About the Game
Endure an authentic survival experience unlike any other in The Last Plague: Blight. Carefully tend to your well-being, brave countless threats, and overcome daunting challenges within a disease-ridden procedurally generated open world. Delve into the heart of the Blight and bring it to an end.
An obscure disease known as the Blight has descended upon the land. Barely escaping its devastating effects, you find yourself exhausted, starved, and alone in the wilderness. But when an enigmatic figure emerges from the dark, a glimmer of hope presents itself off in the horizon. Are you willing to risk your life to see the Blight eradicated, or will you allow the disease to consume you?
Withstand a perilous open-world that strives on punishing realism, immersion, and depth. Whether you're cooking, crafting, or gathering materials, every single task eats up precious time. Water needs to be boiled to ensure its safe to drink, and raw materials require the proper treatment before creating the tools necessary for survival. Hunger, hydration, and energy must be consistently kept in check while resting at camp or exploring the wilds. Never let your guard down, as dangers take many forms. Wild beasts and harsh elements persistently threaten your well-being, so do what you must to survive a procedurally generated world that does not want you in it.
Key Features:
Authentic survival experience rooted in realism and immersion
Procedurally generated open world and inhabitants
Co-op multiplayer
Complex cooking, crafting, farming and building mechanics
Dynamic terraforming and shelter building system with walls, floors and roofs that are not locked to a grid
Spatial awareness through a refreshing top down perspective
Upcoming Features:
Continuation of the story and tying in an actual long-term goal to the game
Collaboration and trading with other NPC survivors to rebuild
Fishing
Character customization including gender
Injury and wound system
Controller support
Taming animals
More localized languages (Italian, Chinese, Japanese and possibly more)
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Small update to fix some of the bigger issues raised recently.
Fixes:
Fixed the bug introduced in v0.12.3 that would delete items when equipping something and there wasn't enough space for the just-unequipped item
Fixed various hammer-built buildings/shelter pieces not repairable when damaged
Reworked shadow rendering rendering pipeline to reduce potential for race condition related crashes on certain hardware configurations
A few players were reporting issues with world generation and things like cabins appearing too often. Turns out there was an oversight with some of the updated distance checking code that caused incorrect distance calculations mostly at world generation time, and for some calculations like cabin generation at world explore time. With this update, cabin generation will be fixed going forward in existing post-v0.11.11 worlds, and new worlds will have everything else fixed up (including village and other feature placement). Apologies for the oversight!
Fixes
Fixed bad distance calculation introduced in v0.11.11 for certain world generation based checks that would cause errors when generating new worlds, cabins that would generate too densely, and other similar issues
Quick hotfix to resolve some issues with rendering objects and clouds in caves
Fixes:
Fixed objects and the character disappearing when zooming in or heading deep into a cave
Fixed cloud shadow effects appearing within caves
Pushing out a small hotfix to resolve a crafting issue that came up relating to certain recipes
Fixes
Fixed certain crafting recipes like fish meat from fish not functioning properly
Fixed cooking skill progressing too quickly
Fixed missing localization for new show skills/show health menu key inputs
Quick fix for a new bug preventing you from exiting to the main menu in certain cases
Fixes
Fixed exiting to main menu breaking the game state when you have an injury-related tutorial task active
Fixed a bunch of internal errors breaking injury processing if the game is loaded in a potential corrupted state
Thanks for the reports and apologies for the issues that came up with the new update! Quickly fixed a few of the larger issues, with more fixes and stability to come
Fixes
Increased interaction range of all interactions to match the recently increased "use" interaction distance. This fixes things like harvesting or igniting kilns not working properly unless you are closer
Fixed cave underground display not triggering when entering
Fixed stick wattle and daub walls being invisible
Fixed wrong sunrise estimate text (30+ hours) when using accelerated seasons
Fixed pink squares appearing when igniting with flint when using the grass anti-aliasing graphics setting
Additions:
- Reworked sun position to only be set every few frames rather than every frame to reduce amount of flickering you may see around the edges of the shadows, especially at lower settings
- Reworked cloud shadow rendering to take the new sun positioning into account
- Added ability to chop up dead logs to receive scrap wood
- Added new input to switch between top-down and third-person perspectives (only with keyboard/mouse, default key: H)
- Added smoked fish recipes
Fixes:
- Fixed third-person mode field of view (FOV) being incorrectly zoomed out after the character customization update (v0.10.0)
- Fixed wrong terrain height calculation near chunk borders that would cause terrain levelling to creates spikes along these borders
- Fixed smoked item tooltips showing "hardening" percentage instead of smoked percentage
- Fixed female character dress behavior when walking
- Fixed creatures getting into a state where they run around the player without being able to hit them
- Fixed potential hang when starting or loading a game with large view distance on MacOS
Performance:
- Removed superfluous texture sampling calls in terrain rendering to increase framerate a small amount
Balance:
- Reduced stamina cost when using shovels
Other changes:
- Increased environmental brightness in various cloudy conditions
- Increased sky brightness below the horizon (if on a mountain or hill)
Additions:
- Finally added ability to break up all large rocks/boulders with a pickaxe
- Added new grass anti-aliasing graphics setting that greatly reduces "twinkling" of grass and other foliage as the camera moves around slowly. Note that this setting adds a decent performance impact due to the removal of a rendering optimization step related to grass-based surfaces
Fixes:
- Fixed long-standing issue of the anti-aliasing setting not being loaded properly on game start-up
- Fixed floor lengths not being updated to work with the new snap-to-grid distance increase for beams/walls
- Fixed fish not triggering fish traps as much as they should
- Removed "rabbit remains" for fish when they decay
- Reduced bonus stack size for hearth furnace slots to avoid situations where you can't add enough fuel to complete the smelt
- Fixed infinite splash effect when creatures die in fairly shallow water
- Added speed reduction when the character is approaching a target position for an interaction such as piloting a raft to avoid jittering at the center
- Fixed being able to walk into a raft's storage area to push it across the water
- Fixed fish not properly passing on their infection level to their resulting meat items in certain cases
Balance:
- Removed spawn chance of hostile creatures near camp at night
- Greatly reduced chance hostile creatures wandering near camp
Other changes:
- Increased depth that posts can be placed in water to better allow for protection against hostile creatures
- Reworked creature disease state to be set when they spawn rather than when they die. Won't change things much now but will better set up the game for breeding animals and whatnot later on
- Reworked how the far-away terrain is rendered to no longer rely on stencil masks but still nicely blend between it and the nearby detailed terrain
Fixes:
- Fixed ranged attack targeting in top-down mode - the target circle was behaving oddly when aiming higher than the character (ex. up a hill)
- Fixed ranged attack targeting in third-person mode - specifically for throwing stones, the angle calculation was done from the wrong point causing the stone to be thrown to the right
- Fixed in-inventory dead rabbits losing their inventory state when loading a save, causing their harvestable items to be empty when trying to harvest after being dropped
- Fixed internal error happening during nighttime due to missing fish spawn data
Additions:
- Added a migration of demo saves to the full game. This will only happen for players launching the full game the first time before any settings files are created to make sure the demo saves don't overwrite any full game saves
- Added stockpile support for charcoal, pebbles, and a new extra large stockpile added for thin trunks
- Added new game preferences storage system, currently saving whichever game customization options you set when starting a new game so that it will be re-shown the next time you try to start another custom difficulty game
- Added "kill" item action for live rabbits in your inventory
Other changes:
- Updated credits for character modelling
- Removed "experimental" from third-person control mode, it's fairly stable now!
Took some time to recharge over the recent holiday period but work continues intensely going forward. A more detailed roadmap will be out in the next week, stay tuned! Appreciate your patience!
Additions:
- Added Brazilian Portuguese, German and Spanish
Fixes:
- Fixed inventory being unusable when you are targeted by a nearby hostile creature
- When transferring liquids between containers, the default selected value will be the max amount to make this process smoother
I plan to send out a more detailed 2025 roadmap very soon with more concrete timelines of various features and content, so stay tuned! I know that the speed of feature/content addition has been very slow given the tiny size of the team and I apologize for that, but if you currently enjoy the game and the direction it's heading in, know that there is so much planned and that I will stop at nothing to get the game to the greatest it can be over the next few years.
Happy Holidays!
Additions:
- Added an often-requested transfer amount popup when moving item stacks or filling containers. You can hold shift when dragging then releasing an item stack to another slot (or press Y on an XBox controller) to open a transfer amount popup that lets you fine tune how much to transfer. This is also shown when filling a container with another, allowing you to select the exact amount of liquid to transfer
{STEAM_CLAN_IMAGE}/40600341/6f7e4fbaf243fffd1550b040411c27aeffb2f8b2.png - Added a proper terrain levelling function to the shovel (default Ctrl + left click). An indicator will appear showing the height and range of the levelling process, and this indicator will snap to certain height steps to allow for more obvious terrain planning for your camp. Note that this feature won't work if the terrain difference is too steep, so add/remove dirt with the shovel first to be able to level things properly.
- Added a way to snap shelter building pieces to a grid by holding Left Alt (or DPad left on controllers) to better layout your posts and walls. Let me know how this grid feels and if you'd like any changes!
Fixes:
- Fixed queued crafting recipes with liquid outputs (ex. berry juice) continuing even if the destination container is full
- Fixed language change not setting the new language in all places within the game, requiring a game restart
- Fixed French translation issues and missing translations for French/Russian
- Fixed errors when dragging a floor
- Fixed PS5 select button glyph
Other changes:
- Reworked floor placement process to be much less strict about how flat the terrain needs to be to avoid unneeded flattening with shovel after placement. Coupled with the new levelling feature done in advance, you should almost never need to flatten the ground to complete the floor
- Terrain smoothing was moved from Ctrl+left click to Ctrl+right click to allow the new levelling feature to take priority. Smoothing has also been reworked to be much quicker and line up with the digging animation
Additions:
- Added on-screen keyboard for text input for non-Steam Deck controllers (Steam Deck was already using its built in keyboard system)
- Added a new controller glyph dropdown setting to choose the glyphs you want to see if the game can't properly detect the controller you are using
- Added stat bar labels to show their name and values when using any in-game menus with a controller
Fixes:
- Fixed sensitivity of keyboard-based camera rotation
- Fixed being unable to right click on the player icon to create a map marker
- Fixed map zoom sensitivity via scrollwheel
- Lowered the inventory controls help bar on 130%+ UI scale so it doesn't overlap any important UI elements like buttons
- Fixed first combat hint showing "no input mapping" text when using a controller
Other changes:
- Increased rain visibility when cloudy and at night
Current Release
24102024
Uploaded Oct 24, 2024
System Requirements
How to Install
TheLastPlague.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
4.9 GB
24102024
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