Viewing Unturned Update Notes Update Notes

Welcome to Belgium! | NEW Curated Map:

Created by Ben "Paladin" Hoefer, Ethan "Cyllek" Brookman, Nathan "Wolf_Maniac" Zwerka and Nicolas "Putin3D" Arisi with thanks to Nolan "Azz", Husky and Noobyfish, Belgium is newly released for exploration! This map features modernized yet medieval cities, beautiful vistas and boating through active waterways.

If you'd like to support this team in their creation of future maps you can check out the Belgium item bundles on the Stockpile here:

  • Belgian Infantry

  • Lil' EBR

  • Acid Trooper

Revenue from map items and bundles are split 50% to the map team, 30% to Steam and 20% to Unturned.

Change Notes:


  • Added Belgium to curated maps list until May 5th.

  • Added Belgian Infantry, Lil' EBR and Acid Trooper item bundles to Stockpile.


  • Tweaked unity logs to be written to UnityDebug_*.log in logs folder rather than appdata so that they are easier to find.


  • Fixed horrible voice audio when using walkie talkie after relay change. Was caused by code using Stop() rather than Pause()! Sigh.

  • Fixed some issues registering installed workshop content while Steam is in offline mode.

  • Fixed Retrowave skins emission, and fixed accept process not enabling _EMISSION keyword.

  • Fixed Hawaii Red Scrounger missing ...

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TL;DR Workshop items will need some time to update, but the game should be more stable.


For a while Unturned has been using version 5.5 of the Unity engine (from 2016), but it's come time to upgrade. In recent years Unity has made stability a higher priority, and have been updating a "long term support" LTS version. The game is now upgraded to this 2017.4 LTS version.While not particularly glamorous, some of the primary motivations are:

  • Taking advantage of newer optimizations in the engine.

  • Removing workarounds for old unity bugs which will help improve performance.

  • Supporting the Metal graphics API for Macs now that Apple has deprecated OpenGL.

  • Fixing many longstanding issues and crashes, and continuing to get the LTS fixes going forward.

The downside is that workshop content will need to be upgraded to this new Unity version as well. I don't take this lightly, this engine transition has been in the works on and off since early 2018 and I don't want it to be painful for devs, so I've worked to make is as easy as possible detailed below.If you want to continue playing some workshop mods ...

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Holiday cheer is in the air! Everyone aboard the Liberator has dressed up for the occasion and put up their decorations. Snow has built up in a few locations were you can now make snowballs.

Across PEI, Washington and Russia, someone (maybe the zombies?) has put up ornamental trees with presents underneath. They may have gifted you some high-tier weaponry! Holiday gift presents are now dropping as well, so you may find yourself with a few festive outfits in your inbox soon.

Raiding Balance Pass:

There may be subsequent passes based on your feedback to these changes, but the goals for this update were:

  • Horde beacons were an incredibly effective source of endgame items for large groups, but now have diminishing returns. By requiring a detonator, detonators now have an economy sink.

  • Machine guns that damaged bases with low caliber ammunition were too powerful, and in general damage against bases is lower.

  • Metal elements are significantly more worthwhile to build, while charges still feel effective against wooden bases. Requiring multiple charges to destroy a single wooden wall felt frustrating, but that may be adjusted later.

  • By reducing the availability of raiding equipment the default base armor multipliers hopefully can stay ...

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  • Added Weapons_Use_Player_Damage config options which causes weapons to cause the same damage to zombies and animals as they would to players. This raises the difficulty a bit on hard mode.

  • Added onServerSpawningItemDrop and onDropItemRequested events for plugins to prevent certain items from being dropped.

  • Added zombie backstab damage multiplier config option.


  • Tweaked space requirements when logging in.

  • Tweaked to log which item caused a useable exception.

  • Tweaked workshop item allowed IPs list to treat IPs after '-' as blacklist.


  • Fixed a rare disconnect when exiting or dying in a vehicle partway through input tick.

  • Fixed unplayable roof intersection in House #01.

  • Fixed replanting dead trees between arena rounds.

  • Fixed claim flags on vehicles not doing anything.

  • Fixed misconfigured serverside version of jail door.


If you have any Razer Chroma enabled devices, try adding -RazerChroma to the command line options to test out game integration! A few days ago they asked if I'd be interested in adding support, and sent over a couple test devices. It was quick and fun to do, and features stuff like the reload key fading from green to red or everything flashing white when you're flashbanged. I'm curious to hear ...

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Carpat | NEW Timed Curated Map:

Unturned Item IDs for Carpat:

Battlekot and his crew of Unturned modders have just released their latest creation set in the Carpathian Mountains into the curated maps pool: Carpat

Carpat is designed as a hardcore vanilla survival map meant to be played without kits/tpa/etc similar to Yukon. It's one of the most challenging maps in the game to date, for example traders will judge you based on your reputation - with a low rep you'll only be able to trade with the marauders.

View Trailer

If you'd like to support this team while sporting some thematically appropriate garb then check out the Carpat Bundle on the Stockpile here:

View Bundle

Athens Arena:

Athens has now retired from the official map pool ...

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  • Added Max_Walkable_Slope option to level config. [Default 59]


  • Improved vehicle UI to more clearly show when locked.


  • Athens: Increased arena circle speed.

  • Athens: Buffed HMG damage higher.


  • Fixed a potential network vulnerability.

  • Fixed ~2,100 meshes incorrectly marked CPU readable.

  • Fixed compression type of ~1300 audio clips.

  • Maybe fixed gaps between doors and doorframes.

  • Athens: Fixed a detail on the Aprix pants.

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Athens Arena | NEW Timed Curated Map:

Danaby, the creator of Bunker Arena among several other popular arena maps on the workshop, has just released his second curated arena map: Athens

This map is a big step up from Bunker Arena, and is now available in the official pool of arena maps! View Trailer

If you'd like to support Danaby in his creation of future maps you can check out the Athens Arena Bundle on the Stockpile here:View Bundle

Update Notes:


  • Added timed curated Athens Arena map by danaby2.

  • Added several time-limited curated workshop skins to the Stockpile.

  • Added event for plugins to modify or cancel object and resource damage.

  • Added server options to tune the number of rewards from horde beacons.


  • Improved chart, GPS and compass items to be modable.

  • Improved vehicles granted by NPCs to be locked to the triggering player.


  • Tweaked item respawn error messages to be more useful.

  • Tweaked visible range of quarry conveyors longer.

  • Tweaked vehicle sides blocked exit to be inside vehicle rather than at highest point.


  • Fixed mismatched shotgun ranges and added an error message to prevent it happening again.

  • Fixed applying stats from passive tactical attachments.

  • Fixed ...

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Update Notes:


  • Added ability to ignore blueprints to avoid accidentally crafting them. Ignored blueprints are hidden when 'hide uncraftable blueprints' is enabled.

  • Added 'allowed IPs' field to workshop submission tool which enables server networks to have workshop items restricted to download only on their servers when using the WorkshopDownloadIDs.json feature.


  • Tweaked harvesting plants to be cancellable by plugins with onHarvestPlantRequested.

  • Tweaked beds to only be placeable with a line of sight to center of torso.

  • Tweaked Snayperskya range up to 250 meters.

  • Tweaked ranges of all shotguns longer.

  • Tweaked PDW to have increased bullet drop.

  • [Hawaii]Tweaked boulders to use the same shader as used in other maps.


  • Fixed to clamp user interface scale into [0.5, 2] during startup.

  • Fixed melee weapon taking durability damage from misses.

  • Fixed potential issue with object foundations.


Ireland Update. Following a popular run as a curated map Ireland has now moved on to the Workshop. View on Steam WorkshopSaves and progress will carry over to the Workshop version if you decide to download it. There are several other exciting curated projects coming up - more info on them soon!

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Update Notes:


  • Added support for NPCs to sell vehicles by specifying _Type Vehicle and a _Spawnpoint in vendor asset.

  • Added support for animals to predictably spawn in arena mode.

  • Added Spawn_With_Max_Skills and Spawn_With_Stamina_Skills config options.

  • Added onApplyingDefaultSkills event to PlayerSkills for plugins.


  • Improved WorkshopDownloadIDs.json to properly support auto-updating maps.

  • Improved curse word list to be localizable.


  • Tweaked vendor buying/selling list sorting to be disablable with Disable_Sorting flag.

  • Tweaked area and group messages to include [A] and [G] tags.

  • Tweaked talk-to prompt to show NPC name.


  • Fixed shadows on rich text labels that used capitals in color tags.

  • Fixed a small gap in the trim of House #09.

  • Fixed potential issue when sending chat messages from plugins.

  • Fixed work jeans item material.

  • Fixed amount of chromatic abberation and added option in preferences.json to control intensity.

  • [Greece] Fixed rotation of lighthouse.

  • [Greece] Large variety of quest and NPC related fixes.

  • [Ireland] Fixed damage of Dagger gun in easy mode.

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Greece Update 3 of 3:

Spyjack, well known for his incredible use of NPC features in his "Tales of Terror" mod, has been hard at work since the initial launch of Greece on this huge NPC update!

Now available in-game these are some of the highest quality quests yet - from critical thinking puzzles (that still challenge him from time to time), to multi-stage construction, to some questlines with many alternative endings.

You can now make use of the rally racing tracks across Greece! Two Rally Car vehicle skins are now up on the Stockpile for purchase, the sales of which support the creators of Greece. The Greece Mystery Box has also been updated with a few new items.

View Rally Car Skins

By popular request Ireland has been extended to June 15th!

The Ireland team has been hard at work these past few weeks improving the map through smaller patches. For further details view the Ireland specific patch notes on the steam discussions:

Ireland changes in the update:


  • Tweaked Dagger rarity to Epic from Rare.

  • Tweaked Dagger head shot multiplier to 1 from 1.2


  • Fixed naming issue with Ireland House #6 which ...

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Ireland Timed Curated Map:

Storm_Epidemic, Th3o, Diesel_Sisel and Misterl212 - creators of a ton of popular workshop content such as The Driftless are excited to unveil their latest project: Ireland!

Now available to play in-game officially for its debut, Ireland is very visually impressive with lots of new content and NPC questlines to explore. It will be featured until May 28th before becoming available on the workshop, though this may be extended pending your feedback!

If you'd like to support the Ireland team consider checking out the Ireland map bundle on the Stockpile here!

Update Notes:


  • Added Ireland Timed Curated Map.

  • Added Spawn_Quantity option for zombie kills conditions.


  • Improved sentries to shoot angry animals, and hostile sentries to shoot all animals.


  • Tweaked pumpjack oil capacity to be configurable.

  • Tweaked yellow arena circle to be hidden when contractor pause is disabled.

  • Tweaked UI scale option to be available in the display menu.

  • Tweaked player life conditions to include status in text.

  • Included landscape v2 foliage example files from Germany.


  • Fixed time of day condition to start at midnight rather than dawn.

  • Fixed UI scale issues with in-game map.

  • Fixed UI scale effect on worldspace player name labels.

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Update Notes:


Arctic Ghillie Bottom

Arctic Ghillie Vest

Arctic Ghillie Hood

Arctic Military Top

Arctic Military Bottom

Arctic Military Vest

Arctic Military Helmet

Impact Grenade

  • Added Impact Grenade. [ID 1520]

  • Added "Fuse_Length" throwable option and Explode_On_Impact option which works for flashbangs as well.

  • Added experimental ui.text_scale and ui.layout_scale options which make the game better playable on low (800x600) and high (4k) resolutions. You can give them a try by setting them from the terminal, or by adding some lines to Unturned/Execute.config or Unturned/Cloud/Execute.config: ui.text_scale # and ui.layout_scale # (e.g. ui.text_scale 0.5 for 50% of normal size, or ui.text_scale 2 for 200% size)

  • Added Arctic Alicepack. [ID 1511]

  • Added Arctic Ghillie Suit. [IDs 1512-1515]

  • Added Arctic Military Outfit. [IDs 1516-1519]


  • Improved vehicles left locked in safezone to unlock after one IRL hour. This can be adjusted with the Unlocked_After_Seconds_In_Safezone option, or disabled by setting to -1.


  • Tweaked compare_flags condition to allow format text.

  • Tweaked Snow_0 collision to more closely match visual.


  • Fixed multicast send UI effect argument formatting.

  • Fixed names of several assets which were potentially genericized.

Note: I'll be away visiting my family in ...

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Update Notes


  • Added alpha blended decal mode. [Default mode is still Masked, for an example look in the /Objects/Small/Decals folder.]

  • Added Player_Life_Health, Player_Life_Food, Player_Life_Water and Player_Life_Virus NPC condition types.

  • Added core military vehicles to examples folder to make custom versions for maps easier.

  • Added Boss_Nuclear zombie type for nuclear power plants on custom maps.


  • Reverted BattlEye version until the Steam overlay hook is patched.

  • Tweaked medium spherical boulders to have skybox variants.

  • Tweaked spirit zombie to be more visible in dark.


  • Fixed toggle skins option when swapping between remeshed items.

  • Fixed stat counter left-handed text. [Sorry! This should have been fixed ages ago, but the fix slipped through the cracks.]

  • Fixed snow_0/1 to be properly configured as snow.

  • Fixed devkit object placement to respect asset's can use flag.

  • Fixed zombie/animal player damage to trigger player damaged event.

  • Fixed door collision when moved with the admin editor serverside.


The majority of my time has been going into 4.x trying to get a really polished beta ready, but I've also been working with several teams on upcoming content: in the near future we should have the 3rd Greece update, and another ...

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Update Notes:


  • Accepted a small number of skins from the curated workshop which use the mesh modification feature.

  • Added Spirit zombie type which is bullet resistant. [Disabled by default, but they can be enabled in the advanced config.]

  • Added -disableModule/ModuleName command line option.

  • Added streaming audio plugin to Community Module by Trojaner25.


  • Improved nighttime lights to be moddable. [See /Objects/Medium/Furniture/Light_3. Requires a child named "Light"]


  • Tweaked examples to include more vines, as well as the barracks models.

  • Tweaked stat counter position on chainsaw to be more visible.

  • Tweaked chat to use non-rich color as default rich color.


  • Fixed an issue copying rich text in chat preview.

  • Fixed redirecting Cyrpus to Cyprus save.

  • Fixed defaulting to config available map.

  • [Cyprus] Fixed a mis-spelled location name.


Update 3 of 3 to Greece which contains the full questlines has been growing continually complex, but should be on track for release soon. I've been chipping away at the task list for the next devlog, and am aiming to put a post up this weekend!

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Greece Update 2 of 3:

Greece Update

Cyprus is now available in-game!Cyprus is an expandalone for the Greece map available separately in both Arena and Survival modes! It builds on the Greece environment while sporting entirely new locales, and being a Medium-sized map it's less taxing to run.Featuring a specially designed Arena variant also makes Cyprus the newest open-world Arena map in quite some time.The Greece Mystery Box has been updated to include several new "Graced" weapon skins to celebrate the 2nd stage of Greece updates.The third Greece update, containing the full suite of NPC content and quests is coming soon...

Update Notes:


  • Added Cyprus, available in Arena and Survival formats.

  • Added ability for server to send rich text formatted messages. [e.g. <color>, <b>, <i>]


  • [Greece]Miscellaneous content fixes.

  • Fixed still updating join data while in streamer mode.

  • Fixed time of day condition to take day/night bias into account.

  • Fixed submitting Maschinengewehr skins and Trains to Workshop.

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Update Notes:


  • [Greece] Added new airdrops. Non-deadzone airdrops are a great way to get gasmasks now.

  • [Greece] Added Nikaia Camp.


  • [Greece] Tweaked airdrop spawns.

  • [Greece] Tweaked general spawn balance.


  • [Greece] Fixed multiple locations where the player could get access underneath the map.

  • [Greece] Fixed all the wrecked vehicles that looked pristine, causing confusion amongst players.

  • [Greece] Fixed gasmask/filter spawns

  • [Greece] Fixed legacy LODs on Birch Tree.

  • [Greece] Fixed various quest issues.

  • [Greece] Fixed lighthouse hatch size.

  • [Greece] Fixed signs medium to small.

  • [Greece] Fixed Tent #3 LODs.

  • [Greece] Fixed Metaforce serverside collision.

  • [Greece] Fixed Police Jeep serverside collision.

  • [Greece] Fixed black lancer scope.

  • [Greece] Fixed several doors in multiplayer.

  • [Greece] Fixed missing quest assets.

  • Fixed not tracking explosive ammo kills.

  • Fixed backpack to switch from crafting when using stat counter.

  • Fixed issues with stat counters on holstered weapons.

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Craftable Stat Counters:

You can now use your Crafting Materials introduced from the previous update to make Stat Counter tools! These can be attached to any weapon skin in your inventory to begin tracking your prowess with that item, for example how many players you've killed with it. You can then show off your insanely high killcounts to friends (or envious enemies) both while holding your skin, or in any trophy case type storage.

Currently there are two types of stat counters:

  • Player Kills: Red display, self explanatory name.

  • Total Kills: Orange display, tracks not only players but zombies and animals as well.

Make sure to leave your feedback on other stat counters you might want, and if there are any items you feel the stat counter positioning should be adjusted on.

Update Notes:


  • Added Total Kills Stat Counter.

  • Added Player Kills Stat Counter.


  • Fixed crafting list button icon tint.

  • Fixed potential audio issue when loading.

  • Fixed unable to open devkit windows.

  • Fixed aprix bandit leader pants icon.

And yes, you can attach a stat counter to your canned beans. If you somehow manage to directly kill someone while holding the beans it will be tracked. You ...

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Update Notes:


Added ability to salvage marketable cosmetics and skins for Crafting Materials.
Added basic server->client UI formatting. [For details see issue #96 on the community GitHub]
Added barricade and structure salvage requested events for plugins.


Improved NPC error logging to suggest missing values.
Improved objects to work with time of day conditions.


Tweaked server list to hide results with bot players.


Fixed server crashing in some cases when kicking inactive clients.
Fixed a headless linux server crash. -Thanks Trojaner

Crafting Materials:

In the skins inventory you can now switch to the crafting tab to view available recipes. At the moment you craft random cosmetics and skins from the normal drop tables e.g. colored hoodies, arctic camo, shoreline camo. Soon additional recipes will be added for special item modifiers. Note that all items grant 1 Crafting Material, even mythics - which will prompt to make sure you don't accidentally scrap them.

Bunker Arena:

Bunker Arena has been transitioned to the workshop after being featured in the curated maps section, and the associated bundle on the itemstore is no longer available for sale - though it can be traded and marketed. You can find the map here ...

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Greece Patch Notes:


  • Added 3 more beach locations with boat spawns.

  • Added airdrop nodes.

  • Added animal spawns.

  • Added the lighthouse to the map.

  • Added new doors to the faction bases.


  • Changed all item IDs from 30## to 35##.


  • Fixed Navigation for zombies on Tent #1.

  • Fixed invisible faces on Bank roof.

  • Fixed various Tree stumps.

  • Fixed Olive trees to work properly.

  • Fixed Racing fence.

  • Fixed railing issues on store/appartments.

  • Fixed lighthouse light.

  • Fixed zombie navigation on Greece Ramp.

  • Fixed all flags.

  • Fixed Lancer taking Lockdown Ammunition.

  • Fixed Backlash missing Attach_Stop.

  • Fixed missing spawntables.

  • Fixed Police Station Window Frame.

  • Fixed Military Faction Base LODs.

  • Fixed some various NPC issues.

  • Fixed terrain hole volumes.

  • Fixed missing safezone nodes.

  • Fixed various locations players could get stuck.

  • Fixed some floating objects.

  • Fixed access to under the map in safezone.

  • Fixed Lamia dock lights.

  • Fixed road/bridge connection near Volos.

  • Moved dumptruck spawn from tunnel causing clipping issues.

  • Fixed Police zombie experience gain.

  • Fixed all the zombie having hats.

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Welcome to Greece:

It's a holiday miracle: a brand new large survival map set in Greece from the team that brought you Hawaii!

Now available to play in-game, Greece is launching with a completely different architectural style to any of the other maps and NPCs right out the gate! This is only the beginning as well - you can expect an expandalone arena map set on the nearby isle of Cyprus and the full NPC questlines coming in January!

If you'd like to support the team behind this map and get your hands on some stylish Greek cosmetics check out the: Greece Mystery Box on the Stockpile

As with every Unturned project your feedback is much appreciated and critical to its direction, so please be vocal with your thoughts, suggestions and ideas! You can e-mail the team directly or post on the Greece-specific Steam subforum, but chances are they'll see it no matter where you post.

Update Notes:


Added Greece map.
Added Greece Mystery Box to the Stockpile.
Added flag math NPC reward type for advanced setups.
Added spawn animal command.


Improved all crates to show the approximate chances of receiving each item rarity.


Tweaked ...

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Holiday Update:

Winter is coming to Germany! Festive Germany is now available featuring the Coalition's decorations prior to their downfall and blizzards to spice things up. You can also dress up for the holiday season with several curated cosmetics now available on the Stockpile, and the Holiday Gift Present now dropping with a special new skin.

Update Notes:


  • Added Festive Mystery Gift Present to drops and included Santa's Sleigh skin.

  • Added Festive Germany map.

  • Added several community-created festive cosmetics to the Stockpile.

  • Added Compare_Flags and Time_Of_Day NPC condition types.



  • Improved Dashboard key to count as a text field escape character so when searching in the craft menu bar you can double-press (default Tab) to quickly return to game.

  • Updated to Unity 5.5.5p2.


  • Tweaked NPC assets to log a few more useful errors.


  • [Danaby] Fixed several issues in Bunker Arena.

  • Fixed vehicle picking an exit point underneath the map in some cases.

  • Fixed re-creating server-specific workshop folders.

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Danaby, the creator of several popular arena maps on the workshop, has just released his latest creation: Bunker Arena! It's now available in the official pool of arena maps so hop on a server and battle to the death! If you'd like to support Danaby in his creation of future maps you can check out the Bunker Arena Bundle on the Stockpile - get it quick, those items are available for a limited time only.

Update Notes:


Accepted Bunker Arena by Danaby as a timed curated arena map.
Added Max_Packets_Per_Second server config option which kicks spamming players. The default value is very generous, so it can be worth experimenting with what works for your network.


Improved server to rate limit several more potentially spamable actions.
Improved admin buildable editor to hide rotation compression.


Tweaked vehicle to show Blocked messsage when unable to reach entrance.


Fixes from the Hawaii team for several melee items and huts.
Fixed showing published workshop items in submit menu with more than 50 items.

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You can now find blimps anchored at Kent Raceway in Washington ready to spectate the race!


They're the first air vehicle in the game that remains at their set cruising altitude without a pilot. You exit the blimp on top which makes it easier to build on.

Update Notes:


Added Unturned Blimp ID [ID 189]

Added rest, prone, crouch and under_arrest poses for NPCs.


Tweaked snowstorms in the Yukon to be 10x more frequent.

Tweaked trains to allow placing bedrolls and sentry guns.


Fixed server to rate-limit skills related requests.

Development Progress:

Admittedly this patch is pretty small - most of my focus has been on 4.x this week, however there are some fairly big exciting updates to 3.x planned for December and January coming up! Since I've been working on boring stuff e.g. controller support, AI, menus, custom editors, etc the next devlog will likely be someday the week after next.

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Update Notes:


  • Added Police Motorcycle. [ID 188]

  • Added hunting quest condition type. (Condition_#_Type Kills_Animals)

  • Added support for item crafting blueprints to use quest conditions and rewards. (Blueprint_#_Conditions and Blueprint_#_Rewards)

  • Added DamageTool::playerDamaged event for plugins to override damage values.

  • Added support for plugins to adjust gravity per-player. (PlayerMovement::sendPluginGravityMultiplier)

  • Added ability to set 3rd person center in vehicle with "Camera_Center" child transform.

  • Added support for trains on looped tracks.


  • Tweaked vehicle removal to kick all passengers in case of being called incorrectly.


  • Fixed train unable to ram mannequins and double doors.

  • Fixed revoking storage access after death.

4.0 Development Progress:

Earlier this week I put up a blog post describing recent progress on 4.x. You can find it here if you'd like to give it a look:

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Trunk Storage:

The long, long requested trunk storage space has finally arrived! You can access it underneath the usual vehicle menu controls like door locks and passenger seating. I did my best to add it to every vehicle, but there are quite a few so some tweaking might be required.

Update Notes:


  • Added trunk space to all official vehicles.

  • Added support for level configs to override mode configs. See the Destruction map config for an example.

  • Added vehicle explosion force option for bicycles.


  • Tweaked auth event for mods to only be called for pending joining players.


  • Fixed to force players off destroyed bicycles without killing them.

  • Fixed using doors on car to boost through closed hatch.

  • Fixed crash when zombie destroys bicycle.

  • Fixed dropping throwable when killed while throwing.

  • Fixed using chewing gum in safezone.

  • Fixed chewing gum to explode after fully finishing using.

  • Fixed Liberator lights not turning on/off.

  • Fixed tutorial CCTV note NPC mixup.

Next 4.x Devlog:

Lots more progress this week! I've been excited seeing your responses to the first Devlog and taking into account all your feedback at this early stage. The next post will probably be sometime next week ...

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Update Notes:


  • Added Explosive Chewing Gum [ID 1510]

  • Added Cargo Train #2 to Yukon.

  • Added Discord Rich Presence integration meaning you can now create invites and see friend status through Discord.

  • Added ability to load platform specific asset bundles e.g. _Mac.unity3d or _Linux.unity3d.

  • Added gameplay config option to disable suicide button.

  • Added level config option to disable compactor.


  • Tweaked ground to not prevent stance changes.

  • Tweaked train to not show health bar.

  • Tweaked Alpha Valley to no longer spawn with default gun.


  • Fixed track sample when curve start and end are parallel.

  • Fixed server to consider WorkshopDownloadIDs.json for map loading.

  • Fixed blocking top front of cargo train hitbox.

  • Fixed spawning vehicles missing tires on server.

Discord Integration:

Unturned is in the first wave of games with Discord Rich Presence support! The Discord API has been integrated into the game to show friend status, sending invites and joining lobbies or servers through the Discord client.

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Update Notes:


  • Added flatbeds to driveable cargo train.

  • Added support for buildables on multiple moving sections of vehicles.

  • Added admin command ability to teleport to your waypoint. [/teleport wp]

  • Added RocketMod t-shirt the sales of which support fr34kyn01535.


  • Improved workshop files downloaded from servers to override existing IDs. // Thanks cartman-2000

  • Improved UI to react properly to external window resizing.


  • Tweaked train to instakill buildables on tracks.

  • Tweaked freeform bounds to help prevent overlapping head.


  • Fixed train desync when exiting at high speeds on server.

  • Fixed salvaging buildables with higher than max health.

  • Fixed showing hitmarkers on trains.

  • Fixed off roader material in menu level.

  • Fixed cargo train different forward/backward speeds.

  • Fixed to prevent grabbing trains with skycrane.

  • Fixed random short reward different values on client and server. // Thanks Spyjack

  • Fixed to prevent using invincible turrets while underwater. // Thanks PhaserArray

Development Progress:

I've been really excited this week starting to get the gunplay working for 4.x and all the new effects: you can hear shells as they bounce off nearby walls/floors, the parts on the guns like the charging handle move when you pull them, you can see the dropped magazine fall from ...

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The Halloween event is now live! You'll find Neuschwanstein Castle and The Liberator have dressed up to celebrate and can get Halloween Gift Presents as drops throughout. It will be available until the next update on the 3rd.


On Russia you'll now find a driveable train on the main line! It's the new fastest way to travel in the game - as long as your destination is along the tracks anyway. The goal is to sort out any issues with the train features this week and then in the coming updates to add support for multiple attached train cars (I'm thinking flatbeds so you can build huge bases on the train!) as well as bring them to the other maps.Update Notes:


  • Added train engine to Russia.

  • Added Halloween Gift Present to drops with new Blood Sucker mythical effect. // Thanks TheUnion

  • Added Halloween decorations to Neuschwanstein Castle and the Liberator.

  • Added several new Halloween themed curated workshop items to the stockpile.

  • Added support for skins that change the item's mesh and support for skinned vehicles.

  • Added material index override for devkit objects.

  • Added options to spawn effects on server and randomize rotation.

Improvements ...

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Hotbar & Bicycles:

The first stamina-powered vehicle is now available in-game: the bicycle! These can be found commonly on all official maps except the Yukon and are the first vehicle not to burn fuel. You can ride the bicycle infinitely or hold the sprint key to consume stamina and pedal faster. Your movement/stamina related skills transfer over to bicycles as well!

At the bottom of your screen you can now faintly see every item that you currently have hotkeyed. This helps when you use hotkeys for a lot of items but can be turned off in the options menu "Show Hotbar".

Update Notes:


  • Added Bicycle. [ID 185]

  • Added hotbar to show hotkeyed items and option to disable it.


  • Improved to teleport player if saved login spot was obstructed.


  • Fixed joining limited dynamic groups and some other potential issues.

  • Fixed rain not refilling barrels after reloading level.

  • Fixed Sportshot magazine blocking action.

  • Fixed Hawaii hang glider equip animation.

  • Fixed crash when saving large number of roads.

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You can now find dirtbikes anywhere you'd find quads before! They offer similar advantages to snowmobiles but in non-snow environments.



  • Improved arena loadouts to only auto-equip weapons and clothing.


  • Fixed selecting decals in editor.


This week I've been continuing work on 4.x particularly server hosting automation. My goal is to be able to offer and maintain quite a few high quality 64-bit Linux official dedicated servers running the vanilla game. I've also been excited looking into options for save storage - I'm hoping to support a web API save option which will connect to an HTTPS endpoint (configurable by hosts to use custom implementations) and save the data to databases. This would also have the benefit of potentially keeping progress between servers akin to 2.0.

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Added ability for arena maps to spawn players with items. For an example see Alpha Valley's config file.


Tweaked cloud rainyness/snowyness to be visible only in rain/snow volumes.
Tweaked compass UI to not conflict with gasmask.


Fixed unable to join group when max group size is 0.
Fixed bullets not going through decals.
Fixed marker color UI option formatting.
Fixed explosion obstruction check backwards.
Fixed missing yellow glider from Hawaii.


This week I've been experimenting with the new character design for 4.x and getting some basic gameplay functional. I'm really excited about the new clothing system which uses meshes rather than textures:

Walking with a White T-Shirt and Jeans:

game meshes for t-shirt and jeans

Falling with Black Leather Gloves and Brown Work Shoes:

game meshes for gloves and brown work shoes

Another Perspective:

another perspective of game mesh

My focus here is really on polishing and quality over quantity. Hopefully this post has been interesting! Next week I'm planning get back to work on some new content for 3.20.8.

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Added Wall Clock. [ID 1509]

Added ability to mark a location on the map for your friends and show it on the compass. [Right Click] You can customize your waypoint color in the survivor groups menu.

Added Projectile_Penetrate_Buildables option for rocket explosions.


Improved map to show arena compactor target circle.


Fixed reload speed multiplier applying opposite to vehicle weaponry.

Fixed location names not showing on map. Fixed compass display type in inventory. Fixed insane skins attachment color.


This week I also began more seriously planning the foundation for Unturned 4.x. You might have seen some of this on the forum already, and I'm hoping to have further details to share soon.

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  • Added Compass and option to always display compass. [ID 1508]

  • Added multiple stages to arena compactor.

  • Added airdrops to arena maps containing every item.

  • Added arena options, max group size and ability to disable static groups.

  • Added max vehicles and animals options.

  • Added September 2017 Workshop Crate #4.

  • Added grenade and tracer examples.


  • Improved map screen to refresh without reopening.


  • Fixed cosmetics toggle resetting at arena start.

  • Fixed missing workshop folder.

  • Fixed shadows on transparent text.

Life Progress:

The transition to Toronto went well! It's been exciting moving out for the first time and a lot more work than I expected. Mostly everything's settled now aside from some cleaning to do and furniture to get. Thank you for your patience this past month while I was away from the job! I'm hyped to resume work. :)

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  • Added the aurora borealis to Yukon.

  • Added links to forum and blog.

  • Hawaii - Added new NPCs and quests by Spyjack.

  • Hawaii - Added waterfall audio.


  • Hawaii - Improved performance near mauna kea.


  • Hawaii - Tweaked density of unnecessary effect nodes.


  • Fixed disabling collision on ice sheets in singleplayer.

  • Fixed a floating sandcastle on PEI.

  • Hawaii - Fixed underwater darkness depth.

  • Hawaii - Fixed rubber banding on haiku stairs.

  • Hawaii - Fixed several NPC and quest issues.

  • Hawaii - Fixed several vehicle issues.

Busy Busy:

Thank you for your patience this month while I've been super busy! During the first week I was out in Toronto looking for an apartment, and then on holiday in Italy.

The break was a nice change of pace and I'm now refreshed and excited to get back to work! Fortunately we found a great apartment fairly quickly, so this week I've been getting prepared for the move.

Over the next few days I'll be driving out to Toronto from Calgary and then setting everything back up there. It's my first time living away from home so it'll also take some time to get furniture and everything.

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Update Notes:


  • Added dynamic snowstorms, options in map and config for blizzard frequency/duration and ambiance volume controls to limit rain and snow to specific areas.

  • Added weather command which takes none, storm or blizzard as inputs.

  • Added decal importer for custom decal objects. Example in Bundles/Objects/Small/Decals/Test_Auto_Decal.

  • Added ability to translate EconInfo.json by appending language name e.g. EconInfo_Russian.json or adding an EconInfo.json file to your localization's folder for example inside the Russian folder.

  • Added ability to translate keyboard names in /Shared/KeyCodes.dat.

  • Added PSA banner to menu which might be used for time-critical events.

  • Added deadzone volume to level editors.


  • Improved blending between rainstorms and blizzards.


  • Tweaked makeshift vehicle recipe to require a battery and tires.

  • Tweaked upgraded cake to be salvageable.


  • Fixed using rangefinder while scoped in with off scope quality.

  • Fixed gaps in wall navmesh at German military base.

  • Fixed server restarting after regaining connection to Steam.

  • Fixed clients potentially connecting to server during loading.

Upcoming Events:

Through some weird scheduling that shifted things around it's looking like I won't be home for most of August, so the next update will probably ...

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Update Notes:


  • Added Socketwrench for removing tires. [ID 1507]

  • Added ability for ambiance volumes to override fog settings.


  • Improved workshop download support on the server.


  • Tweaked top and bottom of vehicle to count as valid exit points.

  • Tweaked to prevent building inside teleporter chamber.


  • Fixed buildables attached to vehicles preventing exit.

  • Fixed to prevent entering vehicles whose exits are blocked.

  • Fixed logging out of server while in blocked vehicle.

  • Fixed raining inside Neuschwanstein and sewers.

Serverside Workshop Content:

Server operators can now automatically update the workshop content on their servers rather than downloading it manually. To make use of this you can put together a list of workshop file IDs (e.g. [4190, 8265]) and save it in Servers/YourServerID/WorkshopDownloadIDs.json.

Read More

Update Notes

Update Notes:


  • Added Secrets of Neuschwanstein easter egg.

  • Added Prison Warden's Key and ability to lock and unlock cell doors.

  • Added German versions of emergency vehicles.

  • Added support for guns with multiple calibers.

  • Added option for certain areas to have a higher max number of zombies.


  • Tweaked Berlin to have a higher max number of zombies to be more lifelike.

  • Tweaked Augewehr, Nightraider and Fusilaut to take both ranger and military ammunition.

  • Tweaked Syndicate to look more serious.

  • Tweaked to prevent exiting vehicles when a good exit point isn't found.


  • Fixed line color of road over dam.

  • Fixed building underneath rocket chamber.

  • Fixed German tree radius inconsistencies.

  • Fixed misplaced water in waterfall cave entrance.

  • Fixed damaging vehicle on busted coalition doors.

  • Fixed scrapping empire blueprint.

  • Fixed (finally) horde beacon difficulty to get set when initially placed.

  • Fixed zombies falling into blast chamber of rocket launch pad.

  • Fixed baking navmesh on extra tall maps.

  • Fixed beta shirt on left-handed characters.

  • Fixed canned food animation cut off.

  • Fixed devkit objects loading after items. Legacy objects didn't have this problem.

  • Fixed Germany analytics.

Issues reported in this update:

  • Nightraider has the modified magazine attachment points for military ...

Read More Update Notes

Germany Map:

Unturned Germany Map

The new Germany map is finally here and available to play under the Official maps tab!Germany is a new large sandbox survival map trying out several gameplay twists. It's more vertically oriented than any previous map with medium cliffs in the East blending into towering mountains in the West. It's more spaced out than Russia and has increased military presence similar to Washington including Coalition encampments. For the first time the military is using a mix of Military and Ranger grade weaponry. It also makes use of the features I've been adding the past couple months through areas like a submerged town with the most useful loot deepest underwater, cascading waterfalls, a burning crash site with primarily burning zombies, pathfinding for zombies over the city rooftops and quite a few underground locations.

3 Year Anniversary Event:

Today marks 3 years together on Steam and Unturned's transition out of Early Access! To celebrate anyone that plays over the next 3 days will have a chance to be dropped the Anniversary Gift Bag and everyone who's helped out over the course of Early Access will receive some special cosmetics!These past ~4.5 years ...

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3 Year Anniversary Event Upcoming:

Next Friday 07/07/17 marks Unturned's 3rd year on Steam! I can't believe it's been so long already. The time has just flown by, I've loved every second of it, and I'm excited to continue working on Unturned in the years to come.

As part of the event Unturned will finally be transitioning out of early access, and to celebrate it will be accompanied by the update containing the new map I've been working on these past months!

(Spoiler warning!) Click below to watch the trailer for New Map Trailer

The main release trailer for Unturned has been updated as well: Unturned Trailer

Thanks to the Hawaii team for acting in these new trailers!

Update Notes:


  • Added no weapons/no buildables safezone node options.

  • Added Flag_Short_Random NPC reward type.


  • Improved landscape and foliage system to automatically spawn when clicked in the type browser.


  • Tweaked ambient audio to randomly increase and decrease in volume.


  • Fixed landscape holes interfering with interacting.

  • Fixed multiple quest related bugs on Hawaii.

  • Fixed underground player spawns on Hawaii.

  • Fixed water volume near ...

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Map Progress:

map progress

Everything in the new map is coming together. Next up the polishing steps such as lighting, balance adjustments, story notes, etc!

Update Notes:


  • Added achievement for defeating the magma zombie boss.

  • Added per-navmesh zombie difficulty option.

  • Added nav clip volume for helping zombies navigate complex areas.


  • Improved navmesh baking to work with landscape holes.


  • Tweaked Hawaii gyrocopter to only be craftable on Hawaii.

  • Tweaked HMG rounds to deal explosive splash damage.


  • The Hawaii crew fixed many issues with the map and its content.

  • Fixed rewards on NPC goodbye messages.

  • Fixed some issues with swimming near the surface of water volumes.

Read More Update Notes

Hawaii Expansion Release:

expansion to the map

The community team which created Hawaii has been hard at work on an expansion to the map with tons of new content and locations to discover! It's now available to play and includes 30+ new quests.

Update Notes:


  • Added Hawaii Expansion.

  • Added 7 new cosmetics/skins to the Hawaii Mystery Box.

  • Added gameplay config for min/max drops from normal, mega and boss zombies.

  • Added emission multiplier to effect volumes.

  • Added ability to delete groups. Leaving requires a new owner or only one member whereas deleting kicks all group members.


  • Tweaked all sight aiming distance to be more consistently further back.

  • Tweaked tutorial messages to be slightly more clear.


  • Fixed building interior LOD on maps using newer objects system.

  • Fixed unable to scale water volumes.

  • Fixed loading water volumes with surfaces disabled.

Map Progress

This week I finished detailing all but one of the locations on the new map and am aiming to finish that and the spawns next week.

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Update Notes:


  • Added Empire. [ID 1481]

  • Added Empire Magazine. [ID 1483]

  • Added Devil's Bane. [ID 1484]

  • Added Devil's Bane Magazine. [ID 1485]

  • Added Luger Magazine. [ID 1487]

  • Added Swissgewehr Iron Sights. [ID 1489]

  • Added Swissgewehr Magazine. [ID 1490]

  • Added landmarks quality graphics option.

  • Added teleport NPC reward type to move player to specific spawnpoint in level.

  • Added crouch as a NPC pose option as well as Pose_Lean, Pose_Pitch and Pose_Head_Offset options.

  • Added invulnerable and explosion proof tags for destructible objects.

  • Added new guns and melees to skin source files.


  • Improved several furniture objects to be randomly colored.


  • Tweaked foundation height shorter.

  • Tweaked forageable resources to support spawn tables.


  • Fixed misaligned glass in Seattle fire station window.

  • Fixed satellite image for maps taller than 256m.

  • Fixed sound effect pitch deviation to scale with pitch.

  • Fixed incorrectly colored upstairs walls in house_3.

Map Progress:

Flooded portion of town beginning to develop overgrowth
Flooded portion of town beginning to develop overgrowth

This week I finished detailing the environment and made tons of progress on filling in the some of the most time consuming locations: towns and cities. In the coming week I'll finish up the remaining work in the big city and move onto ...

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New Weaponry:

Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.

Update Notes:



  • Improved scale tool to adjust sensitivity by bounds of mesh.


  • Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]


  • Fixed to only allowing climbing while standing, sprinting or swimming.

  • Fixed off by one error when killed while spawning into server.

  • Fixed to scale up backpacks/vests slightly on mega zombie model.

Map Progress:

more map progress

This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.

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Update Notes:


  • Added Jackhammer to mining locations. [ID 1475]

  • Added Luger to care packages. [ID 1476]


  • Improved area selecting to work with shift expand selection.

  • Improved multiselect enum dropdowns to highlight selected flags.


  • Tweaked devkit search to sort alphabetically.


  • Fixed tire/battery spawn chance working opposite of intended.

  • Fixed to allow sprinting in shallow water.

  • Fixed launch preferences getting overwritten by some updates.

  • Fixed server incorrectly sending large buildable packets.

  • Fixed not granting quest note rewards clientside.

  • Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.

  • Fixed area selecting flick of the mouse wrong size and items behind camera.

  • Fixed area select to respect selection mask.

  • Fixed resetting devkit search scroll between searches.

Map Progress:

This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:

map progress
Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.

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Update Notes:

Map Progress:

map progress

All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc.

I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.


  • Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.

  • Added vehicle config options for chance to spawn without a battery or tire.

  • Added angle and obstruction based automatic landscape painting options.

  • Added exact foliage tool mode. [Hotkey W]

  • Added auto splatmap brush. [Hotkey W]

  • Added smooth splatmap brush. [Hotkey E]


  • Tweaked consumables that provides more food than water to constrain the amount of water to food gain.


  • Fixed foliage dithering option not working correctly.

  • Fixed to stop ...

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Update Notes:


Added Top Gun quest for Andy on the Liberator.

  • Added Fighter Jet ID 140

  • Added Fighter Jet Hat

  • Added Fighter Jet Bottom

  • Added Fighter Jet Top

  • Added assets for waterfalls, simple example in Devtest4.

  • Added effect volumes to devkit for placing particle effects.

  • Added lock handles option to selection tool.

  • Added ability to spawn objects/types by E hotkey in devkit.

  • Added search fields to landscape and foliage filtered browsers.


Improved to run execute.config from cloud folder as well.


Tweaked graphics draw distance to affect decal draw distance.


  • Fixed a performance problem with debug visualization in devkit.

  • Fixed devkit save window checkboxes.

  • Fixed some bugs with pilot weaponry in multiplayer.

  • Fixed decal visibility group visible option.

  • Fixed copying decal selection in devkit.

  • Fixed discolored corner of Diner #3 window.

Map Progress:

I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!

One of the areas I mentioned last week that I worked on are the burning ...

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Map Progress:

This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting.

If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines.

My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types

Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again!

The goal for next week is to continue new objects, start on the landscape details and potentially begin making new ...

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Update Notes:


Added support for shooting turret from pilot seat.


  • Fixed some cases where neck could get stuck.

  • Fixed exploit using crops to push camera through wall.

  • Fixed off scope reticule scaling.

  • Fixed several buildables showing flat white.

  • Fixed potential problem corrupting long text on signs.

  • Fixed popping some vehicles' wheels off.

  • Fixed turning off vehicle exhaust after death.

Next Official Map:

This week I've been working on new vehicles and objects for the next official map. The exact geographic position isn't decided yet, but I've got some interesting locations in mind and aiming for something more mountainous and vertical. If you have feedback/suggestions for what you'd like to see in this map make sure to post them and I'll be keeping an eye out!

It's still aways out so don't get hyped up yet, though I wanted to let you know what I'll be working on (do you prefer that I keep it secret or should I hint at the progress each week?), in the meantime here's a small teaser:


Read More Update Notes

Update Notes:


Added radio frequency option to groups menu.

Added planar reflection quality setting.

Added tile draw distance option to instanced foliage mesh assets.

Added options for max ping and queue/game timeout to server config. Added placard signs. [IDs 1467-1470]


Improved holographic sights to stay centered.

Improved scope off performance and scaling. Improved ocean reflection performance.

Improved mp position compression to work with taller maps.


Updated to Unity 5.6


Tweaked to cap aspect ratio at 21:9 Tweaked stereo audio range lower.

Tweaked small pebbles tile draw distance lower.


Fixed server asking itself for quest info.

Fixed using asset/type browsers outside of editor.

Fixed an exploit with NPC vendors.

Fixed tourist hat mythical hook. Fixed moonbuggy misconfigured seats.


This week I also uploaded two new video tutorials:

Creating Custom Songs

Uploading Skins to the Curated Workshop

Unity 5.6:

My primary motive updating to Unity 5.6 was for the new navmesh system, but unfortunately the navmesh data cannot yet be saved/loaded at runtime. This means it would have to be re-calculated when loading the level bringing loading times up into several minutes at least, so we're stuck with ...

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Under the play menu you can now form a lobby and invite friends from your Steam friends list. When the lobby leader joins a server everyone else in the lobby will automatically join as well and form a group in-game.


To quickly find an ideal server (especially for new players) you can use the matchmaker under the play menu which will find a server with the most players and lowest ping it can. In the options menu you can configure the minimum players and maximum ping as well as show the full list of maps.


Previously you could form alliances in-game by forming a Steam group, but this was a lot of hassle. Now you can create, join and leave groups in-game from the playerlist, and automatically get put into a group when playing in a lobby. As group owner you can rename the group and promote/demote admins to invite and kick members.Edit: Old groups were converted to the new group system when joining the server with the first player to join as the owner so bases should still be functional, but I'm seeing a lot of feedback arguing for some of the pros ...

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Update Notes:


  • Added stereo. [ID 1466]
  • Added playtime drop skins for all melee weapons.
  • Added option to disable featured workshop item section.
  • Added moon buggy. [ID 139]
  • Added Use_Legacy_Fog_Height and Use_Legacy_Oxygen_Height to level config.


Transplanted PEI and surrounding waters to another planet for a change of scenery.


Tweaked more food items to cause hallucinations in line with their real life counterparts.

  • Fixed devkit browsers to reset scrollbar when refreshed.
  • Fixed naming of skin creator secondary folders.
  • Fixed several objects showing up black.
  • Fixed coastguard window collision.


For the moment only Unturned's theme song is available officially, but adding custom music is relatively straightforward. Export audioclips from Unity into an assetbundle ending with .content. Then create a stereo song asset from the asset browser (right click) and drag/drop the audioclip into the song slot. The theme song example file can be found in Bundles/Assets/Songs.

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Update Notes


  • Added popular workshop item display to main menu news.

  • Added ability to spawn level objects from the asset browser and modify them in the devkit.

  • Added object upgrade wizard to convert old objects to work in the devkit and Use_Legacy_Objects option.

  • Added new upgraded visibility groups options to devkit.


  • Improved skin acceptor tool.

  • Improved images in news to expand/contract when clicked.

  • Improved RAM usage.


  • Updated BattlEye.


  • Fixed timing related duplication bug with a few item types.

  • Fixed getting stuck in corner of windmill.

  • Fixed closing doors into vehicles.

  • Fixed incorrectly formatted secondary skin outputs.

Featured Workshop Slot

The main menu now automatically features an announcement post about one of the top three workshop items from the past month. The goal here is to help give traffic to some of the best community content when you might not otherwise see it, and I can manually highlight/promote specific high quality workshop items that aren't getting the attention they deserve.

Devkit Objects

If your map is using the devkit you can now convert old objects to work properly with the devkit tools by using the upgrade wizard and then setting Use_Legacy_Objects to false in ...

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Update Notes

Skin Tools

You can now open a level in the devkit and use the Skin Creator Wizard under Windows -> Wizards to create and preview skins in-game.

Once your skin is looking good you can output it to a folder and upload it with the new UGC Upload Wizard to the Curated Workshop. Skins created with this tool will get the "Verified" label and be prioritized for acceptance into the game because I've also added the Skin Acceptor Wizard which is able to import them very quickly.


  • Added skin creator wizard to devkit.

  • Added skin acceptor wizard to devkit.

  • Added to Extras/Bundles/Items/Barricades folder.


  • Tweaked to prevent viewing chart/GPS while blindfolded.

  • Tweaked blindfolds to show over cosmetic glasses.

  • Tweaked several Hawaii spawns/loot balance slightly.


  • Fixed vehicles stuttering while falling on server.

  • Fixed missing lobby in PEI/Washington arenas.

  • Fixed to prevent entering vehicles attached to skycrane.

  • Fixed placing buildables through small gaps.

  • Fixed to include flag template in sources.

  • Fixed several exploits in caves on Hawaii.

Read More Update Notes

Update Notes:


  • Added blindfold. [ID 1464]

  • Added a few more caves to Hawaii and large cavern.

  • Added workshop upload wizard to devkit.

  • Added automatic serverside workshop downloads.

  • Added more foliage details to Hawaii.

  • Added maple and pine beams to Hawaii.

  • Added coastguard mega zombie.


  • Tweaked coastguard spawns.


  • Fixed potential problem causing rockets to explode early.

  • Fixed no lighting mode to work more nicely with water.

  • Fixed not broadcasting player position while rubberbanding.

  • Fixed industrial pipe grate serverside collision.

  • Fixed hospital fortification slots.

  • Fixed airlock serverside collision.

  • Fixed fences serverside collision.

  • Fixed Hawaii waterpark duplicate water.

Workshop Changes:

Under Windows > Wizards in the devkit you can use the UGC upload wizard to publish your content to the Steam workshop. It's very similar to the old tool at the moment, but has a basic file browser to make setting up the paths easier. Next up I intend to add a tool to make creating skins easier and faster to import.

Each server instance now has a WorkshopDownloadIDs.json file which the server will automatically download those items before starting up. It works similarly to the clientside downloads, but unfortunately it doesn't seem to be going ...

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Update Notes:


  • Added hang gliders.

  • Added war boat, skipper and scrounger vehicles.

  • Added deadzone to Hawaii.

  • Added option to preferences to disable bloom lens dirt.


  • Improved volcano area on Hawaii.

  • Improved to log asset capitalization differences to errors.


  • Tweaked hovercraft skirt, turn radius.

  • Tweaked seaplane bumper size.


  • Fixed placing storage on drowned vehicles about to despawn.

  • Fixed to properly cleanup buildables on vehicle when despawned.

  • Fixed chart baking and updated Hawaii chart.

  • Fixed closing editor pause menu.

  • Fixed possible bug with devkit dropdowns.

  • Fixed saving kill volume configuration.

  • Fixed naming of several Hawaii objects breaking Linux servers.

  • Fixed placing barricades on a few vehicles.

  • Fixed seaplane tail colliders and removed halos.

  • Fixed coaster seats 3 and 4 to face forward.

  • Fixed colliders and headlight/taillight on fishing boat.

  • Fixed mismatched materials on serveral vehicles.

  • Fixed colliders and incorrect seats in fire truck.

  • Fixed fishing boat boyancy alignment.

  • Fixed hospital vehicle collision and hospital building fortification slots.

  • Fixed spruance fortification slots.

  • Fixed cruiseliner glass transparency.

  • Fixed Industrial_Pipe_Gate serverside collision.

  • Fixed tree stump materials and hitboxes.

  • Fixed lighting on seaweed objects.

  • Fixed clipping on Haiku railings.

  • Fixed ship repair bay fortification slots.

  • Fixed floating phones.

  • Fixed floating/sunken ...

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Hawaii Map:

Hawaii is Unturned's first Curated map and now available in-game!
It's been built from the ground up by the following community workshop creators:

Justin "Gamez2much" Morton
Terran "Spyjack" Orion
Alex "Rainz2much" Stoyanov
Amanda "Mooki2much" Hubler

If you are enjoying the map and would like to support them consider checking out the new Hawaii Mystery Box!

View Hawaii Map Mystery Box

We're trying something a bit different - this past week I've been involved cleaning up and fixing the map, but the continued development remains in their hands (although I will still help with fixes, making sure it fits the artstyle, etc) and they'll be able to upload updates to the map. You can submit your feedback/bug reports to them through the feedback link in the map selection menu.

Here's the launch post on their team's blog: Hawaii is here!

Screenshot Contest:

Thanks for all your submissions - the response was overwhelming! I scanned through a couple thousand and accepted many winners, but unfortunately couldn't cover them all. It's obviously been very popular however, so it will continue through the community screenshots section. I will consider screenshots following the same rules ...

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Screenshot Contest:

Edit: The e-mail server seems to have died from all the image attachments, looking into it.

Are you a survivor with an eye for photography? You're in luck - this week we're running a contest to update Unturned's loading screens! If your screenshot is selected it will be used in the background art and you'll win a special in-game item!


  • Game running at 1920x1080 resolution

  • Disable HUD - press the home key by default

  • Turn up graphics to ultra for the screenshot

  • Use the screenshot key for 2x resolution - press the insert key by default. The output image will be saved as "Screenshot.png" in your Unturned folder

  • No post-processing mods/image editing

Send your entry to contest[at] with links to your screenshot(s) and your Steam profile (needed to grant award)!

Update Notes:


  • Added keybind to take a 2x resolution screenshot. [Default Insert]

  • Added swimming trunks to beach spawns.

  • Added credits screen to main pause menu.

  • Added animated lava object.


  • Tweaked vehicles with inconsistent numbers of physical and visual wheels to have invincible tires temporarily.


  • Fixed a foliage related performance regression.

  • Fixed equipping newly dropped/exchanged items.

  • Fixed ...

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Vehicle Changes:

All vehicles now spawn with a battery. The battery charges while the engine is running, and drains down if the headlights/siren are left on with the engine off. If the battery runs out while driving the horn, headlights, taillights and sirens will stop working. If the battery is dead when entering the vehicle the ignition will not function. You can remove the battery in the vehicle context menu, and add one by using a replacement found at mechanics/gas stations.

Caltrops and weaponry now damage most wheeled vehicles' tires. Handling is significantly impacted by lack of wheels, but they can be replaced by attaching a new tire found at mechanics/gas stations.

Update Notes:


  •  Added Vehicle Battery. [ID 1450]

  •  Added battery charge required to use headlights/sirens/horn.

  •  Added ability to steal vehicle battery to disable ignition.

  •  Added Car Tire. [ID 1451]

  •  Added ability for weapons and caltrops to damage car tires.

  •  Added Use_Water_Height_Transparent_Sort flag for transparent objects above/below water.

  •  Added death cause option to kill volumes.

  •  Finished most of the Hawaii cosmetics/skins.


  • Improved loading screens to pick random image from and map /Screenshots folder.

  • Improved server info screen to show gamemode.

Tweaks ...

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Update Notes:


  • Added mesh/tree/object painting brush to foliage tool.

  • Added sea level water volume option to disable puddles underneath.

  • Added water volume type option for dirty/salty/clean refills.

  • Added option to preview affected coordinates to landscape tool.

  • Added foliage volume options to block specific foliage types.


  • Improved landscape tool to use inspector and support config undo/redo.

  • Improved to cull large water volume surfaces as multiple tiles.

  • Improved multiple/single enum inspector, added InspectableEnum attribute.

  • Updated to Steamworks 1.39.

  • Updated to Unity 5.5.1f1.


  • Tweaked equipped Steam items to show a gear icon.

  • Tweaked to ignore econ ticket until fixed.


  • Fixed several missing example object bundles.

  • Fixed potential problem loading game mode.

  • Fixed level to save objects by GUID.

Foliage Brush:

You can use this to quickly mass-place objects like pebbles, grass, trees and boulders. For example you could paint some pebbles onto the ground around a crash site, or boulder objects onto a cliffside like in the Russia map. Check out painting the Boulders_00_Collection for an example of that. Hold shift to erase painted details, or control to erase only the selected asset/collection

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Edit for Econ Ticket Failure:

Valve have confirmed they're working on fixing it for the next Steam update, however there isn't a solid release date for that yet. In the meantime a temporary workaround is to dequip your skins and cosmetics.

Update Notes:


  • Added water volumes to devkit. [Demos in Devtest4]

  • Added selection tool options menu.

  • Added tooltips to devkit.

  • Added kill volumes to devkit.

  • Added basis for gamemode mods.


  • Improved PEI materials/boulders to more closely match reality.

  • Improved devkit to save editor position/rotation.

  • Improved devkit to allow dragging/dropping type references.


  • Tweaked devkit loading window to show editable levels list.


  • Fixed spamming swap thirdperson shoulder next to wall to see through it for a frame.

  • Fixed creating empty assets without hash.

  • Fixed stuck reloading assets when pressing insert.

  • Fixed gaps in castle_1 turrets.

  • Fixed calling card iron sights name.

  • Fixed to include new trees in examples folder.

  • Fixed canned ham 2nd LOD color.

Water Changes:
It's now possible to have multiple elevations and connected bodies of water in a level using the new water volumes, for example lakes, dams and swimming pools. Previously water was completely flat allowing a simple ...

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Workshop Crate #1:

The first community-created mystery box is now dropping as the January 2017 Workshop Crate #1! All of the contents were voted on in the curated workshop, and are the first time you can get mythical variants of workshop items!

To open a workshop crate you will need the associated workshop key available from the stockpile. This is because the sales of the special key are split with the creators of the items in the crate. Future non-workshop mystery boxes will continue to use the normal mystery box key, however.

Translation Editor:

For anyone who worked with the old localization features this should hopefully be a huge upgrade. From the devkit you can now open the new translation editor which automatically handles several annoying tasks from before:

Misses list shows all translation references that failed to find their text, and gives you the option to add the missing text.
Delta list displays every english token that either doesn't exist in your loaded translation, or has been updated/changed since you last translated it alongside their english counterpart for comparison.
Tree editor groups all tokens in english or your translation language from any official and mod namespaces installed ...

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Update Notes:


Added Scalar to airdrops. [IDs 1447-1449]
Scalar Iron Sights
Scalar Magazine

Added vehicle perspective option which limits third person to vehicles only.


Improved singleplayer menu to categorize map types. [Hawaii and other upcoming community-created updates will belong to the Curated category.]


Cleaned up after festive event.


Fixed precision building mode sometimes getting scrambled when moving large numbers of objects between tiles.
Fixed to remove grass under bases again. [Forgot to add this feature to the new system last week!]
Fixed to pad character buildable obstruction bounds slightly.
Fixed sticky grenade getting stuck midair immediately after throw.
Fixed new foliage wind off on low setting.
Fixed unable to toggle lasers/lights in safezone.
Fixed new candycane skins' descriptions.
Bullet-proofed many custom asset/content related features.

Wednesday Update:

We're off to Vancouver visiting family the next few days so the update is earlier this week, but next Friday everything should be back to schedule.

Workshop Crate Upcoming:

Valve has added support for mystery boxes containing community-created items, so if you're working on some cool skins make sure to get them on the workshop soon! I'll be aiming to set one of these ...

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Steam Awards 2016:

Unturned has been nominated for the "I Thought This Game Was Cool Before It Won An Award" award alongside Starbound, Euro Truck Simulator 2, Stardew Valley and Paladins!

Steam Awards 2016 - Vote For Unturned!

If you would like to cast your vote here's a link to the page on Steam:

Vote Here

Huge thanks to everyone who voted for Unturned in the nominations and this final round, I never imagined Unturned would be in the running for an award so this is absolutely mind blowing! Regardless of whether or not we win the award, I'm very humbled by all your awesome support and proud to see Unturned in the company of these other amazing games!

Update Notes:


Upgraded all official maps to use the new landscape and foliage features.
Added wizard to help convert existing terrain to the new systems.
Added miscellaneous features required for the upgrade to the foliage editors and devkit.
Added graphics option to draw foliage when aiming scope or binoculars.
Added alert to the main menu when BattleEye is not running.
Wrapped up presents under trees on Festive Russia map.
Accepted a few more festive themed curated workshop skins.


Updated to Unity 5.5.0p3 ...

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Festive Update:

Russia has frozen over for the winter! It's cold enough that a swim is an easy way to freeze yourself, but on land you should be fine - aside from the restricted visibility! The Festive Gift Present is also dropping again with some new skins and elf outfit, although at a 50% chance rather than the usual 100% because the event is longer than previously. A few curated workshop items were accepted this week, but there will be another wave next week so get yours in as soon as possible if you're working on a holiday themed item!

Update Notes:

Added Festive Russia map.
Added Festive Gift Present to drops with some new items inside.
Added 10x higher detail versions of every tree model and option to enable them.
Added graphics option for wind quality, low being the old windy foliage option.
Added rewritten higher performance/quality grass/foliage system, more info below.
Accepted a few festive themed curated workshop skins.
BattlEye security update. (for all BattlEye protected games)
Tweaked several large boulders to have landmark LODs.
Temporarily disabled ambient occlusion in forward render mode.
Fixed items in storage getting dropping in the ...

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Edit for

There was a very confusing bug in multiplayer after the update came out where your character would bounce up/down while playing on a server, so I reverted the update while hunting it down. Unfortunately I didn't run into it while testing because of an option I had enabled on my server. It turned out that due to the bayonet fix the input packet was getting corrupted such that the server thought you were holding the jump key, so your player was rubberbanding to match the server's bunnyhops! :)

Update Notes:


Added rewritten/upgraded landscape system, new tools and holes support.
Added Devtest4 map.
Added basic type browser/content browser.
Added terrain quality graphics option.


Improved snow and ice to glitter in the sunlight and added option to disable.
Improved landscape and nature objects to use triplanar mapping and added option to disable.
Improved rain puddles not to form under main sea level.


Tweaked snowflake particle lighting to be more visible.
Tweaked traps not to count as PvP deaths.


Fixed server incorrectly rejecting bayonet hits.
Fixed to prevent specular highlights on foliage and terrain aside from rain.
Fixed standing ...

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Update Notes:


Added Earpiece. [ID 1446]
Added devkit save window.
Added devkit object inspector.
Added devkit asset browser.
Added base functionality to devkit selection/transform tool.
Added devkit undo/redo transactions window.
Added per-server instance maps/bundles folders for limited server hosts.


Updated to Unity 5.5.0f3.


Tweaked BattlEye ban alerts to show in chat.
Tweaked transparent object sorting to change based on water and camera position.
Tweaked scoped recoil reduction lower.


Fixed potential issue when checking for Gold ownership with Steam.
Fixed exiting editor window while dragging or resizing.
Fixed not to render motion vectors for intersect highlight materials.
Added terminal argument and key/value parsers to cover all C# built-in types.
Cleaned up field/property delta undo/redo code and performance.
Cleaned up translation metadata reading.
Cleaned up key/value file reading/writing code.


This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up!

If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules ...

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Update Notes:


Added Walkie Talkie. [ID 1445]
Added ability to pop out editor windows and keep in fullscreen.
Added new upgraded translation system.
Added basic visuals for selection and terrain brush tools.
Added new undo/redo system to the devkit.
Accepted 9 new curated workshop items.


Improved editor to save default window layout and menu for saving/loading.
Improved debug lines intersecting objects to darken and checkerboard.


Tweaked command line to forward terminal commands.
Tweaked Steam messages to print in Steam terminal category.
Tweaked terminal messages to be included in .log files.


Fixed to render editor handles after image effects.
Fixed binding terminal to mouse buttons.
Fixed valid caliber range.
Fixed ambiguous Gold error message.
Fixed resetting rain after joining arena server.
Fixed viewport rendertexture scaling.

BattlEye Anti-Cheat:

Another week and we're up to ~7,400 confirmed cheaters banned!


Right now the Walkie Talkie broadcasts on all frequencies, but in the future selecting a specific frequency and listening for radio through car stereo or placeable radio are on the roadmap.


I made quite a bit more progress on the editor revamp this week in a lot of different areas, the most visibly different ...

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Bastian [the founder of BattlEye] and I have been back and forth about integrating it for absolutely ages, and today I'm very happy to say BattlEye starts a trial run in Unturned! Because of how Unturned cheats work it should be able to completely block them, meaning all servers running BattlEye should become almost cheater free!

The trial run will last a month where we'll be making sure it's effective, fixing any issues related to it and getting an idea of the average traffic to BattlEye's backend servers. Note that pricing is dependant on player population, so fair warning: it might become a Gold Server only feature.

Most of my time this week went into debugging Unturned BattlEye [First Unity/C# game using it!] so there's not much new content, but as a result I'm relatively confident it's stable.

Serverside modules/plugins [e.g. RocketMod] should be compatible, but if you want you can disable BattlEye on your server by setting BattlEye_Secure to false in Config.json. Clientside modules, however, require that you select the alternative launch option in Steam "Play without BattlEye" because clientside modules can be used as cheats.

Note: You ...

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Edit for Patch:

Aside from fixes this patch also adds an option to enable/disable Skybox Reflections, unfortunately this is lower performance compared to the previous method, but that didn't work outside the editor.

With these updates changing so many core features I think we'll start using the preview branch again soon to avoid breaking the public version.


Added nifty new inventions available from Doc Ernie.
Added settings for chromatic aberration, film grain, TAA and screenspace reflections.
Added settings to disable anisotropic filtering.
Added Coalition rank and quest achievements.
Added config option for Ray_Aggressor_Distance, now default 8 rather than 4.
Added skins for Hawkhound, Schofield and Masterkey.
Added first step of Modules feature.


Improved rain to form puddles and ripple on the ground.
Improved postprocessing to use new official Unity shaders.
Improved explosions to leave scorch marks in deferred render mode.
Updated to Unity 5.4.2p3 from 5.4.0p4.


Tweaked unboxing to show warning if unknown item is opened.
Tweaked aircraft carrier to have a basic navmesh.


Fixed buildables to better fit incorrectly placed slots.
Fixed quest interactable clientside prediction issues.
Fixed Hawkhound_8, Sportshot_10 and Viper_25 to be ...

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In celebration of Halloween until the next update you will now get dropped Halloween Gift Presents filled with free costumes, and can visit the Liberator to find the crew all dressed up! The biggest wave yet of mostly spooky curated workshop items was also accepted and now available on the Stockpile if you'd like to take a look:

View Stockpile

The most exciting bit for last however: there's a new secret achievement to solve, much more complex than the first! In my opinion it's a lot fairer (no localchat puzzle), so no hints this time!

Update Notes:


Added Mk. II achievement/puzzle/easter egg.
Added new items to Halloween Gift Present.
Accepted a ton of new curated workshop items.


Decorated the Liberator for Halloween.


Tweaked galley to sell snack food items.


Fixed bug preventing binding keys to mouse buttons 4-7.
Fixed chamber door decal material.
Fixed missing space in scout dialogue.
Fixed using bayonet while sprinting.
Fixed some issues with fog in deferred mode.
Fixed satellite terrain capture in deferred mode.
Fixed decals swapping modes when reloading area.
Fixed terrain reflection to only use basemap.
Fixed radiation splat decal deferred emission.

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Added traitor uncovering questline.
Added lightningstrike boss zombie quest for Ensign Cliff.
Added groundpounder boss zombie quest for Peter.
Added flamethrower boss zombie quest for Norbert.
Added config options to include boss zombies in spawns.
Added ability to track a quest in the HUD.
Added Industrial Gas Can. [ID 1440]
Added NPC/dialogue/quest/vendor documentation to workshop documentation.
Added deferred decal support and converted many decal-like objects to use it.


Improved aggressive actions to mark entire group.


Tweaked player buttons to link to Steam profile.
Tweaked armory to sell rangefinder instead of detonator.


Fixed a variety of bugs with the bayonet.
Fixed to allow scaling NPCs.
Fixed using mannequin while using item.
Fixed nightvision glow after toggling cosmetics.
Fixed missing ceiling collision in one of Mooki's houses.

Deferred Decals:

It was a bit of a nightmare to get everything working with them, but as far as I can tell the only issue now is a slight lighting difference with Use_Skybox_Ambience. Now that we have SMAA I think keeping forward rendering around alongside deferred isn't worth it considering the benefits of deferred, for example these decals or screen-space reflections (which I'll be swapping ...

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This week I improved and expanded a lot of the NPC features, added the ability to have objects tied to quests e.g. fixing the map's radio towers, added the Liberator/new objects to Russia and got started filling it with characters/quests. If you do visit the Liberator there are several interesting quests, but be warned it feels very empty without all the dialogue complete/missing characters.

Going forward I'll be adding the rest of the core quests/dialogue, of which I have some ideas I'm pretty excited about like uncovering a traitor and solving a murder mystery. Then the side characters will come in to fill things out (for example the guards will instruct to visit the Captain when you come aboard, address you by your rank and keep a close eye on low rep players). I also want to give the Scientist character some unique rewards to research as you help out to reward trying different quests, so you'll come to him after doing a few quests and get a blueprint for maybe a bayonet or 4 barrel shotgun.

If you want to get started with NPCs in your own map you ...

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Added Lieutenant Oswald in charge of scouting the area.
Added Doc Ernie blueprint unlocks/dialogue.
Added Mechanic's engine repair quest.
Added Medic's research recovery quest.
Added Ensign Franklin to buy replacement uniforms from.
Added Nautical Nuisance quest for Rusty.
Added assorted filler NPCs with dialogue.
Added Quadbarrel. [ID 1436]
Added Bayonet. [ID 1438]


Improved missing a shot/swing that travelled within 4 meters of a player to mark you as an aggressor if not under attack.
Improved using lockpick/detonator/grenade to mark you as an aggressor if not under attack.
Improved vendor menu to show how many of a buyable item you already have.


Tweaked to show warning message when building in safezone.
Tweaked quest menu to better expand vertically and added return button.
Tweaked gunshot audio rolloff to make more sense.
Tweaked quest interactables to play effect when used.
Tweaked scaled buildables in editor to reset when deselected to avoid confusion.


Fixed using carjack/lockpick in safezone.
Fixed to allow suicide in non-arena safezones.
Fixed cleaning up last chat icon.
Fixed vendor item description applying rich text in wrong order.
Fixed fertilizer applying before animation.
Fixed using ladders to cancel animations.
Fixed ...

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Update Notes:

Added graphics option to enable SMAA.
Added ability to pose/mirror mannequins.
Added ability to delete cosmetics/skins.
Accepted a few new curated workshop items.
Updated from Unity 5.2.5f1 to 5.4.0p4.
Improved every single light to use emissive textures rather than halos.
Improved server info to list names of workshop files installed.
Improved server info screen to show config changes.
Improved nightvision glow to enable/disable.
Improved taclaser/rangefinder to work in 3rd person.
Tweaked horde beacon zombie health to not scale up as much.
Tweaked several more items to be scrapable.
Tweaked zombies to gradually wander to where they came from when pulled.
Fixed siphoning/refilling exploded vehicles.
Fixed incorrectly placed window slots in mansion_0.
Fixed profanity filter to cover server name/description.
Fixed a potential exploit with group IDs when joining server.
Fixed server info screen and in some cases drops not closing all menus.
Fixed server disabling all resources.
Fixed to completely prevent placing items that intersect a character.
Fixed to dequip item if obstruction check fails serverside.
Fixed invisible face_0 when refreshing character.
Fixed dropship missing engine audio.
Fixed a few possible issues with effect cleanup ...

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Update Notes:

Added new server info screen when connecting.
Added ability to rotate items in display storage.
Added graphics options to enable/disable ragdolls and debris.
Added config options for remaining gamemode differences.
Added craftable sandwiches for all meats/fishes. [IDs 1398-1407]
Added Mannequins. [IDs 1408-1409]
Added Plaques. [IDs 1410-1413]


Improved performance of several core systems.


Tweaked medium/small engines to use the old audio.


Fixed potential cause of storage stuck in "busy" state.

Fixed wind rapidly changing direction.

Fixed detect radius multiplier to apply to all alerts.

Fixed amount of ammo in Matamorez Box.

Fixed repairing fishing rods rather than

Fixed dropped clothing losing metadata.

Fixed placement of several bridges on Russia.

Fixed several easily abused spots in tank train tunnel.

Server Info:

Now when browsing the server list you can click on a server for more information about it before joining. If you host a server you can also include some extra details by setting a URL to a .png or .jpg icon and a short description in the Config.json file.


Options such as hitmarkers, crosshairs, ballistics and maps are now available in the gameplay config section, and zombie speed in ...

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Update Notes:

Added HMG to Hind and HMG Box. [ID 1395]
Added Ghillie Netting. [IDs 1396-1397]
Added support for server plugins to request client to view URL.
Added guide for creating community updates.
Improved wheeled vehicle audio.
Improved objects to save by file name rather than ID.
Tweaked several more actions/sounds to attract zombies.
Tweaked generator/fire/drill noises to be less annoying.
Tweaked bans to apply by IP as well as steam ID if the target is connected.
Tweaked streamer mode to hide slightly more info.
Fixed hole in roof at end of metro tunnel.
Fixed farm tractor spawns.
Fixed note_18 line count.
Fixed fire_1 side door slot.
Fixed gap in silo radio tower ladder.
Fixed floating bush near junkyard.
Fixed floating lights at mansion.
Fixed confusingly placed boat objects.
Fixed switches at factory/junction.
Fixed several jumps in main line tracks.
Fixed zombie spawn in airport rafters.
Fixed zombie spawn in wall of camp cottage.
Fixed incorrect boat spawns in wrong places.
Fixed mafia zombie drops spawnrate.
Fixed up collision issues a bit with Mooki's objects.
Fixed underground zombie/vehicle spawns in front of airport.
Fixed missing and/or over exaggerated rubble ...

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Russia Map

The map you've all been waiting for is finally here - Russia is now available to play!

Russia is Unturned's new largest map clocking in at 4x the size of PEI/Washington/Yukon giving you tons of room for bases and exploration, and through its tiered loot progression provides an interesting blend between survival and combat. Many of the new gameplay features from the past couple months have been designed with this map in mind as well, for example the best items are hidden away in the new radioactive deadzones giving reason to loot the lower portions of the map for gasmasks/filters.

It's also been a bit of an experiment: until now Unturned's development has been entirely solo, but for this project I worked together with several community members popular for their workshop submissions to help on the map. This has proven a very interesting experience, and in the near future I'll be putting together documentation/tips/rules based on what I learned through the process so that this can be expanded to more community-created updates!

Thanks to Justin "Gamez2much" Morton and Mitch "Sketches" Wheaton for their work on the map itself, Alex ...

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Unturned Item Ids

Unturned Items is a complete, searchable list of all current item IDs, weapon IDs, vehicle IDs, and helicopter IDs in Unturned. This site is actively maintained and updated with all new item IDs every week.

How to Use

@give user/id/amount

@animal id

@vehicle user/id

@experience user/amnt

@teleport user/location