- Base Building and More - 21 May 2026
Building System Overhaul + Critical Save/Load Fix May 21, 2026 Big update. The building system is now fully featured, the bug that made packaged builds regenerate terrain with the wrong seed on load is gone, and the periodic 2-second hitching is gone. Highest-impact patch since the survivor system landed. New Features Full Snap-Together Building System Five piece types all snap together intelligently: floor, wall, half-wall, roof tile, roof peak Q/E rotation cycles through the four cardinal snap edges of any target piece Mouse wheel in-place flip — 90° per click for floors (4 orientations), 180° per click for walls/roofs (2 orientations). Rotates around the piece's center so position stays put while orientation mirrors. Use for triangular walls, asymmetric pieces, or just picking which side faces inward. Smart per-piece snap behavior: Floors tile edge-to-edge, extend end-to-end, and ove…
- Title: Wolves, Smarter Survivors & Death Improvements - 1 March 2026
Patch Notes Content: New Creature: Wolves Wolves now roam the wilderness as predators with full AI behavior and combat abilities. Available in three variants: standard grey, arctic white, and dark. Survivor Command Improvements - Set Home: Right-click your survivors to assign their current location as home - Inventory Exchange: Access survivor inventories directly from the context menu - Auto-Return Home: Survivors now automatically return to their assigned home after completing work tasks - Smart Foraging: Survivors assigned to forage will now actively seek out and collect nearby items instead of wandering aimlessly Death & Combat - Characters now properly ragdoll when killed (no more frozen falling poses) - Dead survivors can be looted via the Inventory button (all other commands are disabled) - Carcass system added for creature death handling Quality of Life - Survivor context menu n…
- MO57 Patch v0.3.0 - February 26, 2026 "The Butcher's Update" - 27 February 2026
🦌 Carcass Butchering System (NEW) - Creature carcasses now spawn when creatures die, preserving their ragdoll pose - Progressive butchering - harvest meat, hide, bones, organs individually - Decay system - Fresh → Rotting → Skeletal stages affect available parts - Progress bar UI with control lockout (Tab/Escape to cancel) - Tool requirements per body part (knife, cleaver, containers for liquids) ⛏️ Resource Harvesting Improvements - Rock harvesting - Boulders now yield stone, flint, and other minerals - All harvestable resources now interactable (not just "KeepOnHarvest" items) - Tool requirements added to resource node definitions - Fixed mesh variation selection - PCG spawners now correctly randomize meshes per instance ⚔️ Combat Fixes - Fixed hit detection - Damage now properly applies to creatures - Fixed combat damage calculation - Wounds correctly reduce HP 🗂️ Data & Tools - JS…
- Survivor AI & Task Assignment Update - February 24, 2026 - 24 February 2026
New Features Survivor Command System - Right-click recruited survivors to open a command menu - Follow Me: Survivor follows you at a configurable distance - Stay Here: Survivor holds position at their current location - Go Home: Survivor returns to their assigned home (requires home assignment) - Assign Tasks: Opens the full task assignment panel Survivor Task Assignment - Assign work tasks to survivors via a new task menu (similar to crafting menu) - Available tasks: - Gather Wood - Survivors find nearby trees and collect sticks - Gather Stone - Survivors collect stone resources - Gather Fiber - Survivors collect plant fiber - Forage Nearby - Survivors pick up ground items (flowers, branches, etc.) - Dig for Supplies - Survivors dig for random resources based on skill - Tasks queue up and execute automatically - Configurable search radius per task type (up to 50 meters) - Survivors ear…
- Inventory QoL, Loading Screen Polish & World Spawns - 22 February 2026
Patch Notes: Inventory Improvements - Right-click items in the Nearby panel to access context menu actions - Split Stack now works on world items - takes half into your inventory, leaves the rest on the ground - View item details for world items without picking them up first - Nearby panel automatically refreshes after splitting stacks Loading Screen Polish - Loading screen now appears immediately when starting or loading a game - No more staring at a frozen menu while the world loads - Brief delay ensures you can actually read the loading screen World & Environment - Flowers now spawn in natural-looking clusters instead of single scattered plants - Added flint nodules to ground spawns - gather these for primitive tool crafting - Added branches to ground spawns - useful for fuel and early crafting Bug Fixes - Fixed context menu actions sometimes failing on world items - Fixed vegetation…
- Hot fix - Adjusted Spawn Time of Day - 21 February 2026
It's REALLY dark in the morning when weather is bad.
- Wildlife, Weather & World Seeds Devlog - February 21 2026 - 21 February 2026
Overview This update brings the world of MO57 to life with intelligent wildlife, dynamic weather integration, player-controlled world generation, and a complete quest system for tutorials and objectives. Characters now spawn on beaches instead of mountaintops, creatures follow realistic day/night cycles, and your world seed determines terrain generation for shareable, reproducible worlds. --- Creature AI System Wildlife now exhibits realistic survival behavior with a full activity cycle: Behavioral States - Active - Normal wandering, foraging, and awareness - Resting - Creatures rest at dusk, conserving energy - Sleeping - Deep sleep at night with reduced awareness - Fleeing - Threat detection triggers escape behavior - Fighting - Cornered or territorial creatures will defend themselves - Dead - Full mortality with death animations Perception & Awareness - Sight-based threat detection w…
- Terrain-Aware Spawning & PCG Optimization Tools - 20 February 2026
New Features Beach Spawn System - Characters now spawn on beaches instead of mountain peaks - Configurable height range filters spawn locations to terrain between 100-3000cm above water level - Algorithm searches expanding rings to find the lowest valid terrain - Fallback system prefers lower elevations when no ideal beach is found PCG HISM Tools (Editor/PIE only) - Added UMOHISMCullingSubsystem - World subsystem that periodically refreshes tagged PCG actors - Added MO Force HISM Tree Build PCG node - Forces HISM tree rebuilding after mesh spawning - Tag-based filtering allows selective refresh of specific PCG volumes (e.g., "FarTreesPCG") Improvements MOGameMode Configuration - New MaxSpawnHeightAboveWater property (default 3000cm) - defines beach ceiling - New MinSpawnHeightAboveWater property (default 100cm) - defines beach floor - Improved spawn search logging for debugging terrain…
- Bug Fixes plus ANIMALS - 18 February 2026
Fixed issue with some trees hovering above the ground. Added deer. Fixed basked building chain.
- Filepath issues, still - 16 February 2026
Fixed I think.
- Hotfix File Path - 16 February 2026
The old file paths for unreal builds are different so I had to fix a file path issue because steam requires hard coded file pathing.
- Fully Rebuilt for UE5 - 16 February 2026
MO has been completely rebuilt on Unreal Engine 5.7. This was not a simple port. The project was re-architected so the core gameplay systems live in a dedicated C++ plugin (MOFramework), with clean subsystem and component boundaries, GUID-based persistence, and a UI flow that is finally stable enough to scale. The goal is the same: ultra-realistic open-world survival with fully destructible voxel terrain, grounded physics, and detailed medical and crafting simulation. This rebuild also unlocked a big wave of new features and infrastructure that the old project structure was actively fighting. A lot of time went into “boring but critical” foundations: reliable save/load identity, interaction routing, menu and level transitions, safe spawn logic on voxel terrain, and modular UI. What’s new in the UE5 rebuild (highlights): MOFramework plugin foundation: core systems moved into a reusable,…
- 0.0.1.0 Broken, but massive progress... P.S. I love you all - 29 June 2021
I bit off more than I could chew in the normal "one update per week" timeframe AND we're having a heat wave to where I can't really work accept between midnight and 6am and I have to do normal work to make the monies, so I can't just stay up all night. So I'm just pushing what IS done for the summer sale and I wanted to let everyone know that this is still a very much alive project and it gets worked on (barring climate change issues like the sun trying to murder WA state) every day. I will reiterate YES I KNOW THE INVENTORY IS STILL BROKEN... but three's nothing to do with it right now anyway so, just enjoy the characters while I keep plugging away. There is so much the changed. That characters changed, the clothing changed, some of the systems changed, the inventory changed. I started this patch with the idea "fix the character gen" and "fix the inventory." Holy crap my people, it was…
- 0.0.0.8 Update - 8 June 2021
0.0.0.8 Fixed issue where hair physics wouldn’t initiate properly in some cases. Actually got to submit an unreal engine bug for that, but I also figured out a workaround. Tweaked the character creation UI for better appearance Adjusted hair placement on male characters Removed dual hair slots due to issues with physics as noted above but streamlined the way hair assets can be implemented so it’s not all manual work, can just create them and add them to the array Created inventory slots in save games - actual saved inventory to come Fixed mouselook activating in character creation UI Added muscle customization Added body build customization Greatly improved “landing” time so you’re not floating around for so long while the world loads. Added breast size customization
- 0.0.0.7 - Finally - 5 June 2021
Ok, so I severely underestimated what it was going to take to completely overhaul the characters and all that, but I finally got stuff back on an even keel with added functionality. I wanted to actually flesh out the inventory and world save features with the character saves, but ohh my god, it is so damned difficult. So, I got the major milestone down. Characters can actually be customized and they're way nicer characters now too. No, you can't do anything with the morph scalers yet, but that will be going in soon now that I spent the last 200 hours (literally 200 damned hours) messing with the workflow to get characters with proper morph targets and such into and out of the game to be able to modify things like (deep breath) even the most basic clothes. Yeah, clothing alone took me like 100 of those 200 hours. Anyway... here you go: 0.0. 0.7 Reduced water refraction so it doesn’t look…
- 0.0.0.6 Mostly Character Gen Stuff - 23 May 2021
0.0.0.6 Fixed issue where escape key was inaccessible in the packaged builds. Tons of work on the character selection. Added skin tone Redid Hair Added basic nude models, no genitalia Reworked character selection updating
- 0.0.0.5 Third time's a charm - 21 May 2021
Moving the folder back broke the steam exe binding. Fixed that too.
- 0.0.0.5 Fixed - 21 May 2021
Accidentally moved the directory for the update into the wrong folder. Fixed it. Default escape menu is shift+escape, but it can be rebound now.
- 0.0.0.5 Update - 21 May 2021
0.0.0.5 Fixed forward movement when facing up or down. Input mapping menu Right click item menu Inspection Menu Added Redid in game, escape, options, graphics menus Started skill system Added skill menu with tester skill Added skill details menu placeholder Fixed spawning system that would fail if you were too far from land to spawn properly
- Update 0.0.0.4 - 19 May 2021
0.0.0.4 Bug Fixes: Fixed first person camera movement control Fixed scan distance with third person zoom controls Fixed some trees spawning too high on ground Fixed issue with some instanced meshes losing collision if they spawn too deep in the world Sent info to Phy with voxel plugin for him to fix the scripts Set day/night cycle back to normal time Adjusted brightness of daylight Cleaned up the character selection screen Added: Expanded inventory to include left hand right hand and backpack Added tooltips for inventory items Added ferns Added fern inventory items Added knappable stone inventory items Added “current container” inventory Added inventory labels Added starlight for night TODO: Fix fern bundle asset