Update 1.23.0 is live! This update brings a custom start option, 32 new pieces of equipment, rebindable controls, and lasting knockout injuries with a new way to treat them. It also adds an overhauled UI and a long list of fixes to crews, trading and encounters. These notes cover changes since 1.22.3. Save compatibility: As before, we can't guarantee that saves from a previous version will carry over without issues. If you run into problems, reach out to us in the Discord and we'll try to help.HighlightsCustom team start: You asked, we answered: 1.23 features a custom start mode called 'Scums'. Build your own start with a five-stage point-buy, with options for team size, starting gear or goods, and location.Improved menu UI: Crew, reputation and territory menus have been redone to be clearer and more functional.Rebindable controls: Set your own keys and key combinations.32 new pieces of equipment: More weapons, accessories and unusual finds.Lasting injuries and Surgery: Every knockout lowers maximum health, and a new Surgery treatment restores all of it.Territory patrols: Assign crews to patrol with Passive or Aggressive approaches.Starting and controlling your crewCustom team start: A five-stage point-buy setup lets you choose your crew name, color, crew members, supplies, starting district and controlled locations.Rebind controls: Customize gameplay keys and key combinations, clear bindings, or restore the defaults from Controls.Territory patrols: Assign crews to patrol with Passive or Aggressive preferences, including different approaches to routine work, support and retreat. You can see when a patrol is planning or waiting.Equipment, injuries and treatmentMore gear: Added 32 new pieces of equipment, including weapons, clothing and more unusual items. Worn and held equipment now apply traits, and crew-based bonuses count only the people actually taking part in a skill roll.Unique equipment effects: Equipment effects now depend on who is actually holding the item ...
1.22.3Smoother Ironman saves, clearer notifications, and more reliable crew and storage controls. These notes cover everything since 1.22.1, including the changes in 1.22.2. Saves and campaign progressSmoother Ironman checkpoints: Saves now encode and write in the background. Automatic checkpoints follow the end of your crew's participation in an encounter, including withdrawal, instead of every individual choice or NPC prompt. Normal exit waits for your latest progress to finish saving. Force-quitting during a write can resume the previous checkpoint.Smaller saves: Added lossless compression and more compact storage for numeric data. Previously released saves remain supported.Completion markers: Background selection now shows whether you have reached none, some, or all of a background's endings. A cyan spade marks an ending reached in Ironman.Achievement tracking: Added milestones for finishing an Indies or Scums campaign in Ironman and reaching every Indies ending across campaigns.Notifications and reputationFollow a notification: Notifications can take you to their crew, location, or other available subject. Dismissing a notification is now a separate action from opening it.Clearer receipts: Unified notification icons and compact payment, combat, and clinic summaries. Historical health bars show the recorded outcome rather than a character's later condition.Reputation overview: Consolidated reputation summaries and added a history toggle, with details available when inspecting recorded changes.Tribute feedback: Collection offers account for available cash, goods, and carrying capacity. Receipts show what actually changed hands and any remaining debt, with explanations when a crew cannot carry the payment.Inventory and crew controlsChoose the crew at storage: Containers open with the selected eligible crew. Switch between other local crews using their icons, with deposits and withdrawals applied to the active crew and exact container.Storage layout: Reworked stora...
1.22.2Choose an Ironman campaign, organize your crew's pockets item by item, and put your reputation to work. This update redesigns inventory and trade, gives the city's districts their own Hoodlums and communities, and changes how you recruit and win protection. These notes cover everything since 1.21.13.Campaigns and progressionIronman mode: Start a campaign with one continuing save and permanent decisions. Progress saves automatically, including combat outcomes, and quitting saves before you leave. You can resume your campaign, but cannot reload an earlier checkpoint to undo a decision.Doughboy mode: The familiar save-and-reload rules now have a name. Existing campaigns use Doughboy, and you choose the mode when starting a new crew.Continue from the demo: Demo saves now appear in the full game's Load menu. You can now carry over Saints tutorial completion without playing it again.World-history intro: Moved the introduction to the setting to first launch. You can skip it or replay it using Play Intro in Settings.Inventory and tradeSee who carries what: Crew, Territory and Trade now use item grids with individual crew inventories, storage containers, equipment and item details.Move and split stacks: Pick up and place items between eligible inventories at the same location. Double-click to choose an exact quantity, and use Escape to cancel an unfinished move.Build a trade basket: Stage purchases and sales together, adjust quantities, and review the offer before committing. Cancelling the basket leaves your goods and cash in place.More reliable transfers: Fixed basket scrolling, item tooltips covering clickable slots, equipment handling and transfers into full inventories. A trade that cannot fit is refused before either side loses items or money.Quick-use items: The target list scrolls and explains why an item cannot be used on someone. Living, unconscious crew members can receive applicable items.Recruitment and local reputationDistrict populations: Hoodlums and Co...
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