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Patch 1.0.0.12

Update 1.0.0.12 and hotfix 100-Rev13Reviewed

Update 1.0.0.12 changes and the free update roadmap

The current version is update 1.0.0.12 (6 November 2026) with the 100-Rev13 hotfix (8 November). Patch 1.0.0.12 is mainly quality of life and story fixes; its economy changes are narrower than “rebalance” suggests: Disposable Battery prices, energy cells counting as Material in the display case, a better fountain, ±15 luck perks, cheaper Current Converters with Power Line Hijack, and a 99.01% purifier cap. Water prices were rebalanced earlier, in hotfixes 1.0.0.2 and 1.0.0.5. The next content update is planned for mid-December with the Junker scenario and Expeditions.

Painted key art: a shopkeeper in goggles behind a counter facing a red-jacketed customer holding a cybernetic arm, with a guard in a red beret.
Official Probably Stolen key art from the Steam library.

Changes that affect numbers on this site

Patch Change Where it matters
1.0.0.2 (28 Oct) Moisture Farm 650 → 350; Water Filter 50 → 25; Dr. Jackson’s Normal markup 25% → 15%; purifier logic reworked Water
1.0.0.5 (30 Oct) Water Purifier 300 → 250; any bandage turns a Glass Shard into a Glass Shiv without being used; Evaporator no longer leaves 1 µl of water; opened crate contents are final Recipes, chemistry
1.0.0.12 (6 Nov) Stock Water Purifier cleans to 99.01% (was 99.00%); Moisture Farm 6 L nightly cap fixed Water
1.0.0.12 Power Line Hijack: Current Converters 15% cheaper and running in blackouts; Hijack II and III added Wild’s Network
1.0.0.12 Lucky and Unlucky change luck by 15 instead of 5 (new runs) Perks
1.0.0.12 Disposable Batteries sell for 1 credit plus 1 per 3 kJ and are Low-Level contraband Inspections
1.0.0.12 Metal Printing and CNC modules only work from the module bay; Printer, Desequencer and Blast Furnace spill output into the store when full 3D Printer
1.0.0.12 Master Appraisers can block any item type Appraisal
1.0.0.12 Lou’s demand by difficulty (500 / 750 / 1,000 / 1,500), Eleanor’s bail, Serpico’s food drop Story characters

Other 1.0.0.12 changes

  • Options: click dialogue bubbles to advance; dialogue bubble size 50–150%; Move Bought Items to Inventory (on by default); Disable Pop Culture Characters removes the Case Enjoyer and the Foodie Tourist.
  • Store: energy cells in the display case count as Material for attracting buyers but do not carry the Material tag; the fountain earns more at most upgrade levels; the vending machine no longer sells hoppers placed inside it; a Lower Levels Power Outage no longer counts as a blackout.
  • Machines: the alarm shows as unpowered and the Nightly Report warns when its cell cannot cover the night; machine tooltips warn under Required Energy; Intake Hoppers in a full output grid carry the overflow away; the Current Converter counts as a Tool.
  • Shotgun: kept longer before Security collects it; with a revoked Weapon Permit 1 it is kept indefinitely and always returned.
  • Story: most story characters can be shot to end their storyline; the Gambler’s Coin can go in the dossier; Sentinel Collapse Disorder warns the night before it deals lasting damage.
  • Fixes: sales slowing down and items left on the counter after many sales in a day; variety buyers and tourists now apply their bonus to items already on the counter; store unclickable after closing the destination screen; alt-tab and Proton display problems.

Hotfix 100-Rev13 (8 November)

Chinese item, dialogue and UI names were restored to the previous translation; items in Lou’s locker are counted correctly, which had wrongly led to players being bombed (the fix applies to existing saves). A major modding security update will be merged on 10 December; mod authors need to update before then.

Earlier hotfixes

  • 1.0.0.1 (28 Oct): reporting Lou no longer lowers Black Market reputation; Smuggler’s Bay contents are no longer confiscated when the bay is in the trash can or behind the poster; the Merchant states his real discount.
  • 1.0.0.5 (30 Oct): a rebindable counter bell key (B); the Inventor stocks the Gene Scanner once Rat Ranching is unlocked; the Merchant keeps visiting on Sundays after you buy the store; the Scavenger’s Token fits in the dossier.
  • 1.0.0.6 (31 Oct): modding security and a second Menu/Back key binding.

Roadmap (announced 12 November)

Window Planned content
Mid-December Junker starting scenario with its own perk and items; Expeditions (hire, equip and send scavs); a minor Fence expansion. Likely: shotgun shells, 25mm grenade rounds, a tier 3 handmade SMG and armor.
Late January (very likely) Organ Dealer scenario: buying organs for requests, later growing or printing them; blood filtering and blood-type value modifiers; expeditions for black market thugs; new machines.
April (very likely) Street Food Vendor scenario: customers eat in the shop; fresh food including Chinese dishes, drinks and desserts; Aquaculture and Hydroponics expansions.

The developer says all roadmap updates are free, plans may change, and November is reserved for bug fixes and quality of life.

Sources

  1. Cumulative Update 1.0.0.12 (6 November 2026)Full patch notes.
  2. 100-Rev13 Hotfix (8 November 2026)Lou locker fix and the 10 December modding deadline.
  3. Upcoming Free Updates: What to Expect? (12 November 2026)Detailed December, January and April plans.
  4. Hotfix & Bell Hotkey Rebind 1.0.0.5 (30 October 2026)Water Purifier price, Glass Shiv, Evaporator and crate fixes.
  5. Water Balance & Hotfix 1.0.0.2 (28 October 2026)Moisture Farm, Water Filter and Dr. Jackson price changes.
  6. Roadmap and 1 Million Shopkeepers (6 November 2026)November focus on polish; every roadmap update is free.

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