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		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6596</id>
		<title>Updates</title>
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		<updated>2025-11-20T22:18:45Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: fix 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of November 20, 2025, is &#039;&#039;&#039;1.13.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.1.4 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnies will no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Updates - 1.4.0 Garage Door Close.gif|alt=Lower quality version|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ah, perfect! 🤘&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.4.0 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
* Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
* Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
* Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
* Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
* Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
* “Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
* Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
* Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
* After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
* This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
* Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
* - Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
* - Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
* New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
* The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
* Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
* If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
* You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
* Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
* On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello everyone!&lt;br /&gt;
&lt;br /&gt;
Today&#039;s small update features two new cosmetics in game, and a message from our creative director Alex Dracott. [https://store.steampowered.com/news/app/1458140/view/4184482996995273332?l=english If you&#039;d like to read that, check it out here!]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.5.0 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* New decal “The Sarcophagus” to celebrate our friends over on the Ultros team.&lt;br /&gt;
* New decal &amp;quot;Year of the Dragon”&lt;br /&gt;
* Each player will receive 2 of each new decal, delivered to the Inbox of Oppy’s Pneumatube, to test out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* We are aware of performance concerns, particularly on the PS5. Our team is actively working on improvements here and we hope to have more information in an upcoming release.&lt;br /&gt;
* The visuals for the Advanced Workbench do not update when player installs the upgrade.&lt;br /&gt;
* Checklist does not always display inventory correctly.&lt;br /&gt;
* Volume controls for Oppy’s Jukebox are not working.&lt;br /&gt;
* Sometimes the trunk door can hurt the player on the way up and should only hurt the player when they close it on their head.&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6595</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6595"/>
		<updated>2025-11-20T22:18:16Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: consistency and added the gif from 1.4.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of November 20, 2025, is &#039;&#039;&#039;1.13.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.1.4 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnies will no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Updates - 1.4.0 Garage Door Close.gif|alt=Lower quality version|left|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ah, perfect! 🤘&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.4.0 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
* Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
* Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
* Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
* Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
* Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
* “Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
* Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
* Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
* After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
* This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
* Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
* - Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
* - Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
* New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
* The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
* Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
* If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
* You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
* Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
* On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello everyone!&lt;br /&gt;
&lt;br /&gt;
Today&#039;s small update features two new cosmetics in game, and a message from our creative director Alex Dracott. [https://store.steampowered.com/news/app/1458140/view/4184482996995273332?l=english If you&#039;d like to read that, check it out here!]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.5.0 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* New decal “The Sarcophagus” to celebrate our friends over on the Ultros team.&lt;br /&gt;
* New decal &amp;quot;Year of the Dragon”&lt;br /&gt;
* Each player will receive 2 of each new decal, delivered to the Inbox of Oppy’s Pneumatube, to test out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* We are aware of performance concerns, particularly on the PS5. Our team is actively working on improvements here and we hope to have more information in an upcoming release.&lt;br /&gt;
* The visuals for the Advanced Workbench do not update when player installs the upgrade.&lt;br /&gt;
* Checklist does not always display inventory correctly.&lt;br /&gt;
* Volume controls for Oppy’s Jukebox are not working.&lt;br /&gt;
* Sometimes the trunk door can hurt the player on the way up and should only hurt the player when they close it on their head.&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:Updates_-_1.4.0_Garage_Door_Close.gif&amp;diff=6594</id>
		<title>File:Updates - 1.4.0 Garage Door Close.gif</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:Updates_-_1.4.0_Garage_Door_Close.gif&amp;diff=6594"/>
		<updated>2025-11-20T22:14:12Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gif was converted into lower quality to be under 2mb&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6593</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6593"/>
		<updated>2025-11-20T22:05:48Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: formatting 2 and 1.5.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of November 20, 2025, is &#039;&#039;&#039;1.13.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnies will no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[https://clan.fastly.steamstatic.com/images//43621109/7f283daad7e869ec9345df4fb5bfba70fecd5218.gif Gif]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, perfect! 🤘&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
* Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
* Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
* Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
* Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
* Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
* Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
* Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
* “Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
* Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
* Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
* After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
* This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
* Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
* - Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
* - Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
* - Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
* New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
* The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
* Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
* If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
* You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
* Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
* On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello everyone!&lt;br /&gt;
&lt;br /&gt;
Today&#039;s small update features two new cosmetics in game, and a message from our creative director Alex Dracott. If you&#039;d like to read that, check it out here!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1.5.0 - Highlights&#039;&#039;&#039;&lt;br /&gt;
* New decal “The Sarcophagus” to celebrate our friends over on the Ultros team.&lt;br /&gt;
* New decal &amp;quot;Year of the Dragon”&lt;br /&gt;
* Each player will receive 2 of each new decal, delivered to the Inbox of Oppy’s Pneumatube, to test out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* We are aware of performance concerns, particularly on the PS5. Our team is actively working on improvements here and we hope to have more information in an upcoming release.&lt;br /&gt;
* The visuals for the Advanced Workbench do not update when player installs the upgrade.&lt;br /&gt;
* Checklist does not always display inventory correctly.&lt;br /&gt;
* Volume controls for Oppy’s Jukebox are not working.&lt;br /&gt;
* Sometimes the trunk door can hurt the player on the way up and should only hurt the player when they close it on their head.&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6592</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6592"/>
		<updated>2025-11-20T21:58:22Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: formatting 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of November 20, 2025, is &#039;&#039;&#039;1.13.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnies will no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, perfect! 🤘&lt;br /&gt;
&lt;br /&gt;
One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
*Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
*Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
*Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
*Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
*Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
*“Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
*Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
*Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
*After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
*This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
*Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
- Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
- Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
*New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
*The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
*Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
*If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
*You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
*Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
*Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
*Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6591</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6591"/>
		<updated>2025-11-20T21:48:43Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: update number current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of November 20, 2025, is &#039;&#039;&#039;1.13.1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, perfect! 🤘&lt;br /&gt;
&lt;br /&gt;
One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
*Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
*Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
*Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
*Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
*Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
*“Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
*Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
*Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
*After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
*This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
*Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
- Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
- Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
*New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
*The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
*Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
*If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
*You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
*Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
*Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
*Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6590</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6590"/>
		<updated>2025-11-20T21:38:59Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: added latest versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of October 24, 2025, is &#039;&#039;&#039;1.11.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, perfect! 🤘&lt;br /&gt;
&lt;br /&gt;
One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
*Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
*Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
*Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
*Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
*Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
*“Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
*Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
*Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
*After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
*This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
*Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
- Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
- Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
*New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
*The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
*Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
*If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
*You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
*Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
*Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
*Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.11.2 ===&lt;br /&gt;
&lt;br /&gt;
== 1.12 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.12.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.13 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.13.0 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.13.1 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6434</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6434"/>
		<updated>2025-10-24T08:33:48Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of October 24, 2025, is &#039;&#039;&#039;1.11.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
Version 1.4.0 is hot off the press - just give me one quick second to close this garage door.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, perfect! 🤘&lt;br /&gt;
&lt;br /&gt;
One of the first highlights this week is that we have changed our version numbers to better match the PS5 updates - the game has been updated on both platforms since launch, but we were seeing some confusion due to the different version number on PlayStation. So what would be version 1.1.5 on PC is actually… Version 1.4.0! Moving forward these will stay the same across both platforms. Today’s patch has landed for PC, and we hope to have approval for release on PS5 by early next week.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping .&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Fixed a progression blocker in  mission where the  install kit could fail to be delivered to the player.&lt;br /&gt;
*Community Highlight: You can now open and close the rear garage door with a nearby button!&lt;br /&gt;
*Community Highlight: Improved messaging of how the save system in Pacific Drive works with a new popup. Expanded Failure/Abandon Penalty options in the settings screen and a new Abandon, Save, Quit option in the pause menu that is available mid-trip. See below for more details on how these work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prospective fix for PhysX crashes related to scrapping Bunnies.&lt;br /&gt;
*Minutemen now do damage again and no longer disappear immediately after spawning.&lt;br /&gt;
*Side Storage can now be scrapped while attached to the car.&lt;br /&gt;
*Deluxe Edition decal replacements (after using it up) will now spawn onto the ground when interacting with the Paint Shelf if the Paint Shelf is full. Previously, the replacement item would fail to spawn.&lt;br /&gt;
*Dumpster Pearls collected from Beach Balls now correctly spawn items when broken in the Matter Deconstructor.&lt;br /&gt;
*Side Floodlights no longer have geometry blocking the light when installed in the station wagon’s front right side slot.&lt;br /&gt;
*“Tab” button prompt for notifications on the right side of the screen is now more noticeable when it appears.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: You can now manually open and close the rear garage door with a nearby button! The button gets enabled once the power at the garage has been restored. The front door still only opens by selecting a destination on the Route Planner, and cannot be manually closed.&lt;br /&gt;
*Community Highlight: Add new Abandon, Save, Quit option in the pause menu that is available mid-run.&lt;br /&gt;
*Selecting this option will show a popup asking if you want to adjust the penalty for this style of ending a run (i.e. to provide a more obvious path for users in a “I have to stand up from the game right now but don’t want to lose my items” situation).&lt;br /&gt;
*After the popup, you will be returned to the garage, triggering a save, and then the game will quit to the menu. When you resume playing, you will be in the garage.&lt;br /&gt;
*This is in addition to the existing Quit to Menu mid-run pause menu option, which will discard your progress on the current level, resuming at the start of that level when you next load the game.&lt;br /&gt;
*Community Highlight: Expanded Failure/Abandon Penalty options in the settings screen. There are now 3 separate options: Failed Run Penalty (triggers when dying on a run), Abandon Trip Penalty (triggers when selecting Abandon Trip in the pause menu), and Abandon, Save, Quit Penalty (triggers when selected Abandon, Save, Quit in the pause menu; details above on how this new option behaves). Previously, there was only a single penalty entry in the settings screen. For each of these, the penalty settings now include:&lt;br /&gt;
&lt;br /&gt;
- Lose All Items &amp;lt;br&amp;gt;&lt;br /&gt;
- Lose Most Items (Default) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep Crafted Items (New) &amp;lt;br&amp;gt;&lt;br /&gt;
- Keep All Items &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Community Highlight: Improve in-game information and messaging about the save system. These changes are intended to reduce the unpleasant surprise of discovering how the save system works when you are going to quit the game, which is often at a time when you would lose some progress on the current level.&lt;br /&gt;
*New popup detailing how the save system in Pacific Drive works will display when players start their first game or when resuming a game for the first time after downloading the patch.&lt;br /&gt;
*The “time since last save” text is now shown at all times on the pause menu, rather than only when you select the Quit to Menu option (though it will still show there as well).&lt;br /&gt;
*Add indication of current penalty settings when using the Abandon Trip and Abandon, Save, Quit pause menu options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fixed a progression blocker in The Anomaly Barricade mission where the Overcharger install kit would fail to be delivered in Oppy&#039;s Pneumatube when returning to the garage.&lt;br /&gt;
*If your game was stuck at this point, go into the back room of the garage and, if necessary, check the Inbox of Oppy’s Pneumatube. You should find the necessary item on the ground or in the container and you will be able to progress from there.&lt;br /&gt;
*You can no longer plot a route to The Well after beating the game. Players whose saves got stuck because of this should be able to load them and will be transitioned back to the garage as a successful run now.&lt;br /&gt;
*Fixed an issue where a car could spawn blocking the ramp that leads to Colossal Cappy blocking progress in the first Sierram mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Framerate Selection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*On PC versions of the game, you’ll now have the ability to limit your framerate for more stable performance. 30, 60, 120, 240 and Unlimited FPS options are available.&lt;br /&gt;
*PlayStation players now have the option of unlocking their framerate - under the ‘Gameplay’ menu in settings, you’ll be able to choose between 30 FPS and Unlimited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Progression Issue: Players can get stuck repeating the Into The Wilderness: Collect Materials For Antenna mission a few times if they complete tasks out of order across several mission attempts.&lt;br /&gt;
*Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) install kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
*Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.11 - Whispers in the Woods ==&lt;br /&gt;
&lt;br /&gt;
=== 1.11.0 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6101</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6101"/>
		<updated>2025-09-02T14:07:55Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: getting ridiculous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6100</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6100"/>
		<updated>2025-09-02T14:07:41Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.3 bug fix again again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6099</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6099"/>
		<updated>2025-09-02T14:06:07Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.4 bug fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6098</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6098"/>
		<updated>2025-09-02T14:03:58Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092740336266 1.1.2] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092744082676 1.1.3] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Heading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Various niche crash fixes&lt;br /&gt;
* Fixed a few edge-case quest blocking issues&lt;br /&gt;
* Small UI/UX fix&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* Inventory view: fixed dragging item to hand slot resetting position for rotated items.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Tweaks / Fixes&#039;&#039;&#039;&lt;br /&gt;
* Updated feedback when stabilizers are used to give more heads up a storm is coming.&lt;br /&gt;
* Speed boost from Cappy continues into Garage as intended.&lt;br /&gt;
* Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.&lt;br /&gt;
&#039;&#039;&#039;Bugs Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed showing incorrect settings data for resolution and DLSS settings in certain cases&lt;br /&gt;
* Fixed a crash related to particles&lt;br /&gt;
* Fixed issues related to resource drops collisions&lt;br /&gt;
* Fixed a crash related to cursor UI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4113546234714088137 1.1.4] ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hello drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so &#039;&#039;buckle up!&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Progression Blockers are our Top Priority&#039;&#039;&#039;Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. &#039;&#039;&#039;Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Save Backup Feature Added&#039;&#039;&#039;Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues and focusing on Your Reports&#039;&#039;&#039;We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
The IW Team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;[https://store.steampowered.com/news/app/1458140/view/4113546234714112722 You can check that out here!]&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
---&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* Crash to desktop prospective fix related to scrapping Bunnies.&lt;br /&gt;
* Fix for several progression blockers that will retroactively correct blocked saves.&lt;br /&gt;
* Added a Save Backup system to mitigate save corruption issues&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Bugs and UX Fixes&#039;&#039;&#039;&lt;br /&gt;
* Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies&lt;br /&gt;
* The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.&lt;br /&gt;
* You can now hold Space to craft anywhere on the Crafting Menu to craft.&lt;br /&gt;
* Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.&lt;br /&gt;
* Added clearer UI indications for Dead End exits on the in-car map.&lt;br /&gt;
* The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.&lt;br /&gt;
* Made the Saving Game UI indicator more visible when it happens.&lt;br /&gt;
* Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.&lt;br /&gt;
* Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.&lt;br /&gt;
* You can no longer pause the loading screen.&lt;br /&gt;
&#039;&#039;&#039;Features and Content&#039;&#039;&#039;&lt;br /&gt;
* Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.&lt;br /&gt;
* “Turn the Page” radio track is now available in Streamer Safe mode!&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance and Mission Scripting&#039;&#039;&#039;&lt;br /&gt;
* Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.&lt;br /&gt;
* Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.&lt;br /&gt;
* Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.&lt;br /&gt;
* Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.&lt;br /&gt;
* Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.&lt;br /&gt;
* Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac&lt;br /&gt;
* storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.&lt;br /&gt;
* Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6097</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6097"/>
		<updated>2025-09-02T13:49:35Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.2 fix and second spoiler warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;This page contains unobfuscated spoilers for the game. Proceed at your own risk.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Drivers!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6096</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6096"/>
		<updated>2025-09-02T13:48:16Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: added spoiler warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drivers!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6095</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6095"/>
		<updated>2025-09-02T13:47:57Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Drivers!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* Radio station music tracks will now be properly random at all times&lt;br /&gt;
* Fixed various progression blocking edge-case issues reported by players&lt;br /&gt;
* Fixed a few bug that made diagnosing car quirks harder&lt;br /&gt;
* Fixed a physics-related crash that could happen while scrapping bunnies for some players.&lt;br /&gt;
&#039;&#039;&#039;QoL Features + UI Improvements&#039;&#039;&#039;&lt;br /&gt;
* You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)&lt;br /&gt;
* The throw button prompt iconography better indicates a HOLD interaction on the HUD&lt;br /&gt;
* Improved icon display on rotated items and fixed some flickering visuals&lt;br /&gt;
* Improved icon display for putting items directly from hand into attached car storage.&lt;br /&gt;
* Other minor UI/UX improvements---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
* Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.&lt;br /&gt;
* Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.&lt;br /&gt;
* Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.&lt;br /&gt;
* Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.&lt;br /&gt;
* Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.&lt;br /&gt;
* The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).&lt;br /&gt;
* Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.&lt;br /&gt;
* Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.&lt;br /&gt;
* Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.&lt;br /&gt;
* Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).&lt;br /&gt;
* Music will now always play during the Credits that are brought up at the end of the game.&lt;br /&gt;
* Fixed a sticky UI prompt during the Tutorial that was confusing.&lt;br /&gt;
* Fixed an issue with Wiper Right quirks would activate on Wiper Off.&lt;br /&gt;
* Fixed an issue where broken headlights would light up with Headlight brightening quirks.&lt;br /&gt;
* Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.&lt;br /&gt;
* You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.&lt;br /&gt;
* Fixed some minor visual issues with meshes and shadows in various parts of the game.---&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6094</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6094"/>
		<updated>2025-09-02T13:41:53Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: 1.1.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== [https://store.steampowered.com/news/app/1458140/view/4186729092737632175 1.1.1] ===&lt;br /&gt;
&#039;&#039;&#039;Highlights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.&lt;br /&gt;
* There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.&lt;br /&gt;
* Many UI/UX, input, and clarity of information improvements&lt;br /&gt;
* Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.&lt;br /&gt;
* Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.&lt;br /&gt;
* Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug Fixes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.&lt;br /&gt;
* [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.&lt;br /&gt;
* [Community Bug] Fix for food randomly appearing in your inventory sometimes.&lt;br /&gt;
* Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)&lt;br /&gt;
* Fixed issue with Logbook entry achievements not incrementing properly.&lt;br /&gt;
* The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)&lt;br /&gt;
* Fix for Tools sometimes hitting things behind the player while being used.&lt;br /&gt;
* Fix for SFX looping on aborting crafting&lt;br /&gt;
* Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met&lt;br /&gt;
* Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof&lt;br /&gt;
* Fix for Arc Doc energy cost not displaying on Car Abilities Screen&lt;br /&gt;
* Many floating props in the world are now settling on the ground better.&lt;br /&gt;
* Fixed various props not having proper collision&lt;br /&gt;
* Fix for Controller vibrations getting stuck in certain situations.&lt;br /&gt;
* Removed “In-World UI Cursor” setting as it broke various UIs when enabled.&lt;br /&gt;
* Fixed issue with Transfer Trunk getting deleted sometimes&lt;br /&gt;
* Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.&lt;br /&gt;
* Beating Heart reliably applies its effects and properly stops its animation when inactive&lt;br /&gt;
* Abilities no longer drain battery while the game is paused.&lt;br /&gt;
* Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.&lt;br /&gt;
* Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road&lt;br /&gt;
* Friendly Dumpster will no longer give piles of 12+ car parts of the same part&lt;br /&gt;
* Fixed issues where sometimes Repair Putty would have trouble targeting car parts.&lt;br /&gt;
* Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.&lt;br /&gt;
* Improvements to flashlight lighting and clipping into objects in front of the player.&lt;br /&gt;
* Fixed certain inventory views extending offscreen, making items inaccessible.&lt;br /&gt;
* Fixes for certain VFX causing flickering in the car mirrors&lt;br /&gt;
* Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.&lt;br /&gt;
* Fix for the station wagon sinking into the ground slowly over time&lt;br /&gt;
* Fix for doubled-up cars behind the garage&lt;br /&gt;
* Fix for doubled-up gas pump in garage&lt;br /&gt;
* Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.&lt;br /&gt;
* Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.&lt;br /&gt;
* Fixed an issue with audio ambiance not playing properly in certain quest towers.&lt;br /&gt;
* Et Tu achievement is no longer incredibly difficult to get due to a bug&lt;br /&gt;
* Wiper speed quirks now work as intended&lt;br /&gt;
* Improved behavior of wind storm event and bunnies at high FPS.&lt;br /&gt;
* Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.&lt;br /&gt;
* Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.&lt;br /&gt;
* Tinker Station now properly reduces the cost of hints after diagnosing a quirk&lt;br /&gt;
* [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.&lt;br /&gt;
* [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QoL + UI/UX Improvements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications&lt;br /&gt;
* [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar&lt;br /&gt;
* Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.&lt;br /&gt;
* Fabrication station nodes now display yellow if they&#039;re adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.&lt;br /&gt;
* Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.&lt;br /&gt;
* Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.&lt;br /&gt;
* Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.&lt;br /&gt;
* Improvements to various ways of moving items around inventories and between containers.&lt;br /&gt;
* Improvements to UI overlapping issues based on high volume of quest objectives.&lt;br /&gt;
* You can now open the transfer trunk while holding an object&lt;br /&gt;
* Improve consistency of input prompts around fuel pump interactions in various parts of the game.&lt;br /&gt;
* Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings&lt;br /&gt;
* Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)&lt;br /&gt;
* Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.&lt;br /&gt;
* Easier to highlight + repair the mini-turbine car part now.&lt;br /&gt;
* Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)&lt;br /&gt;
* Improved clarity of “breaking” status car parts health bar&lt;br /&gt;
* Batteries list their capacity in the crafting screen and logbook entries now.&lt;br /&gt;
* Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.&lt;br /&gt;
* Improved icon sorting when re-arranging items in inventory views&lt;br /&gt;
* Reduced instances of erroneous ui-interaction-based HUD warnings&lt;br /&gt;
* Part Locker will now correctly indicate when they are full (green light) or not (red light)&lt;br /&gt;
* Added ability to re-bind the Movement axis in Controls Settings&lt;br /&gt;
* Correct healing information shows in inventory and crafting UIs for all healing items&lt;br /&gt;
* Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.&lt;br /&gt;
* Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.&lt;br /&gt;
* Improved iconography for certain car parts&lt;br /&gt;
* Improved reliability of “Found In” information in logbook entries.&lt;br /&gt;
&#039;&#039;&#039;Mission Fixes / Improvements&#039;&#039;&#039;&lt;br /&gt;
* Progression will no longer get stuck if you saved and quit while between objectives&lt;br /&gt;
* Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.&lt;br /&gt;
* Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing&lt;br /&gt;
* Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step&lt;br /&gt;
* Sierram Observation Tower bulletproofed against possible progression blockers.&lt;br /&gt;
* Fixed an issue where Tourists would sometimes not spawn in Sierram.&lt;br /&gt;
* Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.&lt;br /&gt;
* Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission&lt;br /&gt;
* Hazards are properly spawning inside of the Expansion Wall now.&lt;br /&gt;
* Fix for instability showing up on the Visions mission junction&lt;br /&gt;
* Fixed issue where connections from junctions adjacent to the Red Meadow Facility&lt;br /&gt;
* Mission junction would not unlock when expected&lt;br /&gt;
* Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.&lt;br /&gt;
* Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.&lt;br /&gt;
* Music plays on retries of the Old Wall Crossing mission after failures as well&lt;br /&gt;
* Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.&lt;br /&gt;
* Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission&lt;br /&gt;
* Fix various other issues related to taking supply runs before attempting missions.&lt;br /&gt;
* Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.&lt;br /&gt;
* Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map&lt;br /&gt;
* Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission&lt;br /&gt;
&#039;&#039;&#039;Gameplay Balance Tweaks&#039;&#039;&#039;&lt;br /&gt;
* Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.&lt;br /&gt;
* Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.&lt;br /&gt;
* Players take more pass-through damage when their car’s protection is compromised.&lt;br /&gt;
* Fixed issue where players were not losing any items after abandoning a trip&lt;br /&gt;
* Abandoning a trip will properly leave behind a remnant ghost&lt;br /&gt;
* Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)&lt;br /&gt;
* Improved positioning of ramp trucks&lt;br /&gt;
* Made visuals for Tree Candy resource site more attention getting&lt;br /&gt;
* Made it easier to scan Bubblegum Buddies&lt;br /&gt;
* Anchors won’t spawn in inaccessible areas of the map&lt;br /&gt;
* “Gifted” anchors will give their proper amount of LIM energy now&lt;br /&gt;
* The Anchor Radar tool will no longer ping locations that have already been harvested&lt;br /&gt;
* Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost&lt;br /&gt;
* Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor&lt;br /&gt;
* Reduced battery drain from Disruptive Discharge junction condition&lt;br /&gt;
* Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.&lt;br /&gt;
* Improved Peculiar parts resistances and quality&lt;br /&gt;
* Flares burn for longer&lt;br /&gt;
* Radiation density reduced in junctions near the garage.&lt;br /&gt;
* Instability storm timers extended slightly in general, and moreso on Stabilizer maps.&lt;br /&gt;
* Various slight tweaks and improvements to crafting recipes and container loot tables.&lt;br /&gt;
* Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.&lt;br /&gt;
* Reduced Hand Vacuum to 2x2 grid size item&lt;br /&gt;
* Updated the sequencing of a few nodes in the Fabrication Station tech trees&lt;br /&gt;
* Plasma now used to craft Insulated Doors, Panels and Bumpers&lt;br /&gt;
* Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.&lt;br /&gt;
* Investigator Module now correctly adds hint behavior to Tinker Station&lt;br /&gt;
* Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.&lt;br /&gt;
* Neon Reefs now spawn at their intended rates in The Mires.&lt;br /&gt;
&#039;&#039;&#039;Performance Improvements&#039;&#039;&#039;&lt;br /&gt;
* Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)&lt;br /&gt;
* High Shadows Quality setting is now much less expensive with similar looking quality.&lt;br /&gt;
* Performance improvements in Rocky biome for PS5 and PC&lt;br /&gt;
* Fixes for frame rate issues on PS5 after certain level transitions&lt;br /&gt;
* Performance improved when holding lit flares&lt;br /&gt;
&#039;&#039;&#039;Localization Improvements&#039;&#039;&#039;&lt;br /&gt;
* [Community Feature] Support for AZERTY Keyboard Layouts&lt;br /&gt;
* [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.&lt;br /&gt;
* Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.&lt;br /&gt;
* Eliminated any Chinese characters showing as fallback fonts for Japanese language&lt;br /&gt;
* Various improvements to translation quality and fixing English strings appearing in non-english languages.&lt;br /&gt;
* Improved achievements description accuracy in non-english languages&lt;br /&gt;
* Fixed some incorrect speakers in dialogues in Logbook lore entries&lt;br /&gt;
&#039;&#039;&#039;Known Issues&#039;&#039;&#039;*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*&lt;br /&gt;
&lt;br /&gt;
* Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.&lt;br /&gt;
* Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.&lt;br /&gt;
* Mouse buttons are not re-bindable currently due to a bug&lt;br /&gt;
* It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light&lt;br /&gt;
* Abductors are hyper-focused on bunnies and will ignore all other distractions&lt;br /&gt;
* Threadripper CPUs can have frame pacing issues causing random performance drops&lt;br /&gt;
* Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.&lt;br /&gt;
* The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.&lt;br /&gt;
* If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)&lt;br /&gt;
* Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6093</id>
		<title>Updates</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Updates&amp;diff=6093"/>
		<updated>2025-09-02T12:59:38Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: creation of the updates page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists every major and minor update &#039;&#039;&#039;Pacific Drive&#039;&#039;&#039; has gone through since its release on February 22, 2024.&lt;br /&gt;
&lt;br /&gt;
The current version of the game, as of September 2, 2025, is &#039;&#039;&#039;1.9.4&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Information regarding the updates was taken from the [https://store.steampowered.com/news/app/1458140?updates=true Steam Update History page] and the #news-and-updates and #patch-notes channel on the [https://discord.gg/Ms9CJhjXrp official Pacific Drive Discord server].&lt;br /&gt;
&lt;br /&gt;
== 1.1 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.1.0 ===&lt;br /&gt;
Release version of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
=== 1.1.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.1.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.4 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.4.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.5 ==&lt;br /&gt;
&lt;br /&gt;
=== 1.5.0 ===&lt;br /&gt;
&lt;br /&gt;
== 1.6 - Dumpsters, DSLR&#039;s, and Drives ==&lt;br /&gt;
&lt;br /&gt;
=== 1.6.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.4 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.6.5 ===&lt;br /&gt;
&lt;br /&gt;
== 1.7 - Drive Your Way ==&lt;br /&gt;
&lt;br /&gt;
=== 1.7.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.7.4 ===&lt;br /&gt;
&lt;br /&gt;
== 1.8 - Trips and Treasures ==&lt;br /&gt;
&lt;br /&gt;
=== 1.8.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.8.3 ===&lt;br /&gt;
&lt;br /&gt;
== 1.9 - Endless Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== 1.9.1 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.2 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.3 ===&lt;br /&gt;
&lt;br /&gt;
=== 1.9.4 ===&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Anomalies&amp;diff=3990</id>
		<title>Anomalies</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Anomalies&amp;diff=3990"/>
		<updated>2024-11-06T21:47:21Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: changed stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anomalies are seemingly impossible phenomena scattered around the [[Olympic Exclusion Zone|Zone]], most of them dangerous and should therefore be avoided at all cost. &lt;br /&gt;
&lt;br /&gt;
== [[File:Weird.png|50px]] Weird ==&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Abductor]] [[Abductor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bigfoot.png|30px|link=Bigfoot]] [[Bigfoot]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-MALFUNCTION.png|30px]] [[Broken Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Bubblegum Buddy]] [[Bubblegum Buddy]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Glittering Boulder]] [[Glittering Boulder]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Honeypot]] [[Honeypot]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Left-Right]] [[Left-Right]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Pothole]] [[Pothole]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Pickpocket]] [[Pickpocket]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Shaggy Scrambler]] [[Shaggy Scrambler]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Electrical.png|50px]] Electrical ==&lt;br /&gt;
[[File:LEECH-ELECTRIC.png|30px]] [[Bolt Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Crackling Crawler]] [[Crackling Crawler]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-CHARGING.png|30px]] [[Hopped-up Hare]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Minuteman]] [[Minuteman]] &lt;br /&gt;
&lt;br /&gt;
[[File:Boon_Pacemaker.png|30px|link=Pacemaker]] [[Pacemaker]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Shocked Tourist]] [[Shocked Tourist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Sizzling Mist]] [[Sizzling Mist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Spark Tower]] [[Spark Tower]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Wriggling Wreck]] [[Wriggling Wreck]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Acid.png|50px]] Acid ==&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Belching Barnacle]] [[Belching Barnacle]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-ACID.png|30px|link=Burp Bunny]] [[Burp Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Cough Box]] [[Cough Box]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Moldy Balloon]] [[Moldy Balloon]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Rotten Egg]] [[Rotten Egg]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Sick Mickey]] [[Sick Mickey]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Physical.png|50px]] Physical ==&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Airstrip]] [[Airstrip]] &lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Bollard]] [[Bollard]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Devil Grinder]] [[Devil Grinder]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Shaker]] [[Shaker]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Piercing.png|50px]] Piercing ==&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Can Opener]] [[Blacksmith]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Can Opener]] [[Can Opener]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Spike Log]] [[Spike Log]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Spike Puddle]] [[Spike Puddle]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Radiant Dredge]] [[Radiant Dredge]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Explosive.png|50px]] Explosive ==&lt;br /&gt;
[[File:LEECH-EXPLOSIVE.png|30px|link=Boom Bunny]][[Boom Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tourist]] [[Tourist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tour Bus]] [[Tour Bus]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tourist Trap]] [[Tourist Trap]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Ticking Tumbler]] [[Ticking Tumbler]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Radiation.png|50px]] Radiation ==&lt;br /&gt;
[[File:LEECH-RADIATION.png|30px]] [[Dust Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-RADIATION.png|30px|link=Fallen Firmament]] [[Fallen Firmament]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-RADIATION.png|30px|link=Hot Dust]] [[Hot Dust]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Player_Health.png|50px]] Healing ==&lt;br /&gt;
[[File:Beating_Heart.png|30px]] [[Beating Heart]]&lt;br /&gt;
&lt;br /&gt;
[[File:Happy-Hare.png|30px]] [[Happy Hare]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs to be modal based on theme --&amp;gt;== [[File:Atmospheric-Meter.png|50px]] Weather ==&lt;br /&gt;
[[File:HAZARD-ACID.png|30px]] [[Corrosive Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px]] [[Electromagnetic Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:WIND-SQUALL.png|30px]] [[Hurricane Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:Meteorite_Medley.png|30px]] [[Meteorite Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px]] [[Seismic Squall]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
[[File:LogbookCappy.png|30x30px]] [[Colossal Cappy]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Anomalies&amp;diff=3989</id>
		<title>Anomalies</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Anomalies&amp;diff=3989"/>
		<updated>2024-11-06T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anomalies are seemingly impossible phenomena scattered around the [[Olympic Exclusion Zone|Zone]], most of them dangerous and should therefore be avoided at all cost. &lt;br /&gt;
&lt;br /&gt;
== [[File:Weird.png|50px]] Weird ==&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Abductor]] [[Abductor]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bigfoot.png|30px|link=Bigfoot]] [[Bigfoot]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-MALFUNCTION.png|30px]] [[Broken Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Bubblegum Buddy]] [[Bubblegum Buddy]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Glittering Boulder]] [[Glittering Boulder]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Honeypot]] [[Honeypot]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Left-Right]] [[Left-Right]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Pothole]] [[Pothole]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Pickpocket]] [[Pickpocket]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px|link=Shaggy Scrambler]] [[Shaggy Scrambler]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Electrical.png|50px]] Electrical ==&lt;br /&gt;
[[File:LEECH-ELECTRIC.png|30px]] [[Bolt Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Crackling Crawler]] [[Crackling Crawler]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-CHARGING.png|30px]] [[Hopped-up Hare]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Minuteman]] [[Minuteman]] &lt;br /&gt;
&lt;br /&gt;
[[File:Boon_Pacemaker.png|30px|link=Pacemaker]] [[Pacemaker]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Shocked Tourist]] [[Shocked Tourist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Sizzling Mist]] [[Sizzling Mist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Spark Tower]] [[Spark Tower]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ELECTRICAL.png|30px|link=Wriggling Wreck]] [[Wriggling Wreck]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Acid.png|50px]] Acid ==&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Belching Barnacle]] [[Belching Barnacle]]&lt;br /&gt;
&lt;br /&gt;
[[File:LEECH-ACID.png|30px|link=Burp Bunny]] [[Burp Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Cough Box]] [[Cough Box]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Moldy Balloon]] [[Moldy Balloon]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Rotten Egg]] [[Rotten Egg]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-ACID.png|30px|link=Sick Mickey]] [[Sick Mickey]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Physical.png|50px]] Physical ==&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Airstrip]] [[Airstrip]] &lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Bollard]] [[Bollard]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Devil Grinder]] [[Devil Grinder]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px|link=Shaker]] [[Shaker]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Piercing.png|50px]] Piercing ==&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Can Opener]] [[Blacksmith]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Can Opener]] [[Can Opener]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Spike Log]] [[Spike Log]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Spike Puddle]] [[Spike Puddle]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PIERCING.png|30px|link=Radiant Dredge]] [[Radiant Dredge]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Explosive.png|50px]] Explosive ==&lt;br /&gt;
[[File:LEECH-EXPLOSIVE.png|30px|link=Boom Bunny]][[Boom Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tourist]] [[Tourist]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tour Bus]] [[Tour Bus]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Tourist Trap]] [[Tourist Trap]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-EXPLOSIVE.png|30px|link=Ticking Tumbler]] [[Ticking Tumbler]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Radiation.png|50px]] Radiation ==&lt;br /&gt;
[[File:LEECH-RADIATION.png|30px]] [[Dust Bunny]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-RADIATION.png|30px|link=Fallen Firmament]] [[Fallen Firmament]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-RADIATION.png|30px|link=Hot Dust]] [[Hot Dust]]&lt;br /&gt;
&lt;br /&gt;
== [[File:Player_Health.png|50px]] Healing ==&lt;br /&gt;
[[File:Beating_Heart.png|30px]] [[Beating Heart]]&lt;br /&gt;
&lt;br /&gt;
[[File:Happy-Hare.png|30px]] [[Happy Hare]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs to be modal based on theme --&amp;gt;== [[File:Atmospheric-Meter.png|50px]] Weather ==&lt;br /&gt;
[[File:HAZARD-ACID.png|30px]] [[Corrosive Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-WEIRD.png|30px]] [[Electromagnetic Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:WIND-SQUALL.png|30px]] [[Hurricane Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:Meteorite_Medley.png|30px]] [[Meteorite Squall]]&lt;br /&gt;
&lt;br /&gt;
[[File:HAZARD-PHYSICAL.png|30px]] [[Seismic Squall]]&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Music&amp;diff=3979</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Music&amp;diff=3979"/>
		<updated>2024-10-29T21:49:00Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;[[File:ALBUMCOVER.jpg|thumb|none]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Soundtrack ==&lt;br /&gt;
The soundtrack for Pacific Drive was composed by [http://www.rogetmusic.com/ Wilbert Roget II] and was released to streaming services on February 22, 2024. It consists of 15 instrumental tracks, all of which play at certain points during gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Track&lt;br /&gt;
!Duration&lt;br /&gt;
!Features&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&#039;&#039;&#039;The Remnant (Pacific Drive Main Theme)&#039;&#039;&#039;&lt;br /&gt;
|2:28&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;&#039;Instability&#039;&#039;&#039;&lt;br /&gt;
|1:45&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;&#039;The Woods&#039;&#039;&#039;&lt;br /&gt;
|3:53&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;&#039;The Garage&#039;&#039;&#039;&lt;br /&gt;
|3:33&lt;br /&gt;
| -&lt;br /&gt;
|[[Auto Shop]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;&#039;Passacaglia&#039;&#039;&#039;&lt;br /&gt;
|2:50&lt;br /&gt;
|Sam Suggs, D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;&#039;The Mires&#039;&#039;&#039;&lt;br /&gt;
|3:21&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;&#039;Parts and Labor&#039;&#039;&#039;&lt;br /&gt;
|3:04&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;&#039;The Old Wall&#039;&#039;&#039;&lt;br /&gt;
|3:07&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&#039;&#039;&#039;The Deep Zone&#039;&#039;&#039;&lt;br /&gt;
|3:42&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;&#039;The Gateway&#039;&#039;&#039;&lt;br /&gt;
|2:13&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&#039;&#039;&#039;LIM Tech&#039;&#039;&#039;&lt;br /&gt;
|3:40&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&#039;&#039;&#039;Driver&#039;&#039;&#039;&lt;br /&gt;
|1:51&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&#039;&#039;&#039;Atlantis&#039;&#039;&#039;&lt;br /&gt;
|4:06&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&#039;&#039;&#039;Punch It&#039;&#039;&#039;&lt;br /&gt;
|2:30&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;&#039;The Remnant (Reprise)&#039;&#039;&#039;&lt;br /&gt;
|2:50&lt;br /&gt;
| -&lt;br /&gt;
|Credits&lt;br /&gt;
|}&lt;br /&gt;
[[File:RadioALBUMCOVER.jpg|thumb|none]]&lt;br /&gt;
== Radio Soundtrack ==&lt;br /&gt;
The [[car]] radio can play 26 different tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Artist&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost on the Road&#039;&#039;&#039;&lt;br /&gt;
|A Shell In The Pit&lt;br /&gt;
|5:41&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Puzzle Pieces&#039;&#039;&#039;&lt;br /&gt;
|LEMON BOY&lt;br /&gt;
|3:43&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Los Angeles&#039;&#039;&#039;&lt;br /&gt;
|Eyeliner&lt;br /&gt;
|3:33&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swansea&#039;&#039;&#039;&lt;br /&gt;
|Lemolo&lt;br /&gt;
|3:53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Mystery&#039;&#039;&#039;&lt;br /&gt;
|Mark Crawford, Kenny Lee Young&lt;br /&gt;
|3:12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forty Fives Say Six Six Six&#039;&#039;&#039;&lt;br /&gt;
|King Dude&lt;br /&gt;
|2:49&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1964&#039;&#039;&#039;&lt;br /&gt;
|I Will Keep Your Ghost&lt;br /&gt;
|5:19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;She Told Me Where To Go&#039;&#039;&#039;&lt;br /&gt;
|Old Man Luedecke&lt;br /&gt;
|2:47&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conjuring Hell&#039;&#039;&#039;&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|4:00&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cadillac Dust&#039;&#039;&#039;&lt;br /&gt;
|Elliott BROOD&lt;br /&gt;
|3:16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Train Song&#039;&#039;&#039;&lt;br /&gt;
|Ilene Dracott&lt;br /&gt;
|2:44&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doctor Juice&#039;&#039;&#039;&lt;br /&gt;
|Leon Laudenbach&lt;br /&gt;
|4:13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Freeze&#039;&#039;&#039;&lt;br /&gt;
|Worse in Person&lt;br /&gt;
|4:12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodless&#039;&#039;&#039;&lt;br /&gt;
|Claire Cronin&lt;br /&gt;
|5:33&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Castle&#039;&#039;&#039;&lt;br /&gt;
|King Dude&lt;br /&gt;
|3:38&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Whispers of the Past&#039;&#039;&#039;&lt;br /&gt;
|:Of The Wand And The Moon:&lt;br /&gt;
|4:51&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disturbing the Quiet&#039;&#039;&#039;&lt;br /&gt;
|Patrik Jerlestam, Isabella Marison&lt;br /&gt;
|2:46&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodoath&#039;&#039;&#039;&lt;br /&gt;
|EXES, Petey&lt;br /&gt;
|3:36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Save Us Sarah&#039;&#039;&#039;&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|5:10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liminal Drifter&#039;&#039;&#039;&lt;br /&gt;
|Zachary Blystone&lt;br /&gt;
|3:39&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Decay&#039;&#039;&#039;&lt;br /&gt;
|Crooked Mouth&lt;br /&gt;
|2:58&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seven Trumpets&#039;&#039;&#039;&lt;br /&gt;
|Michael Ray and the Plastic Sheets&lt;br /&gt;
|3:52&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Night Shades&#039;&#039;&#039;&lt;br /&gt;
|LRITDL&lt;br /&gt;
|3:19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drawing Down the Moon&#039;&#039;&#039;&lt;br /&gt;
|Gaia Consort&lt;br /&gt;
|5:04&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Turn the Page&#039;&#039;&#039;&lt;br /&gt;
|Moon Cathedral&lt;br /&gt;
|4:53&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Knife&#039;&#039;&#039;&lt;br /&gt;
|Crooked Mouth, Headstone Brigade&lt;br /&gt;
|3:03&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Music&amp;diff=3978</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Music&amp;diff=3978"/>
		<updated>2024-10-29T21:42:34Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;[[File:ALBUMCOVER.jpg|thumb|none]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Soundtrack ==&lt;br /&gt;
The soundtrack for Pacific Drive was composed by [http://www.rogetmusic.com/ Wilbert Roget II] and was released to streaming services on February 22, 2024. It consists of 15 instrumental tracks, all of which play at certain points during gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Track&lt;br /&gt;
!Duration&lt;br /&gt;
!Features&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Remnant (Pacific Drive Main Theme)&lt;br /&gt;
|2:28&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Instability&lt;br /&gt;
|1:45&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Woods&lt;br /&gt;
|3:53&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Garage&lt;br /&gt;
|3:33&lt;br /&gt;
| -&lt;br /&gt;
|[[Auto Shop]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Passacaglia&lt;br /&gt;
|2:50&lt;br /&gt;
|Sam Suggs, D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The Mires&lt;br /&gt;
|3:21&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Parts and Labor&lt;br /&gt;
|3:04&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Old Wall&lt;br /&gt;
|3:07&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|The Deep Zone&lt;br /&gt;
|3:42&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The Gateway&lt;br /&gt;
|2:13&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|LIM Tech&lt;br /&gt;
|3:40&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Driver&lt;br /&gt;
|1:51&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Atlantis&lt;br /&gt;
|4:06&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Punch It&lt;br /&gt;
|2:30&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|The Remnant (Reprise)&lt;br /&gt;
|2:50&lt;br /&gt;
| -&lt;br /&gt;
|Credits&lt;br /&gt;
|}&lt;br /&gt;
[[File:RadioALBUMCOVER.jpg|thumb|none]]&lt;br /&gt;
== Radio Soundtrack ==&lt;br /&gt;
The [[car]] radio can play 26 different tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Artist&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|Ghost on the Road&lt;br /&gt;
|A Shell In The Pit&lt;br /&gt;
|5:41&lt;br /&gt;
|-&lt;br /&gt;
|Puzzle Pieces&lt;br /&gt;
|LEMON BOY&lt;br /&gt;
|3:43&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Eyeliner&lt;br /&gt;
|3:33&lt;br /&gt;
|-&lt;br /&gt;
|Swansea&lt;br /&gt;
|Lemolo&lt;br /&gt;
|3:53&lt;br /&gt;
|-&lt;br /&gt;
|Holy Mystery&lt;br /&gt;
|Mark Crawford, Kenny Lee Young&lt;br /&gt;
|3:12&lt;br /&gt;
|-&lt;br /&gt;
|Forty Fives Say Six Six Six&lt;br /&gt;
|King Dude&lt;br /&gt;
|2:49&lt;br /&gt;
|-&lt;br /&gt;
|1964&lt;br /&gt;
|I Will Keep Your Ghost&lt;br /&gt;
|5:19&lt;br /&gt;
|-&lt;br /&gt;
|She Told Me Where To Go&lt;br /&gt;
|Old Man Luedecke&lt;br /&gt;
|2:47&lt;br /&gt;
|-&lt;br /&gt;
|Conjuring Hell&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|4:00&lt;br /&gt;
|-&lt;br /&gt;
|Cadillac Dust&lt;br /&gt;
|Elliott BROOD&lt;br /&gt;
|3:16&lt;br /&gt;
|-&lt;br /&gt;
|Train Song&lt;br /&gt;
|Ilene Dracott&lt;br /&gt;
|2:44&lt;br /&gt;
|-&lt;br /&gt;
|Doctor Juice&lt;br /&gt;
|Leon Laudenbach&lt;br /&gt;
|4:13&lt;br /&gt;
|-&lt;br /&gt;
|The Freeze&lt;br /&gt;
|Worse in Person&lt;br /&gt;
|4:12&lt;br /&gt;
|-&lt;br /&gt;
|Bloodless&lt;br /&gt;
|Claire Cronin&lt;br /&gt;
|5:33&lt;br /&gt;
|-&lt;br /&gt;
|The Castle&lt;br /&gt;
|King Dude&lt;br /&gt;
|3:38&lt;br /&gt;
|-&lt;br /&gt;
|Whispers of the Past&lt;br /&gt;
|:Of The Wand And The Moon:&lt;br /&gt;
|4:51&lt;br /&gt;
|-&lt;br /&gt;
|Disturbing the Quiet&lt;br /&gt;
|Patrik Jerlestam, Isabella Marison&lt;br /&gt;
|2:46&lt;br /&gt;
|-&lt;br /&gt;
|Bloodoath&lt;br /&gt;
|EXES, Petey&lt;br /&gt;
|3:36&lt;br /&gt;
|-&lt;br /&gt;
|Save Us Sarah&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|5:10&lt;br /&gt;
|-&lt;br /&gt;
|Liminal Drifter&lt;br /&gt;
|Zachary Blystone&lt;br /&gt;
|3:39&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|Crooked Mouth&lt;br /&gt;
|2:58&lt;br /&gt;
|-&lt;br /&gt;
|Seven Trumpets&lt;br /&gt;
|Michael Ray and the Plastic Sheets&lt;br /&gt;
|3:52&lt;br /&gt;
|-&lt;br /&gt;
|Night Shades&lt;br /&gt;
|LRITDL&lt;br /&gt;
|3:19&lt;br /&gt;
|-&lt;br /&gt;
|Drawing Down the Moon&lt;br /&gt;
|Gaia Consort&lt;br /&gt;
|5:04&lt;br /&gt;
|-&lt;br /&gt;
|Turn the Page&lt;br /&gt;
|Moon Cathedral&lt;br /&gt;
|4:53&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|Crooked Mouth, Headstone Brigade&lt;br /&gt;
|3:03&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Music&amp;diff=3977</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Music&amp;diff=3977"/>
		<updated>2024-10-29T21:41:53Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;[[File:ALBUMCOVER.jpg|thumb|none]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Soundtrack ==&lt;br /&gt;
The soundtrack for Pacific Drive was composed by [http://www.rogetmusic.com/ Wilbert Roget II] and was released to streaming services on February 22, 2024. It consists of 15 instrumental tracks, all of which play at certain points during gameplay.&lt;br /&gt;
[[File:RadioALBUMCOVER.jpg|thumb|none]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Track&lt;br /&gt;
!Duration&lt;br /&gt;
!Features&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Remnant (Pacific Drive Main Theme)&lt;br /&gt;
|2:28&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Instability&lt;br /&gt;
|1:45&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Woods&lt;br /&gt;
|3:53&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Garage&lt;br /&gt;
|3:33&lt;br /&gt;
| -&lt;br /&gt;
|[[Auto Shop]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Passacaglia&lt;br /&gt;
|2:50&lt;br /&gt;
|Sam Suggs, D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The Mires&lt;br /&gt;
|3:21&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Parts and Labor&lt;br /&gt;
|3:04&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Old Wall&lt;br /&gt;
|3:07&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|The Deep Zone&lt;br /&gt;
|3:42&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The Gateway&lt;br /&gt;
|2:13&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|LIM Tech&lt;br /&gt;
|3:40&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Driver&lt;br /&gt;
|1:51&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Atlantis&lt;br /&gt;
|4:06&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Punch It&lt;br /&gt;
|2:30&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|The Remnant (Reprise)&lt;br /&gt;
|2:50&lt;br /&gt;
| -&lt;br /&gt;
|Credits&lt;br /&gt;
|}&lt;br /&gt;
== Radio Soundtrack ==&lt;br /&gt;
The [[car]] radio can play 26 different tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Artist&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|Ghost on the Road&lt;br /&gt;
|A Shell In The Pit&lt;br /&gt;
|5:41&lt;br /&gt;
|-&lt;br /&gt;
|Puzzle Pieces&lt;br /&gt;
|LEMON BOY&lt;br /&gt;
|3:43&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Eyeliner&lt;br /&gt;
|3:33&lt;br /&gt;
|-&lt;br /&gt;
|Swansea&lt;br /&gt;
|Lemolo&lt;br /&gt;
|3:53&lt;br /&gt;
|-&lt;br /&gt;
|Holy Mystery&lt;br /&gt;
|Mark Crawford, Kenny Lee Young&lt;br /&gt;
|3:12&lt;br /&gt;
|-&lt;br /&gt;
|Forty Fives Say Six Six Six&lt;br /&gt;
|King Dude&lt;br /&gt;
|2:49&lt;br /&gt;
|-&lt;br /&gt;
|1964&lt;br /&gt;
|I Will Keep Your Ghost&lt;br /&gt;
|5:19&lt;br /&gt;
|-&lt;br /&gt;
|She Told Me Where To Go&lt;br /&gt;
|Old Man Luedecke&lt;br /&gt;
|2:47&lt;br /&gt;
|-&lt;br /&gt;
|Conjuring Hell&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|4:00&lt;br /&gt;
|-&lt;br /&gt;
|Cadillac Dust&lt;br /&gt;
|Elliott BROOD&lt;br /&gt;
|3:16&lt;br /&gt;
|-&lt;br /&gt;
|Train Song&lt;br /&gt;
|Ilene Dracott&lt;br /&gt;
|2:44&lt;br /&gt;
|-&lt;br /&gt;
|Doctor Juice&lt;br /&gt;
|Leon Laudenbach&lt;br /&gt;
|4:13&lt;br /&gt;
|-&lt;br /&gt;
|The Freeze&lt;br /&gt;
|Worse in Person&lt;br /&gt;
|4:12&lt;br /&gt;
|-&lt;br /&gt;
|Bloodless&lt;br /&gt;
|Claire Cronin&lt;br /&gt;
|5:33&lt;br /&gt;
|-&lt;br /&gt;
|The Castle&lt;br /&gt;
|King Dude&lt;br /&gt;
|3:38&lt;br /&gt;
|-&lt;br /&gt;
|Whispers of the Past&lt;br /&gt;
|:Of The Wand And The Moon:&lt;br /&gt;
|4:51&lt;br /&gt;
|-&lt;br /&gt;
|Disturbing the Quiet&lt;br /&gt;
|Patrik Jerlestam, Isabella Marison&lt;br /&gt;
|2:46&lt;br /&gt;
|-&lt;br /&gt;
|Bloodoath&lt;br /&gt;
|EXES, Petey&lt;br /&gt;
|3:36&lt;br /&gt;
|-&lt;br /&gt;
|Save Us Sarah&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|5:10&lt;br /&gt;
|-&lt;br /&gt;
|Liminal Drifter&lt;br /&gt;
|Zachary Blystone&lt;br /&gt;
|3:39&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|Crooked Mouth&lt;br /&gt;
|2:58&lt;br /&gt;
|-&lt;br /&gt;
|Seven Trumpets&lt;br /&gt;
|Michael Ray and the Plastic Sheets&lt;br /&gt;
|3:52&lt;br /&gt;
|-&lt;br /&gt;
|Night Shades&lt;br /&gt;
|LRITDL&lt;br /&gt;
|3:19&lt;br /&gt;
|-&lt;br /&gt;
|Drawing Down the Moon&lt;br /&gt;
|Gaia Consort&lt;br /&gt;
|5:04&lt;br /&gt;
|-&lt;br /&gt;
|Turn the Page&lt;br /&gt;
|Moon Cathedral&lt;br /&gt;
|4:53&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|Crooked Mouth, Headstone Brigade&lt;br /&gt;
|3:03&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Music&amp;diff=3976</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Music&amp;diff=3976"/>
		<updated>2024-10-29T21:41:10Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;[[File:ALBUMCOVER.jpg|thumb|none]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Soundtrack ==&lt;br /&gt;
The soundtrack for Pacific Drive was composed by [http://www.rogetmusic.com/ Wilbert Roget II] and was released to streaming services on February 22, 2024. It consists of 15 instrumental tracks, all of which play at certain points during gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Track&lt;br /&gt;
!Duration&lt;br /&gt;
!Features&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Remnant (Pacific Drive Main Theme)&lt;br /&gt;
|2:28&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Instability&lt;br /&gt;
|1:45&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Woods&lt;br /&gt;
|3:53&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Garage&lt;br /&gt;
|3:33&lt;br /&gt;
| -&lt;br /&gt;
|[[Auto Shop]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Passacaglia&lt;br /&gt;
|2:50&lt;br /&gt;
|Sam Suggs, D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The Mires&lt;br /&gt;
|3:21&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Parts and Labor&lt;br /&gt;
|3:04&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Old Wall&lt;br /&gt;
|3:07&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|The Deep Zone&lt;br /&gt;
|3:42&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The Gateway&lt;br /&gt;
|2:13&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|LIM Tech&lt;br /&gt;
|3:40&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Driver&lt;br /&gt;
|1:51&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Atlantis&lt;br /&gt;
|4:06&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Punch It&lt;br /&gt;
|2:30&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|The Remnant (Reprise)&lt;br /&gt;
|2:50&lt;br /&gt;
| -&lt;br /&gt;
|Credits&lt;br /&gt;
|}&lt;br /&gt;
[[File:RadioALBUMCOVER.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
== Radio Soundtrack ==&lt;br /&gt;
The [[car]] radio can play 26 different tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Artist&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|Ghost on the Road&lt;br /&gt;
|A Shell In The Pit&lt;br /&gt;
|5:41&lt;br /&gt;
|-&lt;br /&gt;
|Puzzle Pieces&lt;br /&gt;
|LEMON BOY&lt;br /&gt;
|3:43&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Eyeliner&lt;br /&gt;
|3:33&lt;br /&gt;
|-&lt;br /&gt;
|Swansea&lt;br /&gt;
|Lemolo&lt;br /&gt;
|3:53&lt;br /&gt;
|-&lt;br /&gt;
|Holy Mystery&lt;br /&gt;
|Mark Crawford, Kenny Lee Young&lt;br /&gt;
|3:12&lt;br /&gt;
|-&lt;br /&gt;
|Forty Fives Say Six Six Six&lt;br /&gt;
|King Dude&lt;br /&gt;
|2:49&lt;br /&gt;
|-&lt;br /&gt;
|1964&lt;br /&gt;
|I Will Keep Your Ghost&lt;br /&gt;
|5:19&lt;br /&gt;
|-&lt;br /&gt;
|She Told Me Where To Go&lt;br /&gt;
|Old Man Luedecke&lt;br /&gt;
|2:47&lt;br /&gt;
|-&lt;br /&gt;
|Conjuring Hell&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|4:00&lt;br /&gt;
|-&lt;br /&gt;
|Cadillac Dust&lt;br /&gt;
|Elliott BROOD&lt;br /&gt;
|3:16&lt;br /&gt;
|-&lt;br /&gt;
|Train Song&lt;br /&gt;
|Ilene Dracott&lt;br /&gt;
|2:44&lt;br /&gt;
|-&lt;br /&gt;
|Doctor Juice&lt;br /&gt;
|Leon Laudenbach&lt;br /&gt;
|4:13&lt;br /&gt;
|-&lt;br /&gt;
|The Freeze&lt;br /&gt;
|Worse in Person&lt;br /&gt;
|4:12&lt;br /&gt;
|-&lt;br /&gt;
|Bloodless&lt;br /&gt;
|Claire Cronin&lt;br /&gt;
|5:33&lt;br /&gt;
|-&lt;br /&gt;
|The Castle&lt;br /&gt;
|King Dude&lt;br /&gt;
|3:38&lt;br /&gt;
|-&lt;br /&gt;
|Whispers of the Past&lt;br /&gt;
|:Of The Wand And The Moon:&lt;br /&gt;
|4:51&lt;br /&gt;
|-&lt;br /&gt;
|Disturbing the Quiet&lt;br /&gt;
|Patrik Jerlestam, Isabella Marison&lt;br /&gt;
|2:46&lt;br /&gt;
|-&lt;br /&gt;
|Bloodoath&lt;br /&gt;
|EXES, Petey&lt;br /&gt;
|3:36&lt;br /&gt;
|-&lt;br /&gt;
|Save Us Sarah&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|5:10&lt;br /&gt;
|-&lt;br /&gt;
|Liminal Drifter&lt;br /&gt;
|Zachary Blystone&lt;br /&gt;
|3:39&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|Crooked Mouth&lt;br /&gt;
|2:58&lt;br /&gt;
|-&lt;br /&gt;
|Seven Trumpets&lt;br /&gt;
|Michael Ray and the Plastic Sheets&lt;br /&gt;
|3:52&lt;br /&gt;
|-&lt;br /&gt;
|Night Shades&lt;br /&gt;
|LRITDL&lt;br /&gt;
|3:19&lt;br /&gt;
|-&lt;br /&gt;
|Drawing Down the Moon&lt;br /&gt;
|Gaia Consort&lt;br /&gt;
|5:04&lt;br /&gt;
|-&lt;br /&gt;
|Turn the Page&lt;br /&gt;
|Moon Cathedral&lt;br /&gt;
|4:53&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|Crooked Mouth, Headstone Brigade&lt;br /&gt;
|3:03&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Music&amp;diff=3975</id>
		<title>Music</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Music&amp;diff=3975"/>
		<updated>2024-10-29T21:40:07Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;[[File:ALBUMCOVER.jpg|thumb]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game Soundtrack ==&lt;br /&gt;
The soundtrack for Pacific Drive was composed by [http://www.rogetmusic.com/ Wilbert Roget II] and was released to streaming services on February 22, 2024. It consists of 15 instrumental tracks, all of which play at certain points during gameplay.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!#&lt;br /&gt;
!Track&lt;br /&gt;
!Duration&lt;br /&gt;
!Features&lt;br /&gt;
!Location&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The Remnant (Pacific Drive Main Theme)&lt;br /&gt;
|2:28&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|Main Menu&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Instability&lt;br /&gt;
|1:45&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The Woods&lt;br /&gt;
|3:53&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Garage&lt;br /&gt;
|3:33&lt;br /&gt;
| -&lt;br /&gt;
|[[Auto Shop]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Passacaglia&lt;br /&gt;
|2:50&lt;br /&gt;
|Sam Suggs, D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The Mires&lt;br /&gt;
|3:21&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Parts and Labor&lt;br /&gt;
|3:04&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|The Old Wall&lt;br /&gt;
|3:07&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|The Deep Zone&lt;br /&gt;
|3:42&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The Gateway&lt;br /&gt;
|2:13&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|LIM Tech&lt;br /&gt;
|3:40&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Driver&lt;br /&gt;
|1:51&lt;br /&gt;
|D&#039;Anthoni Wooten&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Atlantis&lt;br /&gt;
|4:06&lt;br /&gt;
|Sam Suggs&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Punch It&lt;br /&gt;
|2:30&lt;br /&gt;
| -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|The Remnant (Reprise)&lt;br /&gt;
|2:50&lt;br /&gt;
| -&lt;br /&gt;
|Credits&lt;br /&gt;
|}&lt;br /&gt;
[[File:RadioALBUMCOVER.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
== Radio Soundtrack ==&lt;br /&gt;
The [[car]] radio can play 26 different tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Artist&lt;br /&gt;
!Duration&lt;br /&gt;
|-&lt;br /&gt;
|Ghost on the Road&lt;br /&gt;
|A Shell In The Pit&lt;br /&gt;
|5:41&lt;br /&gt;
|-&lt;br /&gt;
|Puzzle Pieces&lt;br /&gt;
|LEMON BOY&lt;br /&gt;
|3:43&lt;br /&gt;
|-&lt;br /&gt;
|Los Angeles&lt;br /&gt;
|Eyeliner&lt;br /&gt;
|3:33&lt;br /&gt;
|-&lt;br /&gt;
|Swansea&lt;br /&gt;
|Lemolo&lt;br /&gt;
|3:53&lt;br /&gt;
|-&lt;br /&gt;
|Holy Mystery&lt;br /&gt;
|Mark Crawford, Kenny Lee Young&lt;br /&gt;
|3:12&lt;br /&gt;
|-&lt;br /&gt;
|Forty Fives Say Six Six Six&lt;br /&gt;
|King Dude&lt;br /&gt;
|2:49&lt;br /&gt;
|-&lt;br /&gt;
|1964&lt;br /&gt;
|I Will Keep Your Ghost&lt;br /&gt;
|5:19&lt;br /&gt;
|-&lt;br /&gt;
|She Told Me Where To Go&lt;br /&gt;
|Old Man Luedecke&lt;br /&gt;
|2:47&lt;br /&gt;
|-&lt;br /&gt;
|Conjuring Hell&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|4:00&lt;br /&gt;
|-&lt;br /&gt;
|Cadillac Dust&lt;br /&gt;
|Elliott BROOD&lt;br /&gt;
|3:16&lt;br /&gt;
|-&lt;br /&gt;
|Train Song&lt;br /&gt;
|Ilene Dracott&lt;br /&gt;
|2:44&lt;br /&gt;
|-&lt;br /&gt;
|Doctor Juice&lt;br /&gt;
|Leon Laudenbach&lt;br /&gt;
|4:13&lt;br /&gt;
|-&lt;br /&gt;
|The Freeze&lt;br /&gt;
|Worse in Person&lt;br /&gt;
|4:12&lt;br /&gt;
|-&lt;br /&gt;
|Bloodless&lt;br /&gt;
|Claire Cronin&lt;br /&gt;
|5:33&lt;br /&gt;
|-&lt;br /&gt;
|The Castle&lt;br /&gt;
|King Dude&lt;br /&gt;
|3:38&lt;br /&gt;
|-&lt;br /&gt;
|Whispers of the Past&lt;br /&gt;
|:Of The Wand And The Moon:&lt;br /&gt;
|4:51&lt;br /&gt;
|-&lt;br /&gt;
|Disturbing the Quiet&lt;br /&gt;
|Patrik Jerlestam, Isabella Marison&lt;br /&gt;
|2:46&lt;br /&gt;
|-&lt;br /&gt;
|Bloodoath&lt;br /&gt;
|EXES, Petey&lt;br /&gt;
|3:36&lt;br /&gt;
|-&lt;br /&gt;
|Save Us Sarah&lt;br /&gt;
|Smokey Brights&lt;br /&gt;
|5:10&lt;br /&gt;
|-&lt;br /&gt;
|Liminal Drifter&lt;br /&gt;
|Zachary Blystone&lt;br /&gt;
|3:39&lt;br /&gt;
|-&lt;br /&gt;
|Decay&lt;br /&gt;
|Crooked Mouth&lt;br /&gt;
|2:58&lt;br /&gt;
|-&lt;br /&gt;
|Seven Trumpets&lt;br /&gt;
|Michael Ray and the Plastic Sheets&lt;br /&gt;
|3:52&lt;br /&gt;
|-&lt;br /&gt;
|Night Shades&lt;br /&gt;
|LRITDL&lt;br /&gt;
|3:19&lt;br /&gt;
|-&lt;br /&gt;
|Drawing Down the Moon&lt;br /&gt;
|Gaia Consort&lt;br /&gt;
|5:04&lt;br /&gt;
|-&lt;br /&gt;
|Turn the Page&lt;br /&gt;
|Moon Cathedral&lt;br /&gt;
|4:53&lt;br /&gt;
|-&lt;br /&gt;
|Knife&lt;br /&gt;
|Crooked Mouth, Headstone Brigade&lt;br /&gt;
|3:03&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:RadioALBUMCOVER.jpg&amp;diff=3974</id>
		<title>File:RadioALBUMCOVER.jpg</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:RadioALBUMCOVER.jpg&amp;diff=3974"/>
		<updated>2024-10-29T21:37:12Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;its the album cover, but red and stormy&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3947</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3947"/>
		<updated>2024-10-26T15:28:41Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Colossal Cappy seen in full from far away]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Cappy1.webp|none|thumb|1920x1920px|Cappy seen from the bridge leading to the core.]]&lt;br /&gt;
[[File:Cappy2.webp|none|thumb|1920x1920px|Cappy seen from really far away.]]&lt;br /&gt;
[[File:Cappy3.webp|none|thumb|1920x1920px|Cappy seen from relatively up-close, as well as the brdge that leads to the core.]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3946</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3946"/>
		<updated>2024-10-26T15:21:36Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoilers}}&lt;br /&gt;
{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Colossal Cappy seen in full from far away]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Cappy1.webp|none|thumb|1920x1920px|Cappy seen upclose along with bridge lead to the core]]&lt;br /&gt;
[[File:Cappy2.webp|none|thumb|1920x1920px|Cappy seen from far away]]&lt;br /&gt;
[[File:Cappy3.webp|none|thumb|1920x1920px|Cappy.]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Sierram&amp;diff=3945</id>
		<title>Sierram</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Sierram&amp;diff=3945"/>
		<updated>2024-10-26T15:15:45Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Locations]]&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
[[File:SierramSign.png|thumb|350x350px|&amp;quot;Sierram Welcomes You&amp;quot; roadsign]]&lt;br /&gt;
&#039;&#039;&#039;Sierram&#039;&#039;&#039; is a town located on Junction E1 in the [[Olympic Exclusion Zone|Outer Zone]] that was destroyed in 1973. &lt;br /&gt;
&lt;br /&gt;
It is a required location in two missions: &#039;&#039;&#039;&amp;quot;Remnant Experiment&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Stabilizing a Way Through&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Sierram&#039;s last-serving mayor was Steve Strawberry, in 1973.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[File:SierramSign1.png|thumb|288x288px|Dilapidated &amp;quot;LIM Fair&amp;quot; roadsign]]&lt;br /&gt;
Sierram is a town built to house ARDA personnel and their families. Circa 1973, the town was home to around 83 families.&lt;br /&gt;
&lt;br /&gt;
=== The Sierram Disaster ===&lt;br /&gt;
[[File:Cappy.png|thumb|288x288px|Colossal Cappy and the highway bridge connecting to it]]&lt;br /&gt;
On February 13, 1973, the first ever LIM fair was hosted in Sierram&#039;s town square. ARDA advertised the fair as &#039;&#039;&amp;quot;a good old fashioned small town get-together&amp;quot;&#039;&#039;. The fair advertised the multiple uses of LIM technology, especially in mundane household equipment, such as washing machines or lawn mowers.&lt;br /&gt;
&lt;br /&gt;
Around dinner time, a catastrophic energy burst at the fair destroyed the town center, killing everyone that was currently in Sierram. This event birthed a massive anomaly, which would be later-known as [[Colossal Cappy]].&lt;br /&gt;
&lt;br /&gt;
A wilderness youth camp 20 miles away from the epicenter were evacuated by ARDA hours later and shuttled to an orphanage, possibly being the only surviving (ex-)residents of Sierram.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
Sierram&#039;s town center is located in a valley in the mid-eastern Outer Zone. A dilapidated highway bridge passes through the center of the town.&lt;br /&gt;
&lt;br /&gt;
The town is full of Observatory Towers, erected following the Sierram Disaster to monitor [[Colossal Cappy]]. Sector Stabilizers can be seen in the distance surrounding the town.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3944</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3944"/>
		<updated>2024-10-25T21:42:30Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Colossal Cappy seen in full from far away]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Cappy1.webp|none|thumb|1920x1920px|Cappy seen upclose along with bridge lead to the core]]&lt;br /&gt;
[[File:Cappy2.webp|none|thumb|1920x1920px|Cappy seen from far away]]&lt;br /&gt;
[[File:Cappy3.webp|none|thumb|1920x1920px|Cappy.]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3943</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3943"/>
		<updated>2024-10-25T21:40:56Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Photograph of Colossal Cappy]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;br /&gt;
[[File:Cappy1.webp|none|thumb|1920x1920px|Cappy seen upclose along with bridge lead to the core]]&lt;br /&gt;
[[File:Cappy2.webp|none|thumb|1920x1920px|Cappy seen from far away]]&lt;br /&gt;
[[File:Cappy3.webp|none|thumb|1920x1920px|Cappy.]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:Cappy3.webp&amp;diff=3942</id>
		<title>File:Cappy3.webp</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:Cappy3.webp&amp;diff=3942"/>
		<updated>2024-10-25T21:40:15Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;credits to @elirus for obtaining this image at my request.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:Cappy2.webp&amp;diff=3941</id>
		<title>File:Cappy2.webp</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:Cappy2.webp&amp;diff=3941"/>
		<updated>2024-10-25T21:37:19Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;credits to @elirus for obtaining this image at my request.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:Cappy1.webp&amp;diff=3940</id>
		<title>File:Cappy1.webp</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:Cappy1.webp&amp;diff=3940"/>
		<updated>2024-10-25T21:36:04Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;credits to @elirus for obtaining this image at my request.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3939</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3939"/>
		<updated>2024-10-25T21:33:00Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Photograph of Colossal Cappy]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-Mission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3938</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3938"/>
		<updated>2024-10-25T21:32:33Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;br /&gt;
[[File:Cappy.png|thumb|372x372px|Photograph of Colossal Cappy]]&lt;br /&gt;
&#039;&#039;&#039;Colossal Cappy&#039;&#039;&#039; (also known as &#039;&#039;&amp;quot;Cappy&amp;quot;&#039;&#039;) is a highly unique [[Anomalies|Anomaly]], permanently situated in [[Sierram]], that plays a significant role in the main story of Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Unlike every other anomaly, Cappy is geographically fixed, permanent, incredibly large, has a known date of creation and causes chromatic aberration (RGB color separation) to the Driver at close range. Cappy&#039;s multilayered visual &#039;field&#039; is around 15 stories tall measured from the ground, making it easily visible from the edges of the Junction where Sierram once stood. Multiple large objects are seemly suspended within a zero-gravity field with a bright red center &#039;eye&#039;, such objects including train carriages.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, Cappy itself is completely harmless, although surrounded by expansive fields of harmful Hot Dust anomalies. Avoid them and you can safely scavenge the abandoned vehicles within a flare&#039;s throw of the gigantic anomaly.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&#039;&#039;View [[Sierram]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 1996 ===&lt;br /&gt;
&#039;&#039;&#039;Mission &amp;quot;Remnant Experiment&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Driver arrives in Sierram to test Oppy&#039;s theory and find out where the Station Wagon is a remnant or not. Oppy attempts to use Cappy to amplify the remnant&#039;s signal. &lt;br /&gt;
&lt;br /&gt;
First the Driver is instructed to get close to Cappy from the ground, getting no results. Next, Oppy commands the Driver to get closer to Cappy&#039;s core from higher ground, also giving no results. Finally, Oppy instructs the Driver to launch into Cappy&#039;s core via the delapidated bridge leading to it, stating that the Driver will be fine. &lt;br /&gt;
&lt;br /&gt;
To much of Tobias&#039; and Francis&#039; disagreement, the Driver drives the car into Cappy&#039;s core. Although Cappy fries Oppy&#039;s communication devices, her theory is proven in that the car is a remnant after all. Once the Driver checks the Route Planner, Sierram has not an instability storm, likely caused by Cappy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post-Mission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After this the speed-enhancing anomalies at the end of the bridge will no longer appear and attempting to recreate the stunt will cause you to fall stupendously.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gallery&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Blacksmith&amp;diff=3934</id>
		<title>Blacksmith</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Blacksmith&amp;diff=3934"/>
		<updated>2024-10-25T21:07:47Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: deleted an extra category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|name=Blacksmith|icon=HAZARD-PIERCING.png|lb-content=TRANSCRIPT taken from briefing by Dr. Niraj Patel, April 20th, 1967.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Thank you for taking the time to join us today, everyone. I&#039;m well aware the military has plenty on its schedule. My assistant is passing out summary reports, but should you require more information, I have extensive, in-depth data collected over several years of research on a wide variety of phenomena here on the Peninsula.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;My speciality has been what we have broadly categorized as geological Anomalies and today I&#039;d like to update you on what many of your soldiers have been calling the &amp;quot;Blacksmith.&amp;quot; Within just a couple of weeks, the Anomalies have already caused extensive disruption and a great deal of injury. They&#039;ve demolished buildings. They&#039;ve brought down transmitters. They&#039;ve forced vehicles off the road. The damage done has already run into the millions and all of us, soldiers or scientists, are acutely aware of the costs we&#039;re accruing and the equipment we&#039;re writing off. I&#039;m hoping we can pool our experiences and best practices and save one another a lot of stress and harm.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;First, I&#039;m hoping we can find a pattern to this latest Anomaly, the way we sometimes have with others. Second, I&#039;m hoping we can find a way to predict and even avoid these. Let&#039;s start by reviewing some witness statements...&lt;br /&gt;
|locations=red_spires}}&lt;br /&gt;
===Found in===&lt;br /&gt;
&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;div style=&amp;quot;color: #eaecc3; display: flex; align-items: center; width: fit-content; padding: 0; margin: 0; border: solid; border-color: #8d7a90; border-width: 2px;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;margin: 0; padding-left: 8px; padding-right: 8px;&amp;quot;&amp;gt;[[File:RedSpires.png|26px|alt=Icon for the Red Spires location]]&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;border-left: solid; border-color: #8d7a90; border-width: 2px; font-size: 24px; width: 8em; padding: 2px 8px 2px 8px; margin: 0;&amp;quot;&amp;gt;[[Red Spires]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
=== Synopsis ===&lt;br /&gt;
Appearing as a collection of large smooth rocks, Blacksmiths emit a pink glow when activated. It shakes the ground, launching the [[Car]] and/or the [[The Driver|Driver]] into the air, before sending rows of rocky pink spikes, known as &#039;&#039;&#039;Titan&#039;s Bones&#039;&#039;&#039;, outwards from its location. These pink spikes appear as a glowing area on the floor before spiking up, and can do damage to the car both through piercing its tires and further launching the car into the air.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Counter ===&lt;br /&gt;
Activation of the LIM Shield ability before contact or having Puncture-Proof Tires equipped to the car can prevent any piercing damage. Otherwise, the Driver will have to depend on their dodging ability to avoid the spikes while driving.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
[[File:Blacksmith 1.png|frame|alt=A Blacksmith Anomaly, which is a set of large smooth rocks with a pink glow in the center of the group. Smaller rocks are floating on top of it near the middle.|A Blacksmith preparing to shake the ground.]]&lt;br /&gt;
[[File:Blacksmith 2.png|frame|alt=Some of the pink rock spikes that are summoned by the Blacksmith Anomaly.|Some of the Titan&#039;s Bones that are summoned by the Blacksmith Anomaly.]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Template:Anomaly&amp;diff=3933</id>
		<title>Template:Anomaly</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Template:Anomaly&amp;diff=3933"/>
		<updated>2024-10-25T20:44:16Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: /* Found in */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:Anomaly]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Anomaly Infobox&lt;br /&gt;
| title       = {{{name}}}&lt;br /&gt;
| image       = [[File:{{{icon}}}|200px]]&lt;br /&gt;
| caption     = {{{name}}} logbook icon&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Logbook|{{{lb-content}}}}}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3932</id>
		<title>Colossal Cappy</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Colossal_Cappy&amp;diff=3932"/>
		<updated>2024-10-25T20:44:02Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: Created page with &amp;quot;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Of all the things that could come to mind whenever I&amp;#039;m sent back to catalog this whirling demon, it&amp;#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; And...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly|icon=LogbookCappy.png|lb-content=PRIVATE FIELD NOTES, Dr. Wan, date unknown.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Of all the things that could come to mind whenever I&#039;m sent back to catalog this whirling demon, it&#039;s those damn slogans from the Fair. &amp;quot;Amplitude with Attitude,&amp;quot; or &amp;quot;Riding the Wave of the Future.&amp;quot; A train full of technology brought into town to show scientists and their families what this was all about. To validate their sacrifices, their service, their secrecy.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
And it was like tickling the dragon&#039;s tail. Putting all that LIM gear in one place. There&#039;s no point in trying to blame one person or one piece of technology. It doesn&#039;t matter if some member of the public pressed the wrong button, or some supervisor left something unattended. This wasn&#039;t one disaster waiting to happen, it was dozens together in the same place at the same time.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Every time I return to this site, nothing has changed. The readings stay the same. The radiation persists. And the missing people? We&#039;re never going to find them.|name=Colossal Cappy}}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:LogbookCappy.png&amp;diff=3931</id>
		<title>File:LogbookCappy.png</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:LogbookCappy.png&amp;diff=3931"/>
		<updated>2024-10-25T20:26:45Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: Uploaded own work with UploadWizard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{int:filedesc}}==&lt;br /&gt;
{{Information&lt;br /&gt;
|description={{en|1=cappy&#039;s logbook icon}}&lt;br /&gt;
|date=2024-10-25&lt;br /&gt;
|source={{own}}&lt;br /&gt;
|author=[[User:FlannPud|FlannPud]]&lt;br /&gt;
|permission=&lt;br /&gt;
|other versions=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=={{int:license-header}}==&lt;br /&gt;
{{self|cc-by-sa-4.0}}&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Left-Right&amp;diff=3930</id>
		<title>Left-Right</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Left-Right&amp;diff=3930"/>
		<updated>2024-10-25T19:26:46Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Anomaly|icon=HAZARD-WEIRD.png|lb-content=TELETYPE AUTOSCRIPT ARDA ref CARROL, V. - 1355-121264&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, sir, we lost total control sir. Veered off the road and straight into a house full of squaters. Six, sir. It&#039;s like something just took control of the truck, screwed it all up and sent it every which way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
No, sir, only Jackson, who probably has a broken wrist. Everyone else is fine, while all these squatters only seem a little scared.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, sir, the thing is, we actually think they&#039;re foreign. They&#039;re dressed kind of strangely. They have hats and flannel shirts. Canadians? But ... I thought Canada was north of Seattle. Victoria? Who is she? Oh I see. Well, if we can get a translator on the line I&#039;m sure we can work that out very fast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I mean French, sir! But I thought that Canadians spoke French? Miller dated a Canadian and she spoke French. Oh, I see. Well I&#039;ll try that now.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Uh. Hello in there! Are you all right? Hello? Do you understand me? We come in peace! Me American! You Canadian! Friends! Sir, I think they&#039;re unhappy.|name=Left-Right|locations=damp_forest, blistering_woods, the_mires, smokestacks}}&lt;br /&gt;
&lt;br /&gt;
===Synopsis===&lt;br /&gt;
There is no information available here yet.&lt;br /&gt;
&lt;br /&gt;
===Counter===&lt;br /&gt;
Total avoidance is the only known method of avoiding this anomaly&#039;s disruptive effects.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
[[File:Left-Right 1.png|framed|Left-Right, as seen at night]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Left-Right&amp;diff=3929</id>
		<title>Left-Right</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Left-Right&amp;diff=3929"/>
		<updated>2024-10-25T19:26:33Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;{{stub}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{Anomaly|icon=HAZARD-WEIRD.png|lb-content=TELETYPE AUTOSCRIPT ARDA ref CARROL, V. - 1355-121264&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, sir, we lost total control sir. Veered off the road and straight into a house full of squaters. Six, sir. It&#039;s like something just took control of the truck, screwed it all up and sent it every which way.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
No, sir, only Jackson, who probably has a broken wrist. Everyone else is fine, while all these squatters only seem a little scared.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, sir, the thing is, we actually think they&#039;re foreign. They&#039;re dressed kind of strangely. They have hats and flannel shirts. Canadians? But ... I thought Canada was north of Seattle. Victoria? Who is she? Oh I see. Well, if we can get a translator on the line I&#039;m sure we can work that out very fast.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
I mean French, sir! But I thought that Canadians spoke French? Miller dated a Canadian and she spoke French. Oh, I see. Well I&#039;ll try that now.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Uh. Hello in there! Are you all right? Hello? Do you understand me? We come in peace! Me American! You Canadian! Friends! Sir, I think they&#039;re unhappy.|name=Left-Right|locations=damp_forest, blistering_woods, the_mires, smokestacks}}&lt;br /&gt;
&lt;br /&gt;
===Synopsis===&lt;br /&gt;
There is no information available here yet.&lt;br /&gt;
&lt;br /&gt;
===Counter===&lt;br /&gt;
Total avoidance is the only known method of avoiding this anomaly&#039;s disruptive effects.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
[[File:Left-Right 1.png|framed|Left-Right, as seen at night]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Frequency_File&amp;diff=3889</id>
		<title>Frequency File</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Frequency_File&amp;diff=3889"/>
		<updated>2024-10-20T12:38:47Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lore]]&lt;br /&gt;
&lt;br /&gt;
[[File:Frequency Files Icon.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frequency File&#039;&#039;&#039; is a radio show hosted by [[Chiaki Saruhashi]], which focused on uncovering the secrets of LIM technology and the [[Olympic Exclusion Zone]].&lt;br /&gt;
&lt;br /&gt;
These in-game tapes can be found in [[Zone Receiver|Zone Receivers]] scattered throughout the Zone, and then stored inside of the [[Fax Machine]] at the [[Auto Shop]].&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 1: Martyr, Myth, or Monster?==&lt;br /&gt;
&lt;br /&gt;
The introductory episode to &#039;&#039;&#039;Frequency File&#039;&#039;&#039;, which serves to introduce the audience to LIM technology and [[Oppy|Dr. Ophelia Turner]]. &lt;br /&gt;
&lt;br /&gt;
===Frequency File #1, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFCC00&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;President Koch&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I have the distinct honor to introduce to you, the American people a new scientific frontier. With a raw power like LIM technology in the good hands of true patriots like Doctor Ophelia Turner, the potential is limitless. On this day, we welcome our Faraday Future.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The year is 1955. Doctor Ophelia Turner is standing next to President Koch, the top of her head barely clearing his shoulder. She stands stiff-backed, her hazel eyes affixed on the glass and steel chamber in front of her. She does not appear to breathe until a ball of light appears out of thin air. The sight is tremendous, a lightning bolt frozen mid-strike, and the reaction immediate. the gathering audience roars with excitement and spontaneous applause. On Dr. Turner, only a tightening of her lips indicates that she hears the audience at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dr. Turner and President Koch pose for a picture, and she does not smile even then. That picture is the image splashed across newspapers and science journals for the next decade. The mother of LIM technology, they called her. The Angel of a New Age. The newspapers at that time laid the titles on thick while peddling the impending utopia.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then she recedes into the bowels of a government research facility. She&#039;s never seen again in public - there are scant appearances here and there, in blink-and-you-miss-it promotional videos and blatant propaganda fodder, and then ...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She - and the promise of LIM technology - disappear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #1, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The press coverage of LIM technology is bright-eyed and bushy-tailed at first. In the decade between 1955-1965, LIM is called many things - the promise of the future, the herald of a new age - then never spoken of again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You don&#039;t have to dig very deep for the gaps in the story to emerge. the Presidential demonstration is the only physical proof we ever see of it. Compared to the Manhattan Project, developed under an air-tight shroud of secrecy, why was LIM paraded around in the papers? And if it really was the technological quantum leap to answer all out wildest dreams, why did it blink out of existence?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The story of LIM technology is one hell of a maze. And the key to it is a woman named Ophelia Turner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Did Ophelia Turner, by all measure a failed physicist as far as her public record goes, truly invent LIM technology? Or was she help up as a Rose the Riveter for the Cold War? An Atomic Annie to excite the masses during the no-holds-barred race against the Soviet Union?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Was she a myth, martyr, or monster? A figment of the imagination, true savior, or convenient scapegoat?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m Chiaki Saruhashi, and in this nine-part series, I aim to find out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 2: The Cold, Hard Facts==&lt;br /&gt;
&lt;br /&gt;
The second episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039;, focusing primarily on the known history of LIM technology, [[Oppy|Dr. Ophelia Turner]], and the [[Olympic Exclusion Zone]].&lt;br /&gt;
&lt;br /&gt;
===Frequency File #2, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome back. this is Frequency File, episode two. In the last episode, I told you about the curious case of Doctor Ophelia Turner. When it comes to this enigmatic individual, one of three versions is true: myth, martyr, or monster. To be able to weigh her, in turns, as heretic, genius, or scapegoat - we must first set the stage. When I started down this path to discover who she was, what she did, and ultimately what happened to her, I didn&#039;t expect it to lead me to one of the strangest mysteries of the Pacific Northwest: the Olympic Exclusion Zone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But let me rewind a bit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In Northwest Washington State, there are 3,600 miles of vibrant wilderness called the Olympic Peninsula. Bounded by water on three sides, it was a wonderland for outdoorsy types, with snow-capped mountains and salmon-bearing rivers and pristine rain forests. Up until 1955, it was the residence of 100,000 people, including Ophelia Turner. It was her birthplace, her hometown, and - it turns out - ground zero and sacrificial lamb, for the promise of LIM technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In true fashion, the government never comes out and says that&#039;s what led to the creation of the Olympic Exclusion Zone. But the chain of events were in plaint sight - strange accidents, leading to the government&#039;s claim of eminent domain, and subsequent seizure of the peninsula. The evacuation of 100,000 people, and the attempt- and abject failure - at containing the rumors that spread like wildfire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because, it turns out, even with the government&#039;s resources at your disposal, keeping secrets is a tricky business. You can bet there was plenty of talk as a result.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lucky me, because I had plenty of questions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #2, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here&#039;s what we know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Over 50 years ago, in November of 1946, Doctor Ophelia Turner was 27. She had recently returned home to the Olympic Peninsula to lick her wounds after a failed stint in academia. In a fit of obsession or redemption or, quite frankly, both, she cobbled together a laboratory in her basement, and produced the first LIM wave on nothing but a killer hunch and plain ingenuity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or so the story goes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s never clearly stated anywhere that LIM waves - and LIM technology - really were. It&#039;s all vague claims and wild theories, dreams that border more on the mystical than the scientific. What we do know is that &amp;quot;LIM&amp;quot; stood for &amp;quot;unlimited frequency&amp;quot;. Radio waves, once souped-up and modulated just right, supposedly enabled the control of matter in a way that modern science both back then and now could only dream of.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After Dr. Turner&#039;s discovery, she and a few friends - scientists and Ph.D.s, all toyed with LIM in their garage labs for about four years. The local police and fire departments start making regular house calls, spurred on by increasingly disgruntled neighbors calling in about incidents, that seem to grow larger and more disturbing as the years go on. After one too many reports, the federal government takes notice, and thus begins their severe interest in LIM technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next part happens quickly. In 1955, the United States government seizes not only the physical area where Dr. Turner and her scientists live, but the entire concept of LIM technology. The area is at first evacuated under the pretense of safety, but quickly commandeered by the government. They establish a brand new department called ARDA - Advanced Resonance Development Authority - which was to be headed by Dr. Turner herself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Over the next 15 years, the government expands the Zone&#039;s borders. They clear out civilians as they go, and erect massive 500-meter walls to keep out an increasingly curious public. The Zone started in the northern-most tip of the Peninsula, then expanded outward twice: once in 1961, again in 1967, to the outer perimeter we see now.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #2, Part 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After the multi-staged evacuation of the Olympic Peninsula&#039;s 100,000-strong population, the records get sketchy. Once the region is swept clean of civilian eyes, the flow of information trickles to an eventual stop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;ARDA has always maintained that the evacuation was done in the name of national security. That there was simply nothing more patriotic than sacrificing your homes, with the Communists plotting our demise across the Atlantic. Certainly not because there was any danger from the strange experiments happening inside, or situations most unnatural to witness. ARDA kept a wide berth, displacing citizens far ahead of the front line, so first-hand accounts of things going awry were rare. But rumors spread fast, and everyone had some story about a distant relative whose pet changed in inexplicable ways, or a friend of a friend who followed strange lights into the woods and never returned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once the civilians were cleared out, the ARDA employees moved in. Scientists, officials, support staff, and their families made the Olympic Exclusion Zone home, reaching anywhere from 300 to 1,000 in total at its peak. What any of them were doing in the Zone was kept hush-hush, but the population just outside of the walls found the secrecy irresistible. Every shipment of raw material, out-of-season weather pattern, and inexplicable light or sound became the talk of the town, for the first decade of the Zone&#039;s existence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #2, Part 4===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sadly, that&#039;s about where the cold, hard facts end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Listeners, I tried. I really did. I started my investigation in the usual fashion - digging up every piece of public record I could get. The paperwork is maddeningly typical up until 1955 - census records, soil samples, weather reports, hand-drawn survey maps, the beginnings of satellite photos - all readily available for anyone with the patience to walk themselves into a county office. But those materials don&#039;t tell me much, and I quickly am forced to turn to more dubious sources.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before the downing of multiple passenger planes, and the subsequent establishment of the No Fly zone in 1962, crude aerial photos are taken and circulated. This is where things get interesting. I find fuzzy shots of what appears to be entire mountains relocating overnight, buildings disappearing and reappearing at random, and lakes filled with water or light, depending on the time of day. The resolution is dubious, making them ink-blot tests in their own right. They are the stuff of dreams among amateur investigators and conspiracy theorists alike.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The most outlandish, improbable, and extremely unverifiable stories came from Breachers - people rumored to have jumped, tunneled, hot air ballooned their way through the walls. If they&#039;re to be believed, there is much to be uncovered. But more on that later.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LIM technology is not paraded around in the press for long. As the government withdraws acknowledgment that it ever existed, the public&#039;s interest similarly begins to wane. The last verifiable activity is an exodus of ARDA employees from the Zone, beginning in 1981, and followed swiftly by a full decommissioning of the Zone in 1987. After which, those 3,600 square miles are sealed away and left behind with no explanation. A tomb, minutes away from the populous, perfectly normal city of Seattle, with decades of history and secrets locked inside.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that is where I&#039;m left to fill in the enormous, ill-defined gaps.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #2, Part 5===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So that&#039;s the history of the Olympic Exclusion Zone. We know it absolutely existed, and that something blighted the area. Doctor Ophelia Turner was a real person who grew up there, and LIM technology - claimed to be her invention - was the reason the Zone was created. The facts point to either the pursuit of LIM or the technology itself - doing something terrible to the area, and maybe even to the people who stayed behind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For such a vast, valuable area as the Olympic Peninsula to be lost to the world for the indefinite future, someone needed to take the fall. The evidence in this corner paints the target square on the martyr part of this equation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or, did Doctor Ophelia Turner know what she was unleashing upon her homeland? If she did it willingly, then she would&#039;ve been a monster. But if the government strong-armed her into it, then she would&#039;ve had no choice but to become a martyr.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To answer that question, we need more information still.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 3: The Human Cost==&lt;br /&gt;
&lt;br /&gt;
The third episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039;, in which our host interviews an ex-resident of the [[Olympic Exclusion Zone|Olympic Peninsula]] who witnessed the disaster which befell the town of [[Sierram]]. &lt;br /&gt;
&lt;br /&gt;
===Frequency File #3, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How do you force 100,000 people out of their homes without facing major resistance? Even if you&#039;re the United States government, facing down what&#039;s being peddled as the greatest threat our nation has ever faced, the answer is: you don&#039;t. This is Frequency File, episode three: The Human Cost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Last episode, I reported all the cold hard facts I could get my hands on. If you missed that episode, here&#039;s the summary: there wasn&#039;t much. Now we jump tracks to the stories of the people, to knit together old records and eyewitness accounts to form some fabric of the true story.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whoever&#039;s job it was at ARDA to suppress stories did a really good job. What they did to keep that sheer number of people from talking, and then to smear the stories that did come out, was a masterstroke of obfuscation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfortunately for ARDA, the cases that made it all the way to court became public record. and the facts were these: ARDA played nice at first with generous relocation package. they offered cold, hard cash, and built sprawling housing complexes in nearly every state to resettle the former residents. These new communities were built as idyllic, white picket fenced neighborhoods where you were sure to be surrounded by all-American families who shared your same values, while enjoying the benefits of government subsidized grocery stores, school districts, and manicured public parks. Not a bad deal from the looks of things.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When it came to the holdouts, the people who wouldn&#039;t leave for any amount, things got ugly. But in the end, the government won out, as it always does. And while the government has the sovereign right to seize private property, the Fifth Amendment mandates just compensation be paid for it. But it doesn&#039;t specify when or how this compensation be made, and many dissenters ended up with nothing through good old loopholes and bureaucracy. Some of whom are still pursuing their claims to this day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But the chilling thing is: those left with empty pockets consider themselves lucky. There is a saying they mutter among themselves, under their breath: that at least they had the luck to not live in Sierram.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #3, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Of the witnesses to the Sierram disaster that are still alive, most aren&#039;t willing to speak to me. But one eyewitness account remains the most damning report of what happened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Meet Lou Argonza. She was nine when she last saw her parents alive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You were born in the Zone?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lou&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yes. Born and raised in Sierram town until - well, until it wasn&#039;t a town anymore.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lou was evacuated from the Zone on February 13th, 1973.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Can you share what you remember from that day?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lou&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sure. I was at a week-long wilderness camp, this yearly thing my elementary school would put on. They&#039;d throw the kids into the woods, show us how to pick apart animal droppings and sketch birds. You know, things like that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was my favorite thing as a kid. But that year, I really didn&#039;t want to go. Something called the LIM Fair was coming to Sierram, and I begged my dad to let me stay. He told me that I could see it the following year. That obviously didn&#039;t happen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #3, Part 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The LIM Fair. ARDA advertised it as a good old fashioned small town get-together, a miniature world&#039;s fair of sorts for the hardworking government employees and their families that lived in Sierram town. The flyers and brochures I&#039;ve gotten my hands on promised all manner of things mundane and fantastical - kiss your low tech washing machine goodbye, taking home this LIM Nebulizer and zap those clothes and diapers clean! Why break your back trimming your lawn when LIM tech can transform your grass into something more?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This push to get LIM tech into the homes of Zone residents - housewives in particular - was a deliberate and strategic move. The cynical reason, and most popular interpretation, is that it was a PR push to rehabilitate LIM tech&#039;s image. By 1973, there&#039;d been enough reports of radioactive fallout and inexplicable disappearances that suspicion of what ARDA was doing was high.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where were you when the Sierram incident happened?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lou&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At base camp, about 20 miles out of town. The sirens went off during dinner. We barely had time to wonder whether it was a drill or real, before the shockwaves rolled through.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Luckily, we&#039;d been through the disaster procedure days before. We dove under our tables to take cover. We were just kids, and at first, thrilled for the drama unfolding in real-time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was hours before ARDA came to extract us. By that time, we&#039;d scrambled up onto a hill to signal for help, and saw the -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take your time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lou&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s been 20 years and I still can&#039;t go anywhere near a county fair of any sort.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What did they tell you had happened?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lou&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Nothing. They were all business, hurrying us onto the trucks with boarded-up windows. We weren&#039;t even allowed back in our cabins to pack our belongings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They breezed us out of the Zone. It wasn&#039;t until days later, when most of us were deposited in an orphanage, that we learned that our parents died.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #3, Part 4===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lou&#039;s account is one of the most damning, and holds up to the best of my verification efforts. She&#039;s told that story many times, and hadn&#039;t changed this story in the ensuing years. Chalk it up to good memory or deeply seated trauma, but it is, as far as I can tell, real.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The stories from others, however, inspire a healthy dose of skepticism. Those who weren&#039;t too scared of government retaliation were few, and the ones who shared their stories loved their 15 minutes of fame a little too much. Any talk show or gossip rag or cheap date willing to listen heard from these types, and made piecing together the Zone&#039;s true history for someone like me, decades later, a migraine-inducing experience.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because these stories, as every good gossip knows, morphed over time. What started as the most powerful lightning storms recorded on Earth turned into UFOs touching down. An innocent spider web became something to be avoided on pain of death. A grassy lawn, left untended, became a feeding ground for something called Burp Bunnies. The tales became taller as the years went by, and the more I heard, the more my suspension of disbelief left me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And while the Sierram disaster was only one of the many incidents that occurred over the Zone&#039;s 32-year history, it is the one I return to as a prime example. Whatever happened there in Sierram is the type of disaster that caused the creation of the Exclusion Zone in the first place. We can extrapolate from what little we know of what happened here. If this is the one story to get out, how many more horrors did LIM technology cause?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #3, Part 5===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Finally, back to the question of Ophelia Turner. The fact is, most of the people I spoke to didn&#039;t know her. How is it that the supposed inventor of LIM technology herself, who ostensibly led the ARDA R&amp;amp;D project, wasn&#039;t known across the board? It&#039;s almost as if the American public knew her more than the people who worked and lived in the Zone, thanks to the PR machine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But how does that all balance out?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The best I could get were vague acknowledgements, mainly from scientists. Mind you, this lot was also the most tight-lipped, but those who showed a hint of recollection spoke of her as if she were an urban legend herself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Scientist 1&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I mean, I heard her name from time to time. Never saw her once though.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Scientist 2&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I don&#039;t remember an Ophelia, but there was an Allen Turner who was heavily involved in LIM R&amp;amp;D. Not a lot of women in the labs, I would&#039;ve noticed one for sure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Curiouser and curiouser.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 4: The Problem with LIM==&lt;br /&gt;
&lt;br /&gt;
The fourth episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039;, in which our host discusses [[ARDA]], as well as the scarce details available regarding LIM technology and [[Anomalies]]. &lt;br /&gt;
&lt;br /&gt;
===Frequency File #4, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Researching Ophelia Turner&#039;s story feels like poking around the edges of a void. When I look directly at my subject, nothing appears to be there. But as I tease around the edges, a shape begins to emerge in the null space. It is with great journalistic integrity that I began to define those edges, but even then, it&#039;s tempting to fill in the spaces with good old fashioned imagination. But hey, I knew what I was signing up for when I decided to unearth a decades-old mystery. Welcome back. This is episode four of Frequency File.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In lieu of no one having a personal account of Ophelia Turner, we turn to more facts in the periphery. In this episode, I dig into ARDA, the government agency behind the research and development of LIM technology, as well as the scant facts of LIM technology itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bear with me, as we depart the shores of known, connected facts and slingshot from one theory to another.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By now, you&#039;re probably starting to gather what the problem was with the very concept of LIM technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The rumors about LIM were healthy and far-reaching. That it could solve world hunger and overpopulation, that it had alchemical powers to convert matter from one form to another, or would finally plug the technological gap needed to realize the long-dreamed-of perpetual energy machines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Even for the scientifically disinclined like myself, it&#039;s easy to conclude that no one technology could fulfill all of mankind&#039;s wildest fantasies. And yet here was LIM technology, promising all those things in one swoop.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And remember: any and all actual scientific detail about LIM technology was kept absolutely air-tight. Every schematic, lab note, and mathematical proof that was allegedly smuggled out of the Zone or recreated from memory was dissected by experts around the world. All were found to be well outside of the realm of reality. And those scattered claims of rogue LIM technology out in the world? They were all red herrings, nothing proven.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #4, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So what do all those rumors about LIM technology leave us with?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The most popular theory, by far, was that LIM technology never existed. An elaborate yarn spun by opportunists to siphon government funds into their pockets. The demonstration from Dr. Ophelia Turner and President Koch was well within the ability of an amateur magician. And once again, Dr. Turner&#039;s lack of accomplishments in her academic career, paint an easy portrait of a scientist eager for a win.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;That would slot Dr. Turner firmly in the &amp;quot;myth&amp;quot; camp.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We may never be able to agree on what LIM was or if it even existed. But we can certainly understand why its existence was necessary. The state of the world that existed needed to believe in something so fantastical.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here&#039;s my submission to the ever-growing theory pile:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is no coincidence that the year the Zone was established was 1955. That year also marked the start of the Space Race. For that next decade, there is no hotter topic, no singular focus of effort and funding, than beating the Soviets. With Sputnik&#039;s launch in 1957, followed by Gagarin&#039;s first brush with space in 1961, America fell behind with every passing year. Its desperation only increased with the very public explosion of Project Vanguard, America&#039;s first satellite launch attempt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The timing of LIM technology couldn&#039;t have been more perfect. The government springs into action, promoting LIM while being simultaneously effusive and evasive - an American political specialty. The live demonstrations are few, the vagaries plenty, but there is a notable wave of professors vacating their spots at major universities to take on positions at ARDA. Some interesting fields of study from the bunch: experts in crop domestication, enclosed biological ecosystems, and radiobiology. What sounds like a child&#039;s tale begins to take on a shape that fits cleanly with the race to the stars.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I will reiterate here: this is only my theory, but I dare say it&#039;s a good one.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #4, Part 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The problem, we have come to understand, is  that something went horribly wrong inside the Zone&#039;s borders, and caused all of it - LIM, disasters, and the rest - to be hermetically sealed off forever.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As dubious as the fuzzy photos and inconsistent stories were, they add up to one thing: what was going on in the Zone wasn&#039;t normal. For as tall as ARDA built those walls, they couldn&#039;t hide oddly colored auroras in the sky, or ice storms in the summer, or localized hurricane-force winds compacted into tight columns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There were two words that popped up time and time again within these eyewitness stories - instability and Anomalies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;ve been able to distill a few things about them - that they were two of the many, many unfortunate byproducts of the R&amp;amp;D going on in the Zone. The government was forced to admit to elevated levels of radiation - pretty hard to cover that one up, as it became a tourist attraction to hike along the walls with a Geiger counter. But this instability seemed to be some combination of ecological and physical fallout. Some described it as a state of constant landslides. Others recounted storms unlike anything seen on planet Earth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As far as what the anomalies were? I couldn&#039;t tell you. I ran face-first into two distinct responses to that question. Either people refused to say a single word about them, or people had too many conflicting explanations to find a single thread of commonality. Perhaps that&#039;s a topic for a series all on its own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Roadblocks at every turn, with this story.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 5: Listener Calls==&lt;br /&gt;
&lt;br /&gt;
The fifth episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039; where our host informs us about several theories relating to LIM technology and the Olympic Exclusion Zone. These are told primarily through first-person accounts from callers.&lt;br /&gt;
&lt;br /&gt;
===Frequency File #5, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is Frequency File. Episode five. By this point in my investigation, the unanswered questions kept piling up. The depths I was having to go to, the mysteries upon mysteries, was making me dizzy. Many times, my hope dwindled. Was I getting anywhere with this? Or were the rumors sweeping me completely off-track?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One night, in a fit of desperation, I opened my reader mail, and found the motivation to continue. And I thought, you&#039;re walking this same journey with me, and maybe you share&lt;br /&gt;
some of my frustrations about all the non-answers. So indulge me this one episode, as I lighten the mood, and talk about the response to my work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A quick behind-the-scenes on the making of Frequency File - it was quite the uphill battle to make it to air. Only by virtue of my good work investigating the case of the disappearing banana slugs, was this entire series allowed to happen. And I was made aware in no uncertain terms that I used up the entirety of my good karma on making this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But the letters and calls from you, the listeners, have managed to overwhelm the network, and thus have justified my obsession-turned-legit investigation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, as thanks, this episode is all about you. Your theories, your hopes and dreams, your love and hate, your opinions. I&#039;ve sifted through the hundreds of letters and calls, and here&#039;s a selection of the sentiment you&#039;ve shared:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #5, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Caller 1&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;ve listened to every one of your episodes and I did my own research. And I have to say: there is no chance in hell that Ophelia Turner invented LIM technology. She was 100% a convenient excuse. I mean, for starters, she&#039;s a woman. As an American, who&#039;d you rather rally around? Some dweeb scientist squinting at a test tube? Or a woman in a lab coat posing for pretty pictures? Admit it: we were duped by the government. Again. When will we learn?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Caller 2&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You&#039;re wrong about one thing: some LIM technology did make it out into the larger world. You remember the personal cassette players that were all the rage in 1979? Yeah, that thing we all begged our parents for Christmas? LIM tech, baby! Go on, open it up, tell me if you don&#039;t see some LIM doohickeys in there. I dare ya.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Caller 3&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What I don&#039;t understand is how they could let all those Zone people back out into the world. Like, they lived there, were experimented on, and got exposed to Lord-Knows-What, and they just rolled out the red carpet for them and let them loose? That&#039;s just completely irresponsible. My neighbor? They were one of them. And let me tell you, nothing good came from it. The minute they moved in, things got screwy. You ever hear of a ice storm in Tampa? Heck, in Florida anywhere? No. But they move in and suddenly we get freak ice&lt;br /&gt;
storms and armies of six-legged possums overrunning the neighborhood. I can&#039;t sleep a single night without hearing their grubby little hands - so many little hands - going through my trash bins. My husband tried to fight them off and got bitten, and he ain&#039;t been right since. I tell you, they&#039;re out there, and it&#039;s already too late.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #5, Part 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Caller 4&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hello? I haven&#039;t been able to sleep since I first started listening to Frequency File. I&#039;ve been putting the clues together, and I honestly think my grandparents are Allen&lt;br /&gt;
and Ophelia Turner. They never like talking about their past, but sometimes, I&#039;ll sneak up to the attic and find photos of them in these weird lab outfits. And what&#039;s more, sometimes, when they talk in their sleep, they speak another language. I bet it&#039;s Russian! You have to check it out!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And the most surprising of the messages:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ed&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t keep poking your nose around where it doesn&#039;t belong. You&#039;re not going to like where you end up. Trust me. I should know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He identifies himself as Ed Baker. An astronaut on the American spaceflight missions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ed&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, this isn&#039;t a threat. It&#039;s just a warning. I went up with the third landing mission. All was well, readings were nominal. We achieved stable orbit around the moon, and began executing the LIM-assisted landing procedure. Once it activated, that&#039;s when everything went wrong. I wish I could tell you what I saw. I wish I could put it into words. But most of all, I wish I could forget. I don&#039;t even look up at the sky anymore. Every night is a terror. LIM technology was a mistake. It wasn&#039;t worth it. Yes, we won the race, but the cost was too great. It will always be there, waiting, for our next mistake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, well, maybe that didn&#039;t do quite the job of lightening the mood. But knowing that there&#039;s so many of you along for the ride with me, gives me the determination to continue on. No matter how deep this rabbit hole goes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So thank you, and I&#039;ll see you next episode.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 6: The Lead==&lt;br /&gt;
&lt;br /&gt;
The sixth episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039;, where our host receives new information - from a sketchy source - regarding Dr. Ophelia Turner and her research.&lt;br /&gt;
&lt;br /&gt;
===Frequency File #6, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hello, this is a message for Chiaki Saruhashi. We have some documents that may be of interest to you. They’ll be dropped at the Seattle Public Library Central District Branch at 11:59PM.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorry, who is this?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Consider it a present from the Breachers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is Frequency File, episode six.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Listeners, I&#039;m ashamed to admit the difficulty I had at this point in my investigation. I was out of leads, shamelessly mired in rumors and dead-ends, and pretty darn stressed about what to do next.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So this phone call offers me a lead on a cold, stormy night. And, in all my posturing about journalistic integrity and triple-checking the evidence, I am amused to say that this is the sketchiest source I&#039;ve come across in my career.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And yet, it led me somewhere.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #6, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I get this call on a Friday night, and I only have enough time to hop in a cab to make the drop. Waiting for me next to the library&#039;s book return are three filing boxes stuffed with moldy documents. They are in poor shape. I tip the cab driver extra after the bottom of a box disintegrates all over his trunk. Clearly these records were not well taken care of I wonder it this is more of a decluttering of a long-lost basement rather than an illicit sharing of secrets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And yet, in the soggy pages, I do find proof of Ophelia Turner&#039;s position: a series of organization charts of the LIM Research Project, spanning the first ten years of R&amp;amp;D. In the earliest version of the chart, she is positioned at the top level, with the title of Lab Director. The subsequent charts  show a rapid expansion of the project, with hundreds of names being added, as well as a good deal of shuffling. Dr. Turner&#039;s job title changes every two years, and a quick visual comparison shows that she is quickly, and literally, being shoved off into her own corner. The years that this is seen happening correlate to the downturn in her PR appearances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Another name appears briefly on the organization chart - you guessed it, Allen Turner. A quick search in the county office shows that he&#039;s Ophelia&#039;s husband. Married at 22, no children on record, died in 1961. The cause of death is unlisted, which means only one thing - the government scrubbed it from the record.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, so not only did Ophelia Turner exist, she was one of the highest ranking members on the LIM Research Project. And she was intimately involved with these so-called anomalies - did she create them? Did she dissect them? Did she unleash them onto her homeland like some sort of mad scientist? Did I need to stop drinking coffee after 8pm in my desperate bid to meet my deadlines for this series?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lots of questions I couldn&#039;t possibly know the answers to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But one good lead follows another, and soon, I get another phone call.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;More on the next episode of Frequency File.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 7: Zone Life==&lt;br /&gt;
&lt;br /&gt;
In the seventh episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039; our host meets with the source from the previous episode, a man who claims to have lived inside the Zone.&lt;br /&gt;
&lt;br /&gt;
===Frequency File #7, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You did good. We can meet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is Frequency File: Episode seven.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Apparently I passed some sort of test with my impromptu retrieval of moldy documents. I was rewarded with a connection to Richard Phillips, a man who claimed to not only have worked in the Zone, but stayed there years after its closure.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We meet at a cafe in downtown Seattle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Zone, in its active research and development phase, doesn&#039;t look too dissimilar to these photos you&#039;ve got there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By now, it&#039;s been 20 years abandoned, but being hermetically sealed in with 70 petabecquerels of radiation has got its benefits. When the withdrawal orders came through, everything was left as-is.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Except for the ones who didn&#039;t leave. Like me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Why did you stay?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See, that was always the question, wasn&#039;t it? We all had our own reasons. Some of the scientists, in particular, liked to claim legitimate reasons for staying behind. But we were all misguided. We all had something we were running from.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How long were you there?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I want to say, about six years after the decommission was complete.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But if ARDA withdrew all operations, how did you survive? Like, what did you eat, how did you get the supplies you needed?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some Zone secrets are best left secret. You don&#039;t want to know. It wasn&#039;t pretty, the things we had to do to survive. But it was quiet. Blissfully, peacefully, quiet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #7, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No, I want all the dirty secrets. What you ate, how your plumbing worked, what social activities there were.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Social activities? No one went in there to have a good time, I&#039;ll tell you that. There was plenty of chatter across the radio at first, but that died down pretty quickly. Not too much to gossip about after being shut-in for - I don&#039;t even know how many years at that point.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Radio? Like a ham radio?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yeah, but worlds more sophisticated. Some property of radio waves made it the only consistent method of transmission. So it was our prime method of communication.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;People started up their own radio stations, made their own programming. It didn&#039;t matter who was listening. It was the human need to talk that we were fulfilling.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, but give me a little hint. You weren&#039;t completely deprived of supplies, right?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh, easy. That&#039;s where the Breachers came in.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On the next episode of Frequency File, more about the Breachers, and what they thought of our topic at hand: Dr. Ophelia Turner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Frequency File Ep. 8: The Breachers==&lt;br /&gt;
&lt;br /&gt;
In the eighth episode of &#039;&#039;&#039;Frequency File&#039;&#039;&#039; our host meets with two professional [[Breachers]] and learns why they their existence was necessary.&lt;br /&gt;
&lt;br /&gt;
===Frequency File #8, Part 1===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Breachers. It was a network of people, including those who claimed to have infiltrated the Zone, and the people on the inside that enabled them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Where there&#039;s an iron-fisted ruling authority, there&#039;s always a resistance. And as wonderfully weird as everything we&#039;ve heard about the Zone has been so far, these Breachers honestly take the cake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is Frequency File: episode eight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Infiltrating the Olympic Exclusion Zone is a whole lot of work. To start, you&#039;d have to get through, past, or over a 300-meter outer wall. There were layers upon layers of security checkpoints, and the Zone was carved out into sectors, each with very specific clearance requirements. If you were somehow able to make it through all of that, then you&#039;d start dealing with the rampant radiation and a whole host of other dangers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So imagine my surprise to hear that there were people who made a whole career out of wallbreaching.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yeah, I lived in the Zone for ten years. My partner worked for ARDA, I came along for the ride. After a while, I got bored, and thought: hey, why not put my years of experience smuggling contraband to good use?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is Carolyn Murrell. Not her real name, of course, as she was the ringleader of an illicit smuggling ring. If you needed a pack of your favorite brand of smokes from the outside, or a souvenir from the inside, Carolyn was your gal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By all measures, it was an easy life on the inside. ARDA took care of most everything - groceries to your door, free housing. Salary was good. You didn’t have much to use it on, but at least you know you’d be set with savings and pension when you eventually went back into the real world.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #8, Part 2===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So you didn&#039;t run the smuggling ring for money.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No. Because honestly? Once you get used to the anomalies and instability that come sweeping through, the hardest thing to fight was boredom. That was constant and neverending. Everyday was very much the same - wake up, check the weather and stability reports, boil water and wish you had coffee, wait for your partner to come home, then sit around and repeat the same conversations night after night.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So the smuggling kept things interesting. What were the most common things requested?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;All people inside wanted was coffee, cigarettes, and vodka. All the good vices. What outside people wanted was the interesting stuff - anything anti-gravity was popular, and the occasional ask for a live anomaly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We didn&#039;t take those requests seriously. Those usually came from tourists who were rich and desperate to prove that they&#039;d actually been inside the Zone to their rich friends.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;m sorry, back up, you&#039;re saying there was Zone tourism?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh, yeah, and not the solo Breacher variety either. Like sanctioned, scheduled itinerary type tours.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How was that possible? All I&#039;ve heard is how strict ARDA&#039;s security was.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It&#039;s true, ARDA had eyes everywhere. But even they couldn&#039;t secure the entire border, not with the instability wreaking havoc on everything. Especially when ARDA&#039;s funding began to wind down, they eased up on security, so it got easier in the later years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #8, Part 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carolyn was generous enough to connect me to Ellison Nagata, who claims to have operated the tours in question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How much did it cost to tour the Zone?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ellison&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wouldn&#039;t you like to know? Let&#039;s just say - I was able to retire in my early 40&#039;s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, then, how did you manage to sneak tour groups in without ARDA noticing?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ellison&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Logistics, logistics. Let me tell you what your listeners will really want to hear - the tour packages.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By far the most popular: the Anomaly Safari. We&#039;d load tourists up in a transport vehicle and follow any route available to us and see what&#039;d come out of the woodwork. And let me tell you, it never disappointed. You ever see a 100-foot-tall tree walk? One crossed the road right in front of us.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I had a few repeat customers. One couple commissioned a private tour to see the Old Wall. Dangled a real big tip for me if I got them all the way through into the Deep Zone, but it turns out I value my life way more than finding a way through that insanity.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Frequency File #8, Part 4===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And, when it came to the topic of Dr. Ophelia Turner, amazingly, the Breachers all knew of her, and had the most consistently positive opinions of her.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Never met the woman. But she was a regular, and one of my best customers. She paid in advance, ordered consistently, and never made a fuss. She&#039;s the sharpest broad I&#039;ve ever come in contact with. I have no doubts that she did exactly what all the legends claimed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ellison&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oppy? Oh, she was not a fan of my work. Gave my tour quite a thrill when she stopped our van and nearly threw us all out into the radiation to die. You should&#039;ve seen her face though when the tourists realized that she was the Dr. Ophelia Turner of legend. She was the biggest celebrity when it came to the Zone, and everyone wanted a picture with her.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I sat in on some of her seminars. There wasn&#039;t a thing about LIM that she didn&#039;t know. She was one of a kind.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So, what do you think? Was she a martyr, myth, or a monster?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Richard&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not a myth, she was the real deal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Carolyn&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Martyr. Whatever that woman did, she did for the greater good.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ellison&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The way she tried to sabotage my business? You&#039;d think I&#039;d call her a monster. But she was a lioness, defending her territory. I didn&#039;t bring people into the Zone because it was the right thing to do, and I knew it. So yeah, I guess of the three: martyr? She knew how bad things were getting, but she stuck it out anyway. She went down with that ship. I can only respect her for that.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Frequency File #9 ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We&#039;ve reached Frequency File: episode nine. The final episode.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay, I’ll be the first to admit: what started as a magnifying glass on this whole Dr. Ophelia Turner and the LIM project, went off the deep end here. I left the shores of the topic long ago.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I assure you that under normal standards, my reporting is laser-focused on my target. But I’ve never run into topics foggier than the Olympic Exclusion Zone, LIM technology, and Dr. Ophelia Turner.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through this journey, I’ve tried to chart something of a path through this maze. I’ll leave it up to you to decide whether I’ve succeeded or not. But in my defense, and in tribute to the many, many theories surrounding our topics at hand, here is one last hypothesis:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It’s the Olympic Exclusion Zone itself that invites this line of thinking. The delight in rumor, the eager detour onto unmarked side roads, the plunge into fiction over fact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Think about it. First off, this wasn’t a personal endeavor—I don’t know anyone who lived in or worked in the Zone, or was relocated from it. I live in Seattle, which admittedly is close enough to see the mountains on the Peninsula, but there’s never anything out of place when I look out my window.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But once I heard the stories about the Zone, I couldn’t get them out of my mind. Every night, I couldn’t help but imagine what it was like, to stand on your front porch and watch something called an “instability front” sweep through and replace your front lawn with a rushing river. To be commuting to work, only to have your way blocked by a rampaging Sasquatch. To hear your neighbors gossip through whatever errant radio broadcasts your antenna happens to pick up for the day.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maybe that’s nowhere close to what life was like in there. But those are the images they conjure for me, and they are impossible to shake.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I am not alone. They have a term for this obsession— the Affected. I have unknowingly fallen into the trap, seduced by the rumors and legends of the Zone. I sleep on a bed littered with grainy Zone photos. I take my daily runs with the ARDA broadcasts on repeat in my ear. I squint at incoming rainstorms and wonder if they’ll bring a little instability with them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I know I have traded fact for fiction. And on pain of my credibility as a journalist, I am happier for it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A wise man once said, “I want to believe.” When we face such a vacuum of information, where the scant details we can glean are more fantastical than the last, our imagination expands to fill the gaps. But that’s the romance of it, isn’t it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our generation likes to say, that we were born too late to explore the Earth, and too early to explore the galaxy. So we reach toward local mysteries—the ones nearby enough to be accessible, yet the more otherworldly the better, to satisfy our latent explorers lust. The Olympic Peninsula, within a couple hours drive, is too enticing not to dream about.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So when it comes to the issue of the Olympic Exclusion Zone, the mystique of LIM technology, and the conundrum of Doctor Ophelia Turner, here is what I know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Olympic Exclusion Zone was—is—a real thing. We can still see it, those monolithic walls, sealing its secrets inside like a tomb. Real people lived there, worked there, and we suspect are in there still. Even if we will never know everything that happened on the inside, we know much happened, and it was dangerous. It is a place that no one in their right mind should—and ever will—tread again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;LIM technology, on the other hand, is still an open question, leaning more fiction than fact. It was, for sure, a bonafide new type of technology. It had its basis in reality, but they followed the recipe of the best science fiction and futurism: take a familiar, grounded, easily understandable concept like radio waves, mix in a heaping scoop of technological mumbo-jumbo, and top it off with a generous heaping leap in logic. It is that last critical step that lends the most disbelief to the entire story. But that same step is the one all scientists hang their hats on, the desired outcome of their hopes and dreams, the destination of their fevered derivations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is tempting to believe that those technological quantum leaps are well within our grasp, but for every one that comes true, hundreds more remain fairy tales. And so, while I can’t verify one way or another, my belief is that LIM technology never did many of the things it was purported to do. If it had, we should’ve seen some fruit of those labors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lastly, Doctor Ophelia Turner—martyr, myth, or monster? In the end, it’s not for me to judge. We each get to make that call for ourselves. And if this seems like an unsatisfying conclusion to you, think of it this way: she was no more than a blip in history, a footnote in an annotation somewhere. She was a woman who lived an entire life, bearing not just the burden of public opinion on her shoulders, but if you believe the full story, the destruction of her homeland and the failure of a nation’s best efforts on her soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stamping her with a label is the easy way out. It’s an oversimplification of a complex life, a disservice to a woman who suffered the judgment of an entire country that needed her at a very specific moment in history. Whoever Doctor Ophelia Turner was, whatever she did, and wherever she is now, I say: I hope you have no regrets. I hope you’re at peace with everything that you sacrificed, and I hope you had someone who understood you, and loved every version of yourself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Frequency File #10 ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You’re listening to Frequency File. I’m Chiaki Saruhashi, and I signed off last episode. The story was done.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Or so I thought.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Just as I wrapped up the season, I was surprised by a call. Think of this as an after-credits scene, an unbearable cliffhanger of events that I’m still reeling from.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Operator&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chiaki, you have a call on line eight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I’m heading out for the night, can you take a message?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Operator&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You’re going to want to take this one. In fact, I’m routing it to Studio A. Why don’t you take it there?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Okay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hello, this is Chiaki.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Oppy&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I’ve heard you’ve been on my trail. Sniffing around where you don’t belong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oppy? I mean, Doctor Turner?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Oppy&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The one and only.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wow, wow. This is such an honor. I’m so glad you called, I have so many questions—&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Oppy&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You’ve talked enough. It’s my turn.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now. There’s a few things you got wrong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#339966&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Chiaki&#039;&#039;&#039;:&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Doctor Turner proceeded to ignore my questions completely. She spoke at length, revealing much and little at the same time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But I am out of time, so all I can say is: look forward to Frequency File: Season Two.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Items&amp;diff=3888</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Items&amp;diff=3888"/>
		<updated>2024-10-20T12:37:36Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Found Items&#039;&#039;&#039; are obtained through scrapping certain objects or searching containers. They can also be found scattered about each [[Junctions|Junction]]. They are often used in crafting.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039; are items that can be used to craft, being obtained by scrapping objects and/or searching containers. There are two types of components depending on whether they are specific to a biome or not.&lt;br /&gt;
&lt;br /&gt;
=== Basic Components ===&lt;br /&gt;
&#039;&#039;&#039;Basic Components&#039;&#039;&#039; are items that are found in every biome.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #2d6b7b&amp;quot;; padding-top: 3px&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:9V-BATTERY.png|link=9v_Battery|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[9v_Battery|9v Battery]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:CHEMICALS.png|link=Chemicals|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Chemicals|Chemicals]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:COPPER_WIRE.png|link=Copper Wire|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Copper Wire|Copper Wire]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:TAPE.png|link=Duct Tape|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Duct Tape|Duct Tape]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:CIRCUITRY.png|link=Electronics|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Electronics|Electronics]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:FABRIC.png|link=Fabric|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Fabric|Fabric]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GAS-CYLINDER.png|link=Gas Cylinder|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Gas Cylinder|Gas Cylinder]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #5D7619&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GLASS.png|link=Glass Shards|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Glass Shards|Glass Shards]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #5D7619&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:LEAD.png|link=Lead Platelet|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Lead Platelet|Lead Platelet]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #2d6b7b&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PLASMA.png|link=Plasma|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Plasma|Plasma]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #165617&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PLASTIC.png|link=Plastic|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Plastic|Plastic]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #165617&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PRESS-CYLINDER.png|link=Pressurized Cartridges|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Pressurized Cartridges|Pressurized Cartridges]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:RUBBER.png|link=Rubber|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Rubber|Rubber]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #67177A&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:STEEL-SCRAP.png|link=Scrap Metal|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Scrap Metal|Scrap Metal]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Components ===&lt;br /&gt;
&#039;&#039;&#039;Advanced Components&#039;&#039;&#039; are items that can only be primarily sourced from specific biomes. &lt;br /&gt;
&lt;br /&gt;
==== [[File:TheMires.png|frameless|32x32px]] [[The Mires]] ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #67177A&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:MACROPHAGE.png|link=Marsh Eggs|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Marsh Eggs|Marsh Eggs]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:BIOLUMINESCENCE.png|link=Swamp Coral|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Swamp Coral|Swamp Coral]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[File:TheScorch.png|frameless|32x32px]] [[The Scorch]] ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:THERMOFLUX-CRYSTAL.png|link=ThermoSap Crystal|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[ThermoSap Crystal]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:TREE_CANDY.png|link=Tree Candy|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Tree Candy]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[File:RedSpires.png|frameless|32x32px]] [[Red Spires]] ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:ANOMALY-METAL.png|link=Olympium Fragment|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Olympium Fragment|Olympium Fragment]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[File:RedSpires.png|frameless|32x32px]] [[Red Spires]] &amp;amp; [[File:Smokestacks.png|frameless|32x32px]] [[Smokestacks]] ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GRAVITY-GEL.png|link=Red Balloon|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Red Balloon|Red Balloon]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:MAGNET.png|link=LIM Magnet|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[LIM Magnet|LIM Magnet]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:EXPLOSIVE.png|link=Explosives|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Explosives|Explosives]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Survival Items ==&lt;br /&gt;
&#039;&#039;&#039;Survival Items&#039;&#039;&#039; are found around [[Olympic Exclusion Zone|the Zone]] or crafted from basic components. They directly assist in [[The Driver|The Driver&#039;s]] survival.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #297550&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Canned_Food.png|link=Canned Food|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Canned Food|Canned Food]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #297550&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Canned_Food.png|link=MRE|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[MRE|MRE]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #64060F&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Road-Flare.png|link=Road Flare|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Road Flare|Road Flare]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anchors ==&lt;br /&gt;
&#039;&#039;&#039;Anchors&#039;&#039;&#039; are found around [[Olympic Exclusion Zone|the Zone]] attached to [[Anchor Plug|Anchor Plugs]]. They are directly linked to a junction&#039;s stability and serve a variety of functions at the [[Auto Shop]], such as diagnosing [[Quirks]] or purchasing blueprints at the [[Fabrication Station]].&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
File:Stable_Anchor.png||[[Stable Anchor]]&lt;br /&gt;
File:Unstable_Anchor.png||[[Unstable Anchor]]&lt;br /&gt;
File:Corrupted_Anchor.png||[[Corrupted Anchor]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Items ==&lt;br /&gt;
&#039;&#039;&#039;Unimplemented Items&#039;&#039;&#039; are items that do not exist in the game&#039;s current state.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Alloyed Sheet&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Silicon&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Solar Cell&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Titanium Ore&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Titanium Sheet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Items&amp;diff=3887</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Items&amp;diff=3887"/>
		<updated>2024-10-20T11:12:38Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Found Items&#039;&#039;&#039; are obtained through scrapping certain objects or searching containers. They can also be found scattered about each [[Junctions|Junction]]. They are often used in crafting.&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&#039;&#039;&#039;Components&#039;&#039;&#039; are items that can be used to craft, being obtained by scrapping objects and/or searching containers. There are two types of components depending on whether they are specific to a biome or not.&lt;br /&gt;
&lt;br /&gt;
=== Basic Components ===&lt;br /&gt;
&#039;&#039;&#039;Basic Components&#039;&#039;&#039; are items that are found in every biome.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #2d6b7b&amp;quot;; padding-top: 3px&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:9V-BATTERY.png|link=9v_Battery|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[9v_Battery|9v Battery]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:CHEMICALS.png|link=Chemicals|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Chemicals|Chemicals]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:COPPER_WIRE.png|link=Copper Wire|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Copper Wire|Copper Wire]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:TAPE.png|link=Duct Tape|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Duct Tape|Duct Tape]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:CIRCUITRY.png|link=Electronics|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Electronics|Electronics]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:FABRIC.png|link=Fabric|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Fabric|Fabric]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GAS-CYLINDER.png|link=Gas Cylinder|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Gas Cylinder|Gas Cylinder]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #5D7619&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GLASS.png|link=Glass Shards|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Glass Shards|Glass Shards]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #5D7619&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:LEAD.png|link=Lead Platelet|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Lead Platelet|Lead Platelet]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #2d6b7b&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PLASMA.png|link=Plasma|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Plasma|Plasma]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #165617&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PLASTIC.png|link=Plastic|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Plastic|Plastic]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #165617&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:PRESS-CYLINDER.png|link=Pressurized Cartridges|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Pressurized Cartridges|Pressurized Cartridges]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:RUBBER.png|link=Rubber|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Rubber|Rubber]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #67177A&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:STEEL-SCRAP.png|link=Scrap Metal|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Scrap Metal|Scrap Metal]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Components ===&lt;br /&gt;
&#039;&#039;&#039;Advanced Components&#039;&#039;&#039; are items that can only be primarily sourced from specific biomes. &lt;br /&gt;
&lt;br /&gt;
==== The Mires ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #67177A&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:MACROPHAGE.png|link=Marsh Eggs|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Marsh Eggs|Marsh Eggs]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:BIOLUMINESCENCE.png|link=Swamp Coral|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Swamp Coral|Swamp Coral]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Scorch ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:THERMOFLUX-CRYSTAL.png|link=ThermoSap Crystal|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[ThermoSap Crystal]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:TREE_CANDY.png|link=Tree Candy|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Tree Candy]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Red Spires ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #7B0B42&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:ANOMALY-METAL.png|link=Olympium Fragment|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Olympium Fragment|Olympium Fragment]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Red Spires &amp;amp; Smokestacks ====&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #B00B1D&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:GRAVITY-GEL.png|link=Red Balloon|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Red Balloon|Red Balloon]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #004159&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:MAGNET.png|link=LIM Magnet|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[LIM Magnet|LIM Magnet]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #C29400&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:EXPLOSIVE.png|link=Explosives|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Explosives|Explosives]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Survival Items ==&lt;br /&gt;
&#039;&#039;&#039;Survival Items&#039;&#039;&#039; are found around [[Olympic Exclusion Zone|the Zone]] or crafted from basic components. They directly assist in [[The Driver|The Driver&#039;s]] survival.&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #297550&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Canned_Food.png|link=Canned Food|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Canned Food|Canned Food]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #297550&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Canned_Food.png|link=MRE|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[MRE|MRE]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;thumb&amp;quot; style=&amp;quot;width: 130px; height: 130px; background-color: #64060F&amp;quot;&amp;gt;&amp;lt;span typeof=&amp;quot;mw:File&amp;quot;&amp;gt;[[File:Road-Flare.png|link=Road Flare|100px]]&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Road Flare|Road Flare]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anchors ==&lt;br /&gt;
&#039;&#039;&#039;Anchors&#039;&#039;&#039; are found around [[Olympic Exclusion Zone|the Zone]] attached to [[Anchor Plug|Anchor Plugs]]. They are directly linked to a junction&#039;s stability and serve a variety of functions at the [[Auto Shop]], such as diagnosing [[Quirks]] or purchasing blueprints at the [[Fabrication Station]].&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
File:Stable_Anchor.png||[[Stable Anchor]]&lt;br /&gt;
File:Unstable_Anchor.png||[[Unstable Anchor]]&lt;br /&gt;
File:Corrupted_Anchor.png||[[Corrupted Anchor]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unimplemented Items ==&lt;br /&gt;
&#039;&#039;&#039;Unimplemented Items&#039;&#039;&#039; are items that do not exist in the game&#039;s current state.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Alloyed Sheet&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Silicon&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Solar Cell&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Titanium Ore&lt;br /&gt;
File:PLACEHOLDER_PROTOTYPE.png||Titanium Sheet&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul class=&amp;quot;gallery mw-gallery-traditional&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;li class=&amp;quot;gallerybox&amp;quot; style=&amp;quot;width: 135px&amp;quot;&amp;gt;&lt;br /&gt;
			&amp;lt;div class=&amp;quot;gallerytext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
			&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;/li&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=ARDA&amp;diff=3849</id>
		<title>ARDA</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=ARDA&amp;diff=3849"/>
		<updated>2024-10-19T22:28:47Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Groups]]&lt;br /&gt;
[[File:ARDAlogo.png|thumb|325x325px|The ARDA logo.]]&lt;br /&gt;
Founded in 1955, &#039;&#039;&#039;A.R.D.A.&#039;&#039;&#039; &#039;&#039;(Advanced Resonance Development Authority)&#039;&#039; was a branch of the United States government primarily focused on the development and utilization of LIM technology within the borders of the [[Olympic Exclusion Zone|Olympic Peninsula]], studying the strange goings-on within, and finding new implementations for LIM technology. It was disbanded in 1987.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Sometime in 1955, Lawrence Koch, President of the United States of America, announced the existence of LIM technology and Dr. Ophelia Turner&#039;s achievement in the creation of said technology in a country-wide broadcast. In that same year prior to the broadcast, A.R.D.A. was established with Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner as the head of the administration, disbanding her previous group the S.R.R. (Society of Radio Reconstruction).&lt;br /&gt;
&lt;br /&gt;
A.R.D.A.&#039;s domain - the Olympic Exclusion Zone (also known as the Zone) - was initially established in the northern-most tip of the Olympic Peninsula. From 1955 to 1967, the U.S. government expanded the Zone&#039;s borders - once in 1961, and again in 1967. Each time the domain was expanded, they erected 500-meter walls to keep out the increasingly curious public. A No Fly zone was also established in 1962 after the downing of multiple passenger planes.&lt;br /&gt;
&lt;br /&gt;
As they set up the borders of the Zone, they slowly cleared out civilians within their vicinity under the pretense of national security. In reality, this was done to prevent nearby residents from being affected by experiments and anomalies that may leak out of the Zone. However, this did not stop rumors from spreading as first-hand accounts of strange occurrences were beginning to surface.&lt;br /&gt;
&lt;br /&gt;
As the civilians were cleared out, scientists, officials, support staff, and their families made the Olympic Exclusion Zone their home, ranging anywhere from 300 to 1,000 people at its peak.&lt;br /&gt;
&lt;br /&gt;
Between 1967 and 1981, A.R.D.A. ran multiple experiments on LIM technology in an attempt to potentially weaponize it and the anomalies that were being created. However, Ophelia began to have doubts and attempted to halt or reverse the effects of creating such anomalies and LIM technology and the effects they had on the environment. She tried to run the Harmonic Disruption Research Branch, but it ultimately failed as A.R.D.A. created more Anomalies in the pursuit of progress.&lt;br /&gt;
&lt;br /&gt;
During that time, Dr. Cay and Dr. Allen Turner were running an experiment in the Well which inadvertently caused the Mass Hallucination event. This event triggered a mass hallucination on everyone within the Zone, hence the name, although Dr. Ophelia lied about not having experienced it. Additionally, this event was also the birth of Remnants, including the station wagon the Driver uses. However, as a result of an accident on September 14, 1961, according to Dr. Cay, Dr. Allen Turner attempted to initiate an energy suppression protocol. As a result of this action, the Well was able to stabilize, but Allen received a lethal dose of radiation and soon died. Also, as a result of this accident, all objects within a 10 mile radius that had the appropriate characteristics became Remnants. After the accident, Dr. Cay also received large amounts of radiation, but was locked in a further laboratory to try to continue his research. Two years later he was released.&lt;br /&gt;
&lt;br /&gt;
According to Francis Cooke, ARDA lost its funding. The organization then fired all of its staff, thus ordering the evacuation and sealment of the Exclusion Zone in 1987.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
===Research and Development===&lt;br /&gt;
&lt;br /&gt;
The Research and Development (&#039;&#039;R&amp;amp;D&#039;&#039;) department serves many functions within the Zone. Initially, they were tasked with utilizing LIM technology in new and extraordinary ways that might help the United States triumph over the Soviet Union. However, after the end of the Cold War, their primary focus became studying the implications of LIM technology, as well as the resulting [[Anomalies]] and instability. &amp;lt;sup&amp;gt;(source: &#039;&#039;Chiaki Saruhashi&#039;&#039;, [[Frequency File|Frequency File #2, Part 2]] and [[Frequency File|Frequency File #4, Part 2]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Members=====&lt;br /&gt;
*[[Oppy|Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner]], Head of the Department&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
&lt;br /&gt;
The Maintenance department is primarily responsible for maintaining and repairing vital equipment around the Zone, but were also initially in charge of performing general Zone clean-up and repair task, such as filling in potholes in the roads. &amp;lt;sup&amp;gt;(source: [[Pothole]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Members=====&lt;br /&gt;
*[[Tobias]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=ARDA&amp;diff=3848</id>
		<title>ARDA</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=ARDA&amp;diff=3848"/>
		<updated>2024-10-19T22:14:16Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoilers}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[Category:Groups]]&lt;br /&gt;
[[File:ARDAlogo.png|thumb|321x321px|The ARDA logo.]]&lt;br /&gt;
Founded in 1955, &#039;&#039;&#039;ARDA&#039;&#039;&#039; &#039;&#039;(Advanced Resonance Development Authority)&#039;&#039; is a branch of the United States government primarily focused on the development and utilization of LIM technology within the borders of the [[Olympic Exclusion Zone|Olympic Peninsula]], studying the strange goings-on within, and finding new implementations for LIM technology.&lt;br /&gt;
&lt;br /&gt;
==Departments==&lt;br /&gt;
&lt;br /&gt;
===Research and Development===&lt;br /&gt;
&lt;br /&gt;
The Research and Development (&#039;&#039;R&amp;amp;D&#039;&#039;) department serves many functions within the Zone. Initially, they were tasked with utilizing LIM technology in new and extraordinary ways that might help the United States triumph over the Soviet Union. However, after the end of the Cold War, their primary focus became studying the implications of LIM technology, as well as the resulting [[Anomalies]] and instability. &amp;lt;sup&amp;gt;(source: &#039;&#039;Chiaki Saruhashi&#039;&#039;, [[Frequency File|Frequency File #2, Part 2]] and [[Frequency File|Frequency File #4, Part 2]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Members=====&lt;br /&gt;
*[[Oppy|Doctor Ophelia Turner]], Head of the Department&lt;br /&gt;
&lt;br /&gt;
===Maintenance===&lt;br /&gt;
&lt;br /&gt;
The Maintenance department is primarily responsible for maintaining and repairing vital equipment around the Zone, but were also initially in charge of performing general Zone clean-up and repair task, such as filling in potholes in the roads. &amp;lt;sup&amp;gt;(source: [[Pothole]])&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Members=====&lt;br /&gt;
*[[Tobias]]&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=File:ARDAlogo.png&amp;diff=3847</id>
		<title>File:ARDAlogo.png</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=File:ARDAlogo.png&amp;diff=3847"/>
		<updated>2024-10-19T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;it&#039;s just the arda logo&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3846</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3846"/>
		<updated>2024-10-19T20:35:40Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A timeline of the events that happen in Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== 1940&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1947 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Ophelia Turner discovers LIM Technology, calling it &amp;quot;LIM waves&amp;quot;.&lt;br /&gt;
* The Society of Radio Reconstruction - SRR - is formed, consisting of Ophelia Turner, her husband and other scientists, to experiment with LIM in Ophelia&#039;s house.&lt;br /&gt;
&lt;br /&gt;
== 1950&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1955 ===&lt;br /&gt;
&lt;br /&gt;
* The US government seizes Ophelia Turner&#039;s house and the region around it.&lt;br /&gt;
* The US government establishes the Olympic Exclusion Zone and it&#039;s first section, the Deep Zone.&lt;br /&gt;
* The Society of Radio Reconstruction is reorganized into the Advanced Resonance Development Agency, or ARDA for short.&lt;br /&gt;
* President Koch demonstrates LIM Technology to the American public.&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Start of the Space race&lt;br /&gt;
&lt;br /&gt;
=== 1957 ===&lt;br /&gt;
&lt;br /&gt;
* Sputnik launch in the USSR&lt;br /&gt;
* Vanguard rocket takeoff fails&lt;br /&gt;
&lt;br /&gt;
=== 1959 ===&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly encounter. A Shiny chromed sphere eats everything that produces low radio frequencies&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly car attack. A man decides to arrive at the zone with his own car.&lt;br /&gt;
&lt;br /&gt;
== 1960&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1960 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA grows. Scientists from all over the globe arrive at the zone.&lt;br /&gt;
* During this decade, there&#039;s a need for oil around the zone, due to the heavy electromagnetic interference.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 18th&#039;&#039;&#039;:&lt;br /&gt;
** Francis Cooke designs the first prototype of a recharge station.&lt;br /&gt;
&lt;br /&gt;
=== 1961 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Mid Zone.&lt;br /&gt;
* The Shiny Chromed sphere anomaly dissapears.&lt;br /&gt;
&lt;br /&gt;
==== March ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Anita Olsen theorizes during a transmission that Bollards are a living structure, but an unknown respondent dismisses her and  assure her that they&#039;re just a geological process of the zone.&lt;br /&gt;
&lt;br /&gt;
==== April ====&lt;br /&gt;
&lt;br /&gt;
* Yuri Gagarin becomes the first man to reach space, putting pressure over the US government&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 5th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke, in an effort to counter anomaly car damages, perfects the Recharge Station, creating the first Repair Station, capable of regenerating car parts. Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner participates in the design, and Cooke shows interests in further collaborative experiments.&lt;br /&gt;
&lt;br /&gt;
==== September ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;September 14th&#039;&#039;&#039;, Deep Zone:&lt;br /&gt;
** Dr. Cay and Dr. Allen Turner are doing remnant experimentation with a tungsten cube based remnant.&lt;br /&gt;
** At 3:23 AM they move the cube onto The Well, getting the expected results.&lt;br /&gt;
** At 4:00 AM, in an unexpected and sudden reaction, at 500 meters from The Well, the cube gets violently absorbed, releasing high energy gamma radiation.&lt;br /&gt;
** Dr. Allen Turner then tries to suppress the reaction but fails. Ignoring Dr. Cay&#039;s orders, Dr. Allen Turner then inverts the radiation polarity, descending the reaction&#039;s energy. Dr. Allen Turner gets a lethal radiation dose, dying on sight.&lt;br /&gt;
** Dr. Cay supposedly dies, but survives. He will eventually develop severe mental deterioration due to the incident, being retired in 1963.&lt;br /&gt;
** First Mass Hallucination occurs during the next 30 seconds posterior to the accident due to the collision of a remnant with The Well.&lt;br /&gt;
&lt;br /&gt;
* First Mass Hallucination:&lt;br /&gt;
** Tobias Barlow falls across the space and sees Saturn rings singing.&lt;br /&gt;
** Dr. Francis Cooke sees thousands of dismembered arms grabbing and dragging him across the floor.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner doesn&#039;t disclaim what she saw that night&lt;br /&gt;
&lt;br /&gt;
* Aftermath:&lt;br /&gt;
** Multiple people get permanent brain damage due to the massive hallucination event&lt;br /&gt;
** Olyimipum 01-266 is discovered in small chunks across the Olympic Peninsula.&lt;br /&gt;
** ARDA decides to expand the Exclusion Zone for the first time, dividing it between the now called Deep Zone, and the Mid Zone.&lt;br /&gt;
** The Red Meadow ARDA installation is supposedly dismantled after the incident due to structural damage, but instead serves as a secret ARDA installation.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 30th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke comments on ARDA taking drastic measures about information traffic, recording private conversations in order to hide their first major accident.&lt;br /&gt;
** ARDA&#039;s budget gets reduced after the mass hallucination and the death of Dr. Allen Turner,&lt;br /&gt;
** Multiple projects get suddenly cancelled, budgets get reduced, and there&#039;s a shortage of supplies.&lt;br /&gt;
** Dr. Francis Cooke manages to mix inductive charge technology with the regenerative fields in the first ever Service Stop.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner takes some time off to mourn her husband&#039;s death.&lt;br /&gt;
&lt;br /&gt;
=== 1962 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari finds a remnant in the shape of a paint bucket, and paints prophetic murals across the Red Meadow, depicting her hallucinations&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* First sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Last sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
=== 1963 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari disappears&lt;br /&gt;
* Dr. Cay is retired after not being able to produce any new information about the incidents, mostly due to his brain damage.&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** ARDA announces the implementation of new energy transformers across the zone. They don&#039;t disclose what type of energy they use, their composition, and act secretively about them, prohibiting further comments.&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 20th&#039;&#039;&#039;:&lt;br /&gt;
** The army brings explosive filled crates into the zone&lt;br /&gt;
&lt;br /&gt;
==== July ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;July 9th&#039;&#039;&#039;:&lt;br /&gt;
** New computers arrive at ARDA&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 21st&#039;&#039;&#039;:&lt;br /&gt;
** First sighting of minutemen on the wild. First anomalies to show electrogenesis.&lt;br /&gt;
** Dr. Hooper G. cites Dr. Niraj Patel on their theory that ARDA&#039;s intervention on the Olympic Peninsula  is involuntarily creating new anomalies.&lt;br /&gt;
&lt;br /&gt;
=== 1964 ===&lt;br /&gt;
&lt;br /&gt;
* Remnants begin appearing throughout the Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1965 ===&lt;br /&gt;
&lt;br /&gt;
* LIM Tech mentions stop appearing on the press&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 14th&#039;&#039;&#039;:&lt;br /&gt;
** First mention of the bunny anomaly.&lt;br /&gt;
** First mention of corrosive anomalies on the zone.&lt;br /&gt;
** First mention of explosive anomalies on the zone.&lt;br /&gt;
** A conversation between a so called Jack and multiple scientist (Dr. Niraj Patel, Dr. Gabriella and Dr. Anna and the speaker) argue about not bringing new equipment to the zone due to the fact that ARDA is &amp;quot;feeding it like a cocktail&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 28th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Niraj Patel finds organic material inside corrosive bunnies, concerning scientist if anomalies are alive or not. He theorizes the material comes from insects.&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;December 2nd&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Lopez discover plasma clouds across the zone.&lt;br /&gt;
* &#039;&#039;&#039;December 10th&#039;&#039;&#039;:&lt;br /&gt;
** Dr Lopez writes to Dr. Anna, mentioning to her that Bunnies might be evolving, but with an unknown objective.&lt;br /&gt;
&lt;br /&gt;
=== 1966 ===&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 6th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke writes on his diary that now explosive crates have evolved and are following employees. The puts the blame on ARDA for feeding the zone.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 10th&#039;&#039;&#039;:&lt;br /&gt;
** Drones and rovers are sent inside acid columns, revealing not only immense pressure on their inside, but that they seem to burst out corrosive waste from &amp;quot;another place&amp;quot;, different to earth.&lt;br /&gt;
&lt;br /&gt;
=== 1967 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Outer Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1968 ===&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 8th&#039;&#039;&#039;:&lt;br /&gt;
** A man talking on the Fallen Firmaments entry refers to the outer zone, saying that since the 2nd expansion it has been getting filled with anomalies that weren&#039;t there before.&lt;br /&gt;
&lt;br /&gt;
=== 1969 ===&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;August 17&#039;&#039;&#039;: &lt;br /&gt;
** Air quality continues to suffer as a result of ongoing forest fires raging through the Olympic Peninsula. Despite growing concerns from state officials, A.R.D.A. have refused to grant firefighters access to the unknown object in Seattle.&lt;br /&gt;
&lt;br /&gt;
== 1970&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;February 13&#039;&#039;&#039;:&lt;br /&gt;
** The Sierram Disaster destroys the town of Sierram.&lt;br /&gt;
&lt;br /&gt;
=== 1978 ===&lt;br /&gt;
&lt;br /&gt;
* Sectors E and F receive an incident alert from ARDA&lt;br /&gt;
* Remnant sightings stop.&lt;br /&gt;
&lt;br /&gt;
== 1980&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1982 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Francis Cooke and Tobias Barlow visit the fisherman&#039;s mural in a Mid-Zone tour.&lt;br /&gt;
&lt;br /&gt;
=== 1987 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA loses its funding, thus evacuates and seals the Olympic Exclusion Zone.&lt;br /&gt;
&lt;br /&gt;
== 1990&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* The Driver is warped into the Olympic Exclusion Zone via an anomalous portal, and the events of Pacific Drive begin.&lt;br /&gt;
* Second Mass Hallucination, lasting three seconds. It was caused after the protagonist&#039;s car hit Colossal Cappy, the largest anomaly in the Zone.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3845</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3845"/>
		<updated>2024-10-19T19:46:48Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A timeline of the events that happen in Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== 1940&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1947 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Ophelia Turner discovers LIM Technology, calling it &amp;quot;LIM waves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== 1950&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1955 ===&lt;br /&gt;
&lt;br /&gt;
* The Society of Radio Reconstruction is reorganized into the Advanced Resonance Development Agency.&lt;br /&gt;
* President Koch demonstrates LIM Technology to the American public.&lt;br /&gt;
* The US Government establishes the Olympic Exclusion Zone.&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Start of the Space race&lt;br /&gt;
&lt;br /&gt;
=== 1957 ===&lt;br /&gt;
&lt;br /&gt;
* Sputnik launch in the USSR&lt;br /&gt;
* Vanguard rocket takeoff fails&lt;br /&gt;
&lt;br /&gt;
=== 1959 ===&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly encounter. A Shiny chromed sphere eats everything that produces low radio frequencies&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly car attack. A man decides to arrive at the zone with his own car.&lt;br /&gt;
&lt;br /&gt;
== 1960&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1960 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA grows. Scientists from all over the globe arrive at the zone.&lt;br /&gt;
* During this decade, there&#039;s a need for oil around the zone, due to the heavy electromagnetic interference.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 18th&#039;&#039;&#039;:&lt;br /&gt;
** Francis Cooke designs the first prototype of a recharge station.&lt;br /&gt;
&lt;br /&gt;
=== 1961 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Mid Zone.&lt;br /&gt;
* The Shiny Chromed sphere anomaly dissapears.&lt;br /&gt;
&lt;br /&gt;
==== March ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Anita Olsen theorizes during a transmission that Bollards are a living structure, but an unknown respondent dismisses her and  assure her that they&#039;re just a geological process of the zone.&lt;br /&gt;
&lt;br /&gt;
==== April ====&lt;br /&gt;
&lt;br /&gt;
* Yuri Gagarin becomes the first man to reach space, putting pressure over the US government&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 5th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke, in an effort to counter anomaly car damages, perfects the Recharge Station, creating the first Repair Station, capable of regenerating car parts. Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner participates in the design, and Cooke shows interests in further collaborative experiments.&lt;br /&gt;
&lt;br /&gt;
==== September ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;September 14th&#039;&#039;&#039;, Deep Zone:&lt;br /&gt;
** Dr. Cay and Dr. Allen Turner are doing remnant experimentation with a tungsten cube based remnant.&lt;br /&gt;
** At 3:23 AM they move the cube onto The Well, getting the expected results.&lt;br /&gt;
** At 4:00 AM, in an unexpected and sudden reaction, at 500 meters from The Well, the cube gets violently absorbed, releasing high energy gamma radiation.&lt;br /&gt;
** Dr. Allen Turner then tries to suppress the reaction but fails. Ignoring Dr. Cay&#039;s orders, Dr. Allen Turner then inverts the radiation polarity, descending the reaction&#039;s energy. Dr. Allen Turner gets a lethal radiation dose, dying on sight.&lt;br /&gt;
** Dr. Cay supposedly dies, but survives. He will eventually develop severe mental deterioration due to the incident, being retired in 1963.&lt;br /&gt;
** First Mass Hallucination occurs during the next 30 seconds posterior to the accident due to the collision of a remnant with The Well.&lt;br /&gt;
&lt;br /&gt;
* First Mass Hallucination:&lt;br /&gt;
** Tobias Barlow falls across the space and sees Saturn rings singing.&lt;br /&gt;
** Dr. Francis Cooke sees thousands of dismembered arms grabbing and dragging him across the floor.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner doesn&#039;t disclaim what she saw that night&lt;br /&gt;
&lt;br /&gt;
* Aftermath:&lt;br /&gt;
** Multiple people get permanent brain damage due to the massive hallucination event&lt;br /&gt;
** Olyimipum 01-266 is discovered in small chunks across the Olympic Peninsula.&lt;br /&gt;
** ARDA decides to expand the Exclusion Zone for the first time, dividing it between the now called Deep Zone, and the Mid Zone.&lt;br /&gt;
** The Red Meadow ARDA installation is supposedly dismantled after the incident due to structural damage, but instead serves as a secret ARDA installation.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 30th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke comments on ARDA taking drastic measures about information traffic, recording private conversations in order to hide their first major accident.&lt;br /&gt;
** ARDA&#039;s budget gets reduced after the mass hallucination and the death of Dr. Allen Turner,&lt;br /&gt;
** Multiple projects get suddenly cancelled, budgets get reduced, and there&#039;s a shortage of supplies.&lt;br /&gt;
** Dr. Francis Cooke manages to mix inductive charge technology with the regenerative fields in the first ever Service Stop.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner takes some time off to mourn her husband&#039;s death.&lt;br /&gt;
&lt;br /&gt;
=== 1962 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari finds a remnant in the shape of a paint bucket, and paints prophetic murals across the Red Meadow, depicting her hallucinations&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* First sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Last sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
=== 1963 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari disappears&lt;br /&gt;
* Dr. Cay is retired after not being able to produce any new information about the incidents, mostly due to his brain damage.&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** ARDA announces the implementation of new energy transformers across the zone. They don&#039;t disclose what type of energy they use, their composition, and act secretively about them, prohibiting further comments.&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 20th&#039;&#039;&#039;:&lt;br /&gt;
** The army brings explosive filled crates into the zone&lt;br /&gt;
&lt;br /&gt;
==== July ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;July 9th&#039;&#039;&#039;:&lt;br /&gt;
** New computers arrive at ARDA&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 21st&#039;&#039;&#039;:&lt;br /&gt;
** First sighting of minutemen on the wild. First anomalies to show electrogenesis.&lt;br /&gt;
** Dr. Hooper G. cites Dr. Niraj Patel on their theory that ARDA&#039;s intervention on the Olympic Peninsula  is involuntarily creating new anomalies.&lt;br /&gt;
&lt;br /&gt;
=== 1964 ===&lt;br /&gt;
&lt;br /&gt;
* Remnants begin appearing throughout the Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1965 ===&lt;br /&gt;
&lt;br /&gt;
* LIM Tech mentions stop appearing on the press&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 14th&#039;&#039;&#039;:&lt;br /&gt;
** First mention of the bunny anomaly.&lt;br /&gt;
** First mention of corrosive anomalies on the zone.&lt;br /&gt;
** First mention of explosive anomalies on the zone.&lt;br /&gt;
** A conversation between a so called Jack and multiple scientist (Dr. Niraj Patel, Dr. Gabriella and Dr. Anna and the speaker) argue about not bringing new equipment to the zone due to the fact that ARDA is &amp;quot;feeding it like a cocktail&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 28th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Niraj Patel finds organic material inside corrosive bunnies, concerning scientist if anomalies are alive or not. He theorizes the material comes from insects.&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;December 2nd&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Lopez discover plasma clouds across the zone.&lt;br /&gt;
* &#039;&#039;&#039;December 10th&#039;&#039;&#039;:&lt;br /&gt;
** Dr Lopez writes to Dr. Anna, mentioning to her that Bunnies might be evolving, but with an unknown objective.&lt;br /&gt;
&lt;br /&gt;
=== 1966 ===&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 6th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke writes on his diary that now explosive crates have evolved and are following employees. The puts the blame on ARDA for feeding the zone.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 10th&#039;&#039;&#039;:&lt;br /&gt;
** Drones and rovers are sent inside acid columns, revealing not only immense pressure on their inside, but that they seem to burst out corrosive waste from &amp;quot;another place&amp;quot;, different to earth.&lt;br /&gt;
&lt;br /&gt;
=== 1967 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Outer Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1968 ===&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 8th&#039;&#039;&#039;:&lt;br /&gt;
** A man talking on the Fallen Firmaments entry refers to the outer zone, saying that since the 2nd expansion it has been getting filled with anomalies that weren&#039;t there before.&lt;br /&gt;
&lt;br /&gt;
=== 1969 ===&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;August 17&#039;&#039;&#039;: &lt;br /&gt;
** Air quality continues to suffer as a result of ongoing forest fires raging through the Olympic Peninsula. Despite growing concerns from state officials, A.R.D.A. have refused to grant firefighters access to the unknown object in Seattle.&lt;br /&gt;
&lt;br /&gt;
== 1970&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;February 13&#039;&#039;&#039;:&lt;br /&gt;
** The Sierram Disaster destroys the town of Sierram.&lt;br /&gt;
&lt;br /&gt;
=== 1978 ===&lt;br /&gt;
&lt;br /&gt;
* Sectors E and F receive an incident alert from ARDA&lt;br /&gt;
* Remnant sightings stop.&lt;br /&gt;
&lt;br /&gt;
== 1980&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1982 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Francis Cooke and Tobias Barlow visit the fisherman&#039;s mural in a Mid-Zone tour.&lt;br /&gt;
&lt;br /&gt;
=== 1987 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA loses its funding, thus evacuates and seals the Olympic Exclusion Zone.&lt;br /&gt;
&lt;br /&gt;
== 1990&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* The Driver is warped into the Olympic Exclusion Zone via an anomalous portal, and the events of Pacific Drive begin.&lt;br /&gt;
* Second Mass Hallucination, lasting three seconds. It was caused after the protagonist&#039;s car hit Colossal Cappy, the largest anomaly in the Zone.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
	<entry>
		<id>https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3844</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://pacificdrive.wiki/index.php?title=Timeline&amp;diff=3844"/>
		<updated>2024-10-19T19:41:01Z</updated>

		<summary type="html">&lt;p&gt;FlannPud: much lots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A timeline of the events that happen in Pacific Drive.&lt;br /&gt;
&lt;br /&gt;
== 1940&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1947 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Ophelia Turner discovers LIM Technology.&lt;br /&gt;
&lt;br /&gt;
== 1950&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1955 ===&lt;br /&gt;
&lt;br /&gt;
* The Society of Radio Reconstruction is reorganized into the Advanced Resonance Development Agency.&lt;br /&gt;
* President Koch demonstrates LIM Technology to the American public.&lt;br /&gt;
* The US Government establishes the Olympic Exclusion Zone.&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Start of the Space race&lt;br /&gt;
&lt;br /&gt;
=== 1957 ===&lt;br /&gt;
&lt;br /&gt;
* Sputnik launch in the USSR&lt;br /&gt;
* Vanguard rocket takeoff fails&lt;br /&gt;
&lt;br /&gt;
=== 1959 ===&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly encounter. A Shiny chromed sphere eats everything that produces low radio frequencies&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* First registered anomaly car attack. A man decides to arrive at the zone with his own car.&lt;br /&gt;
&lt;br /&gt;
== 1960&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1960 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA grows. Scientists from all over the globe arrive at the zone.&lt;br /&gt;
* During this decade, there&#039;s a need for oil around the zone, due to the heavy electromagnetic interference.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 18th&#039;&#039;&#039;:&lt;br /&gt;
** Francis Cooke designs the first prototype of a recharge station.&lt;br /&gt;
&lt;br /&gt;
=== 1961 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Mid Zone.&lt;br /&gt;
* The Shiny Chromed sphere anomaly dissapears.&lt;br /&gt;
&lt;br /&gt;
==== March ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Anita Olsen theorizes during a transmission that Bollards are a living structure, but an unknown respondent dismisses her and  assure her that they&#039;re just a geological process of the zone.&lt;br /&gt;
&lt;br /&gt;
==== April ====&lt;br /&gt;
&lt;br /&gt;
* Yuri Gagarin becomes the first man to reach space, putting pressure over the US government&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 5th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke, in an effort to counter anomaly car damages, perfects the Recharge Station, creating the first Repair Station, capable of regenerating car parts. Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner participates in the design, and Cooke shows interests in further collaborative experiments.&lt;br /&gt;
&lt;br /&gt;
==== September ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;September 14th&#039;&#039;&#039;, Deep Zone:&lt;br /&gt;
** Dr. Cay and Dr. Allen Turner are doing remnant experimentation with a tungsten cube based remnant.&lt;br /&gt;
** At 3:23 AM they move the cube onto The Well, getting the expected results.&lt;br /&gt;
** At 4:00 AM, in an unexpected and sudden reaction, at 500 meters from The Well, the cube gets violently absorbed, releasing high energy gamma radiation.&lt;br /&gt;
** Dr. Allen Turner then tries to suppress the reaction but fails. Ignoring Dr. Cay&#039;s orders, Dr. Allen Turner then inverts the radiation polarity, descending the reaction&#039;s energy. Dr. Allen Turner gets a lethal radiation dose, dying on sight.&lt;br /&gt;
** Dr. Cay supposedly dies, but survives. He will eventually develop severe mental deterioration due to the incident, being retired in 1963.&lt;br /&gt;
** First Mass Hallucination occurs during the next 30 seconds posterior to the accident due to the collision of a remnant with The Well.&lt;br /&gt;
&lt;br /&gt;
* First Mass Hallucination:&lt;br /&gt;
** Tobias Barlow falls across the space and sees Saturn rings singing.&lt;br /&gt;
** Dr. Francis Cooke sees thousands of dismembered arms grabbing and dragging him across the floor.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner doesn&#039;t disclaim what she saw that night&lt;br /&gt;
&lt;br /&gt;
* Aftermath:&lt;br /&gt;
** Multiple people get permanent brain damage due to the massive hallucination event&lt;br /&gt;
** Olyimipum 01-266 is discovered in small chunks across the Olympic Peninsula.&lt;br /&gt;
** ARDA decides to expand the Exclusion Zone for the first time, dividing it between the now called Deep Zone, and the Mid Zone.&lt;br /&gt;
** The Red Meadow ARDA installation is supposedly dismantled after the incident due to structural damage, but instead serves as a secret ARDA installation.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 30th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke comments on ARDA taking drastic measures about information traffic, recording private conversations in order to hide their first major accident.&lt;br /&gt;
** ARDA&#039;s budget gets reduced after the mass hallucination and the death of Dr. Allen Turner,&lt;br /&gt;
** Multiple projects get suddenly cancelled, budgets get reduced, and there&#039;s a shortage of supplies.&lt;br /&gt;
** Dr. Francis Cooke manages to mix inductive charge technology with the regenerative fields in the first ever Service Stop.&lt;br /&gt;
** Dr. Ophelia &amp;quot;Oppy&amp;quot; Turner takes some time off to mourn her husband&#039;s death.&lt;br /&gt;
&lt;br /&gt;
=== 1962 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari finds a remnant in the shape of a paint bucket, and paints prophetic murals across the Red Meadow, depicting her hallucinations&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* First sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* Last sighting of silver oil drinking horseflies anomalies&lt;br /&gt;
&lt;br /&gt;
=== 1963 ===&lt;br /&gt;
&lt;br /&gt;
* Laura Cesari disappears&lt;br /&gt;
* Dr. Cay is retired after not being able to produce any new information about the incidents, mostly due to his brain damage.&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 21st&#039;&#039;&#039;:&lt;br /&gt;
** ARDA announces the implementation of new energy transformers across the zone. They don&#039;t disclose what type of energy they use, their composition, and act secretively about them, prohibiting further comments.&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 20th&#039;&#039;&#039;:&lt;br /&gt;
** The army brings explosive filled crates into the zone&lt;br /&gt;
&lt;br /&gt;
==== July ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;July 9th&#039;&#039;&#039;:&lt;br /&gt;
** New computers arrive at ARDA&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 21st&#039;&#039;&#039;:&lt;br /&gt;
** First sighting of minutemen on the wild. First anomalies to show electrogenesis.&lt;br /&gt;
** Dr. Hooper G. cites Dr. Niraj Patel on their theory that ARDA&#039;s intervention on the Olympic Peninsula  is involuntarily creating new anomalies.&lt;br /&gt;
&lt;br /&gt;
=== 1964 ===&lt;br /&gt;
&lt;br /&gt;
* Remnants begin appearing throughout the Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1965 ===&lt;br /&gt;
&lt;br /&gt;
* LIM Tech mentions stop appearing on the press&lt;br /&gt;
&lt;br /&gt;
==== May ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;May 14th&#039;&#039;&#039;:&lt;br /&gt;
** First mention of the bunny anomaly.&lt;br /&gt;
** First mention of corrosive anomalies on the zone.&lt;br /&gt;
** First mention of explosive anomalies on the zone.&lt;br /&gt;
** A conversation between a so called Jack and multiple scientist (Dr. Niraj Patel, Dr. Gabriella and Dr. Anna and the speaker) argue about not bringing new equipment to the zone due to the fact that ARDA is &amp;quot;feeding it like a cocktail&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 28th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Niraj Patel finds organic material inside corrosive bunnies, concerning scientist if anomalies are alive or not. He theorizes the material comes from insects.&lt;br /&gt;
&lt;br /&gt;
==== December ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;December 2nd&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Lopez discover plasma clouds across the zone.&lt;br /&gt;
* &#039;&#039;&#039;December 10th&#039;&#039;&#039;:&lt;br /&gt;
** Dr Lopez writes to Dr. Anna, mentioning to her that Bunnies might be evolving, but with an unknown objective.&lt;br /&gt;
&lt;br /&gt;
=== 1966 ===&lt;br /&gt;
&lt;br /&gt;
==== June ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;June 6th&#039;&#039;&#039;:&lt;br /&gt;
** Dr. Francis Cooke writes on his diary that now explosive crates have evolved and are following employees. The puts the blame on ARDA for feeding the zone.&lt;br /&gt;
&lt;br /&gt;
==== October ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;October 10th&#039;&#039;&#039;:&lt;br /&gt;
** Drones and rovers are sent inside acid columns, revealing not only immense pressure on their inside, but that they seem to burst out corrosive waste from &amp;quot;another place&amp;quot;, different to earth.&lt;br /&gt;
&lt;br /&gt;
=== 1967 ===&lt;br /&gt;
&lt;br /&gt;
* The Olympic Exclusion Zone is expanded to include the Outer Zone.&lt;br /&gt;
&lt;br /&gt;
=== 1968 ===&lt;br /&gt;
&lt;br /&gt;
==== November ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;November 8th&#039;&#039;&#039;:&lt;br /&gt;
** A man talking on the Fallen Firmaments entry refers to the outer zone, saying that since the 2nd expansion it has been getting filled with anomalies that weren&#039;t there before.&lt;br /&gt;
&lt;br /&gt;
=== 1969 ===&lt;br /&gt;
&lt;br /&gt;
==== August ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;August 17&#039;&#039;&#039;: &lt;br /&gt;
** Air quality continues to suffer as a result of ongoing forest fires raging through the Olympic Peninsula. Despite growing concerns from state officials, A.R.D.A. have refused to grant firefighters access to the unknown object in Seattle.&lt;br /&gt;
&lt;br /&gt;
== 1970&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1973 ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;February 13&#039;&#039;&#039;:&lt;br /&gt;
** The Sierram Disaster destroys the town of Sierram.&lt;br /&gt;
&lt;br /&gt;
=== 1978 ===&lt;br /&gt;
&lt;br /&gt;
* Sectors E and F receive an incident alert from ARDA&lt;br /&gt;
* Remnant sightings stop.&lt;br /&gt;
&lt;br /&gt;
== 1980&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1982 ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Francis Cooke and Tobias Barlow visit the fisherman&#039;s mural in a Mid-Zone tour.&lt;br /&gt;
&lt;br /&gt;
=== 1987 ===&lt;br /&gt;
&lt;br /&gt;
* ARDA loses its funding, thus evacuates and seals the Olympic Exclusion Zone.&lt;br /&gt;
&lt;br /&gt;
== 1990&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== 1998 ===&lt;br /&gt;
&lt;br /&gt;
* The Driver is warped into the Olympic Exclusion Zone via an anomalous portal, and the events of Pacific Drive begin.&lt;br /&gt;
* Second Mass Hallucination, lasting three seconds. It was caused after the protagonist&#039;s car hit Colossal Cappy, the largest anomaly in the Zone.&lt;/div&gt;</summary>
		<author><name>FlannPud</name></author>
	</entry>
</feed>