 | Update 1.0.0.1 | 4437747060831561944 |
| 4 | 21 May 2022 | Quick Update 0.9.31 | 4292505348830628595 |
| 5 | 24 March 2021 | Hotfix Version Version 0.9.9.3 | 4026754911342009085 |
| 6 | 1 February 2021 | Testing Branch Hotfix (Version 0.9.8.1) | 4050393736353935895 |
| 7 | 2 December 2020 | News on the Online Mutliplayer Mode + Update 0.9.7.7.9 | 3856733878292607744 |
| 8 | 29 October 2020 | Cannibal Crossing Update 0.9.7.7 | 3884878205216073875 |
| 9 | 28 October 2020 | Cannibal Crossing Update Version 0.9.7.6.9 | 3884878205211776211 |
| 10 | 26 October 2020 | Cannibal Crossing Hotfixes from 10/24 to 10/26 | 3895010671352638194 |
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