About the Game
Ragdolls are simple on the outside but detailed on the inside. You can siphon their blood and replace it with nitroglycerine. You can submerge their head and cause brain damage by asphyxiation. Think of something horrible, and you can probably do it in People Playground. Afterwards, you could even hook them up to an ECG and blood supply to try to get them back on their feet.
Every object in the game has its own physical properties: weight, sharpness, thermal and electrical conductivity, ferromagnetism, heat capacity, bullet resistance, and so on. The game simulates temperature, heat transfer through objects and through the air, electricity, and rigid body dynamics. All these systems combined make for emergent gameplay. You may experience behaviour that was never explicitly implemented.
Mutilation aside, you are encouraged to build interesting contraptions or download them from the Steam Workshop. Construct airplanes, walkers, impenetrable bases, automatic doors, shields, computers, unholy weaponry - it's up to you!
Once you get bored of the limited amount of items, you may download one of many Workshop mods and addons to expand the toy box, or you could make your own.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Good morning, good afternoon, good evening, and good night everyone!
The incident
I am not completely done with my confusing, disorganised, haphazardly assembled task list, but I've gotten far enough that I can finally reopen the Workshop without having anything to worry about. Please enjoy and I am genuinely sorry for having it closed for so long.
I'm going to be paying close attention to the Workshop with my eyeballs. You might notice some changes in how the game works, and especially in how it deals with mods. First of all, mods no longer auto-update. They need to be manually approved if their contents have changed. This might cause some issues with mods that edit their contents during runtime. They have to be approved every time you load the game. This is something I have to address in collaboration with modders. This should be resolved at some point. The vast majority of mods work fine.
Extra special thanks to mishanya, who has guided me and helped me directly with the mod loader throughout all of this.
What have we learnt from this?
I have to pay more attention
Wow, I sure need more moderators
I can't do this on my own
I should've listened
Please be careful on the Steam Workshop
Updates
The game has updated to 1.27.7, which provides important changes and improvements which are probably not all that exciting to most of you.
\[1.27.7] - February 6 2026
Added
Added Stack<>, Queue<>, and others to mod import list
Changed
Trust cache now takes mod content hash into account
Mods no longer auto-update. They need to be manually approved if their contents have changed.
\[1.27.6] - February 4 2026
Added
Various new security measures for mods
Upgraded mod C# version to C# 9
Included AssetBundles, PostProcessing, and Ceras in the mod assembly list
BeforeSpawn. This function is called right after the object is instantiated.
Changed
Renamed PerformMod to PerformAfterSpawn.
AfterSpawn can be null if BeforeSpawn is not, and vice versa
Thank you for reading.
Hi everyone!
Please update your game. Whether you are on the default, beta, or alpha branch, ensure your game is updated to the latest version. You can do this by verifying game files. Keep your game updated as I publish more improvement constantly.
After some talking and reading, I can say with decent certainty that the mod spread by uploading itself onto the Steam Workshop by overwriting your own uploads. It also reset your preferences, deleted contraptions, and reset your achievements. It seems to have had no other effects or means of spreading.
I've been publishing patches that prevent this mod (and mods like it) from being loaded. If you are on the latest version of the game, it's safe to open (even with mods).
As for the Workshop, unless Steam responds to me soon, I still can't provide an estimate on when it'll be reopened. However, once a large enough percentage of you have updated the game, I can open the Workshop anyway, but modders will have to manually rollback their uploads. Still, this should be postponed for as long as possible in case Steam is able to mass-rollback the Workshop.
More resources:
Added
- Better gib physics SFX
Changed
- Improved dripping SFX
Fixed
[list FhofgehpgherUloevqUnyyjnl]
Added
- Excalibur
- Blood splats on dismemberment
- Some new dismemberment sounds (new tear sfx and blood dripping sounds)
- New procedural shatter masks
Changed
- Increased visible damage on dismember
- Adhesive coupler no longer sticks to phase-linked objects
Fixed
- Objects that were previously incorrectly unaffected by time scale or volume settings are now fixed
- Energy sword boiling effect underwater
FIRST POST OF 2024!
Preview 1.27 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
Note that this build does not include the activation rewrite.
This is a preview branch. It is a work-in-progress. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
- New map: Reactor A5
- Decoupler
- Office Chair
- Office Desk
- Office Computer
- Office Monitor
- Naval Mine
- Chain
- "Mute" context menu option to the Lagbox, Metronome, Missile Launcher, and Timed Gate
- Blunt impact can now emit blood particles
- Blunt impact have a chance to cut the skin open
- Sound effects for bullet cracks and whizzes.
- Grid and angle snap size settings with optional keybinds
- Bus window can shatter
Changed
- Casing ejection particles no longer scale with the weapon
- Closed suspicious mod rejection loophole
- Made tempered glass shatter quicker
- Increased default physics iterations to 32
- Increased maximum physics iteration count to 256
- Increased minimum physics iteration count to 8
- Made it easier to select objects inside other objects by prioritising the smallest object under the cursor
- Improved fragmentation explosion crushing behaviour
- Organisms can now fully restore their blood levels on their own
- Missile Launcher missile will now explode when shot with a sufficiently large round
- Increased headshot fatality rate
- Slightly increased bullet knockback force
- Made sentry turret AI more consistent
- Doubled the lethality of the landmine
- Changed water surface explosion SFX
Fixed
- Mods occasionally failing to upload
- Rewrote significant parts of the control scheme system, fixing a few inconsistencies, bugs, and "what the hell" moments
- Humans could live having all their blood replaced with a tasty beverage
- Zombies healing wounds
- Cardiopulmonary bypass machine collision serialisation working incorrectly
- Attachments detaching when weapon is activated using activator electrode
- Incorrect servo description
- Immobility field - sentry turret interaction weirdness
- Heartrate monitor showing 70 bpm when it shouldn't
- Broken plate debris not showing up when flipped
- EscapeRichText loophole
Hello everyone. Sorry if you expected a fantastic content-filled update today, this is just a list of every update since 1.26 because I noticed not everyone was aware that the game is always being updated, whether it shows up on Steam News or not.
If you want to stay up to date (for real) then you're better off joining the Discord server or reading the blog. Steam News is cool and everything but it exists in a weird limbo between the immediate interactivity of Discord and the complete lack of it on the blog. There is information on there that isn't available anywhere else.
1.26.6 - March 4 2023
Added
- Some extra checks when uploading items to the Workshop to prevent unclear failures
- When a mod is uploaded from within the game, it is modified slightly to make it harder to blatantly reupload
- Limb.StrengthMultipliers, a float array that is used to adjust the final motor strength of the limb. Empty by default.
Changed
- Renamed "Blood vessel wire" to "Liquid conduit"
- Objects held by humans (etc.) will no longer collide with the human until it is distant enough or 15 seconds have passed. This prevents, for example, dropped weapons from freaking out when its wielder is killed.
Fixed
- Layer editor showing up when it shouldn't
1.26.5 - February 15 2023
Added
- WaterBehaviour.Ignore, IgnoreObject(gm), and StopIgnoringObject(gm)
- You can now toggle the detector beam visibility in the context menu and added a enabled light
Changed
- Increased EMP chance for regular atom bomb
Fixed
- That wire layering bug when editing layers
- Organism temperature response being way too abrupt
- EMP from nuclear weapons not passing through objects for some reason
1.26.4 - January 22 2023
Changed
- For modders: the Lasered message is now OnLasered and takes a Messages.ILasered.LaserArgs as a parameter. Please implement the Messages.ILasered interface.
- You can double click a mod to toggle it
Fixed
- Map objects occasionally creating spawn particles
- Tank tank problems (Tank)
- Some UI problems
1.26.3 - January 18 2023
Added
- Laser receiver double trigger
- Suspicious mods can now be "trusted". Observe.
- Mods can now come with a README.txt, which can contain TMP rich text which will be displayed on the right side of the mod list screen. Think of it as an extended description. More information on the wiki.
Changed
- Minor tweaks to body temperature management (body is now less effective at resisting external heat than it is external cold)
- Being on fire causes skin damage and is less likely to cause someone to lose consciousness
- Organisms burn longer
Fixed
- PPG modding wiki bug fix to do with rendering method overloads
- Thermal vision display not showing lava temperature
- Broken limbs incorrectly invoking damage functions (leading to a stopped heart not being lethal occasionally)
- Procedural fragments disappearing after every limb is crushed
1.26.2 - January 5 2023
Added
- Thermal vision now also displays the temperature of the object under the cursor
Fixed
- Weapon attachment undo
- Red barrel fire now takes no-collide into account
- Gore fragments are now always removed with the organism
- awdawdawdawd
1.26.1 - December 31 2022 🎆
Changed
- Explosive barrels will no longer ignite obstructed objects
- Wrench description is now more accurate
Fixed
- Layering issues regarding objects with multiple sprites (lagboxes, ion cannons, etc.)
- Syringes behaving incorrectly if pasted/loaded while lodged into a liquid container
- Attachment point blob in detail mode being visible at the wrong time
- Flare showing spawn particles on use, sometimes
- Deflated tyre appearing inflated after deserialisation
- Organisms slowly descending if the surface they stood on is disintegrated or otherwise removed unexpectedly
Preview 1.26 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Click here to read the realtime changelog.
1.26 - Definitely not August ?? 2022
Added
- Wooden Binding
- Jet Engine
- Freezing limbs will now damage tissue
- Metal scraping sparks
- Tyres can pop/deflate
- "Toggle UI visibility" optional keybind
- ModAPI.SerialiseJSON and ModAPI.DeserialiseJSON
- The optional
static method is now called when the application is closed for all loaded mods.OnUnload - You can now edit object rendering layers (a little box will appear in detail view, but there are also optional keybinds)
- Bullets can now dismember limbs in addition to them already crushing limbs
- Fire Extinguisher is a little more animated
Changed
- Minor changes to ragdoll animation system. Some animations had way too much force behind them and it's now possible for animations to specify a force multiplier.
- Bullet damage is now based on speed alongside distance and cartridge damage
- Servos no longer speed up when powered, they only become more powerful. Speed can be changed in the context menu.
- Life syringe stops seizures
- Drastically lowered chance of brain damage, it should be a rare occurrence
- Lowered chance of concrete rebar appearing in concrete debris. It's completely disabled when Fancy Effects is disabled.
- Slightly improved tesla coil arcs
- Increased water impact damage
- Bullet casings now shrink when despawning
- Oxygen deficiency may cause brain damage
- Low blood pressure may cause brain damage
- Lowered brain damage posturing time
- Seizures can stop the heart
- Slightly lowered entity impact damage
- Bleeding particles collide with the world when Fancy Effects is enabled
- Fire Extinguisher is a little heavier now
- Increased thermal pulse intensity from nuclear explosions
- Increased drag underwater
- Made many changes to the body heat system and responses to environment temperature. Humans are more resistant to cold environments. They won't freeze as quickly and will often pass out before dying if their body temperature is too low.
- Changed sharpness velocity threshold calculation. Lower softness values are now more effective
- Improved thruster SFX
- Improved propeller SFX
- Improved ricochet SFX variety
- Lowered audio range of mini thruster
- Improved pumpkin destruction effect
- Decreased cannon shockwave
- Falling embers now collide
- Laser colours can be much darker
- Increased G1 SMG, SMG, and Minigun spread
- Increased LMG heat up speed and added a little glowy bit at the end
Fixed
- Older contraptions having firearms with incorrect reflection sounds
- Ray cannon going insane on void & other maps occasionally
- Fragility slider not showing enough digits
- Crossbow bolts spinning forever
- Some energy sword problems
- Tree collision
- Human feet are no longer unnaturally resistant to being crushed
- Phase link slightly affecting center of mass
- Minor performance improvements to do with phase links and other tools
- Some deletion stuff
- Flamethrower wouldn't burn stuff up close sometimes
- Pin hover stuff
- The game will now delete older logs as to keep a maximum of 25 logs in the log directory
- Menu escape issue
- Bug where limbs would cool down when dead despite blood flowing through them
- Bug where cardiopulmonary bypass machine continues to provide oxygen even when turned off/broken
- Electricity particles not scaling with the object
- Some major liquid system problems
- Weird deletion message stuff
- Other minor bugs
Where the hell have you been? Again??
Yes I was and am working on another game as well. It is a lot of work okay.
New cool game wow this is cool
Preview 1.25 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
This is a preview build. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Click here to read the realtime changelog.
Added
- Split up settings into more categories:
- General
- Gore
- Visual effects
- User Interface
- Video
- Audio
- General
- Goreless mode: no blood, no gore
- Dismemberment could now expose stringy tissue that will loosely hold the limbs together
- Limbs with enough flesh on them may eject chunky particles when shot, similar to brain-matter particles
- Cobblestone wall
- Stone brick wall
- Liquid Duplicator
- Cardiopulmonary Bypass Machine
- Minor extra details to the default bullet impact effect (only visible when Fancy Effects is enabled)
Changed
- Beam rifle beam will now crush limbs if they can't be sliced off
- Brain matter particles are now red
- Detaching the head from the torso will instantly kill the organism
- Flamethrower will heat things up less quickly
- Worm staff wounds now are counted as stab wounds in the entity inspector
- Decreased bleeding rate when most skin is gone
- Doubled activation propagation limit
- Firearm casings that are ejected now scale with the weapon
- Blaster weapon muzzle flashes
- Changed Sentry Turret gun sound
- Sentry Turret now targets torso over anything else
- Human blood regeneration is slower
- Achievement icons updated to current sprites
- Made the plate stronger
Fixed
- Auto healing again
- Immortality serum
- Acid is more effective and consistent
- Burn wounds regenerating despite "auto heal injuries" being off
- Heart rate monitor inaccuracy
- Saving broken pistons being all messed up
- Disassembler still discharging despite being broken
- Firearms not always passing in the Cartridge
- Slider slider width not adjusting to the actual scale
- Impact intensity averaging calculation now removes outliers
- Sentry turret no longer targets dead limbs if the human is still alive
- Beam rifle beam is no longer effectively infinitely thin
- Flamethrower going through walls occasionally
- Flamethrower going through very small gaps
- Critical drag tool bug
- Weird debris issues to do with undoing
1.24.5 - May 24 2022
Added
- Cyrillic font support
Fixed
- Logging oversight
1.24.4 - May 24 2022
Changed
- Hover thruster max height is now 10 km
Fixed
- Brain-death being way too hard to heal
- Androids being impossible to revive sometimes
- Liquid exit tolerance & reliability
- Tritium permanence
- Auto-healing
1.24.3 - May 23 2022
Added
- Burn damage can heal
- Adrenaline undoes numbness
Changed
- Bullet-holes can be a bit smaller
Fixed
- Even more burning issues (endless burning)
- Regeneration speed being way too slow
- Brain-dead state not working correctly
- Tempered glass undo not working
1.24.2 - May 22 2022
Fixed
- Burning issues
- Inspector issues
- Other issues that are too small and numerous to list
1.24.1 - May 22 2022
A small patch to fix issues people have encountered & bonus additions.
Added
- "Heart stopped" in living entity inspector if the heart has stopped working
- "Brain-dead" in living entity inspector if... yeah
Fixed
- Human water impact damage is no longer excessive
- Error in bullet-damage-by-distance-calculation
- Bullet-wound damage response curve. The contrast between small round damage & big round damage is greater and more noticeable.
- More electrocution issues
- Android durability being almost infinite
{STEAM_CLAN_IMAGE}/35398057/0edbcbd6cf12221f667092f609caafb5c9470cb7.png
Preview 1.24 is now live on the preview branch.
Please report any bugs here and follow the instructions carefully.
This is a preview branch. Do not play on this version of the game unless you are accepting of potential bugs, lag, and possibly permanently corrupting your save data.
Added
- Liquid canister. This is a high capacity container that is vulnerable to bullets and has a variable buoyancy.
- Painkiller syringe
- Humans will pass out when they experience too much g-force
- Boat motor reverses on red signal
- For modders: support for transparent liquids
- For modders: Liquid.GetDisplayName()
- For modders: BloodContainer.ForceCalculateComputedColor
Changed
- Completely rewrote body shader (this may make humans from older contraptions look weird)
- Blunt damage causes bruising (new look)
- Bullets make bullet holes
- Stabbing makes stab wounds
- Touching hot objects & friction causes burn wounds
- You can switch back to the legacy shaders in the general settings menu
- Important for modders: wound intensity is now inverted (normal). The higher the Z component, the more intense the wound.
- Blunt damage causes bruising (new look)
- Bullet impacts on bodies of water are more intense
- Stopping time has a shorter transition
- Androids are more durable
- Minor rendering optimisations
- Other minor optimisations
- Changed bullet hardness & damage distance calculations
- Limbs don't drain their liquid as fast when bone is exposed
- Humans don't panic as easily when shot
- Humans wince more when shot
- Humans and gorses regenerate blood slowly, if they're alive
- Bullets have 50% more impact force
- Tritium glows when seen in transparent containers
- Made punctured lungs more dangerous
- Increased g-force resilience
- Decreased human drown time
- Boiling bodies of water have no buoyancy
- Changing weather settings like rain, snow, and fog will now happen smoothly instead of abruptly.
- G-force damage no longer occurs when the organism was frozen
- Improved distant large explosion sound
- Changed AK-47 sfx
- Changed AR sfx
- Changed Submachine gun sfx
- Changed Shotgun sfx
- Changed Sniper sfx
- Swapped old Rifle sfx for sniper SFX
- Improved Gorse collision
- Increased explosion shrapnel lethality
- Made Ultra Strength Serum more potent
- Decreased bleeding particles intensity
- Minor tweaks to entity body temperature maths
- Increased body bullet impact sound volume
- Gave liquids nicer names
- Made human pain animation a little less rigid
- Organisms rot slower
- Increased minimum impact damage threshold for limbs
- Heat capacity is now calculated using object mass in addition to size & material properties
- Lowered object to air heat dissipation
Fixed
- Android circuit layer transparency
- Improved limb liquid circulation
- Fireworks detail view radius visible for too long
- Concrete debris suddenly disappearing
- Made rescaled living entities a little more stable.
- Boat motor saving issues
- Slider disintegration issues
- Unnecessary memory usage
- Electrocution issues
- Workshop upload dialog box being weirdly sized
- Fluorescent bulb glow overlay appearing in front of everything
- Issues :(
- Detectors emitting signals even when broken
- Human flesh layer not covering all bones
Removed
- Removed coagulation concentration calculation
Current Release
Build 22076723
Uploaded Apr 30, 2026
System Requirements
How to Install
People Playground.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
169 MB
22076723
B6028834
230b43ea8988583a271192921a3e61aa9eed07722eda3eaed9d28156ad52eacf
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View AllDownload People Playground for PC with a direct link or via torrent. Get the full version of People Playground for free. People Playground is a Action released by mestiez.