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
Got a whole bunch of bug fixes and improvements in this patch after collecting reports over the last while. Also did a bit of performance optimization and networking improvements that touch many parts of the game logic, let me know if you see something weird!
Fixes
Fixed corrupt data on objects breaking the game load process. Instead the object will attempt to be repaired and removed if repair isn't easily possible
Fixed colliders of clay tile roofs so that they no longer block doors from fully opening
Fixed incorrect collision of triangular walls with the support beams they sit on top of
Fixed doors not blocking further doors from being placed in the same doorway
Fixed medical item durability not syncing correctly on co-op joining players
Fixed the font setup to better allow for the upcoming Chinese localization
Fixed used up medical items like bandages combining with and reducing condition of fresh ones
Removed "rabbit remains" from decayed crows
Fixed journal task list overflowing the window when there are too many tasks
Fixed pressing "enter" to finalize a map marker causing the chat box to pop up in co-op games
Improvements
Reworked the game join process and overall chunk sending system to allow for slower network connections, down to 500kbps up/down. Joining games and loading chunks during exploration will take a while in these scenarios but the game will now at least function rather than fail to connect
Improved chunk streaming and network message processing to better disregard out-of-order packets and avoid corruption in certain cases like terrain textures
Reworked the core entity processing system to be more CPU efficient. You may see modest performance improvements in scenes with many items or building pieces active at the same time
Improved memory management during chunk unloading to avoid brief framerate hitches
Balance
Doubled the life of smoked meat items
Disabled decay of liquids like berry juice when properly fermenting (in a closed container)
Moderately increased sawing stamina cost
Additions
Allow torch to be ignited by limestone burn piles
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
Got another set of improvements and fixes for everyone in this next update! Things are starting to look pretty solid with the v.0.12.x updates, work is now geared mostly towards planning out the full 1.0 release path and working on that. Expect a more detailed post about it soon!
Improvements:
Allowed bow to be stored in belt slots with new left-handed equip animation
Allowed small backpack (seen on NPCs) to be placeable like other backpacks
Added custom game option to change chance of NPC camps being hostile (default 33%)
Added better quiver model
Fixes:
Fixed wooden shield and reinforced wooden shield infinitely falling through ground when dropped
Fixed sole plate/lumber post connection logic not correctly registering all relevant sole plates in certain cases. After the previous update to strengthen these connections, there would be cases where destroying a sole plate would cause a post to fall even though there were other sole plates visually connected
Fixed some interactions not starting via the UI due to incorrect range checks - interactions like harvesting animals, igniting the fire pit, etc.
Fixed belt slot quick equip not working when bow is held (due to logic missing for offhand slot auto-equip)
Fixed NPC camps generating in swamps
Fixed new joining player tutorial tasks not properly set if joining while the host player is still customizing their character
Fixed a few uncaught errors around interaction handling that could lower performance
Hey everyone, got another huge bunch of fixes and improvements done in this update. There have been a few pretty deep-rooted issues introduced in v0.12.0 around disappearing player characters and bad inventory state that have hopefully been fixed for good. Please do let me know if you still see your character disappearing or any of the other issues mentioned in this update that should have been fixed.
Improvements
Improved third-person melee attack targeting to feel much more reliable - the attack check was only done from the crosshair, but now it factors in the zone directly in front of the character
Increased mouse drag distance detection for dragging item stacks so it's easier to shift+click an item instead of accidentally dragging it
Prevented naturally growing plants from blocking structure placement
Removed unnecessary AI idle pathing calculations that were causing a performance drop
Loosened structural connection logic when taking apart certain building pieces - taking apart a sole plate will no longer destroy the posts it's attached to unless that post has no other sole plates, and taking apart support beams will no longer destroy attached floors/posts as long as there are other beams taking the load
Added a popup alert when autosave takes longer than 2 seconds. During testing it seems that there are cases where a long-running autosave could destabilize the world state and cause all sorts of artifacts to appear. Forcing the game to pause helps eliminate that risk. The alert is bounded to 2 minutes so the game is still recoverable if there is a save-related hang
Fixes
Fixed error in inventory management causing a cascading failure and potential disappearance of player (and hand cart) as the player moves around
Fixed exiting the game during an autosave causing the resulting save to be corrupted in certain ways - generally you would see your character disappear with only held weapons/backpack visible after loading such saves
Fixed missing player character after a load from the above described bad save. Unfortunately there is no way to recover the correct player customization options so the character will default to the initial male character
Fixed objects disappearing when looking up in third-person mode on the second or third floor
Fixed sit interaction for co-op joining player not cancellable
Attempted to prevent frozen UI/controls for co-op joining players when awaking from sleep
Fixed error causing Elric's item hand-in task to not progress
Fixed interaction range calculations to avoid UI appearing and disappearing instantly after clicking on an object to move towards it and interact
Fixed hostile creature behavior not properly respecting "aggression" values after v0.12.0 overhaul - this was making coyotes and wolves continue to attack when they should be backing away
Fixed creature and NPC melee attack ranges being longer than they should be
Fixed boars never becoming hostile and ignoring player attacks
Fixed held wooden shield collider interfering with and preventing proper hand cart and wheelbarrow use
Attempted to reduce/eliminate instances of terrain modifications reverting when leaving and returning to an area - please let me know if you still run into this
Fixed co-op players not seeing Elric when he first visits the player camp
Fixed some interaction edge cases where pressing ESC could leave interactions stuck instead of cancelling cleanly
Fixed a lot of missing localization errors when running the game with a Turkish locale set on your computer
Fixed items inside mud brick kiln getting wet even when protected under a roof
Prevented letters from being delivered to NPC fire pits
Fixed large objects sometimes disappearing at the edge of the screen during certain camera rotations
Fixed a ton of uncaught errors that were filling up log files and reducing performance
Other changes
Added a few more details in the log files to help identify game and world state when logs are sent to help fix issues
Thanks for checking out the NPC update and sharing your feedback! It's exciting to see all the various interactions everyone has been having with the new inhabitants of the world of the Blight, both good and bad. Been fixing up a few issues since the release of the big update and have it ready for release today.
Additions:
Allowed dead NPCs to be lootable like dead players in co-op
Added NPC behavior to harvest meat from hunted animals, cook it, and eat or store the cooked meat
Fixes:
Fixed NPCs not "owning" the items they drop that they cannot fit in their inventories after trading. If you try to pick up too many items that they own, they consider it stealing and will eventually treat you as hostile
Stuck arrows now properly disappear after some time. In the future there will be a more dynamic system to deal with these items
Fixed NPCs commandeering player fire pits and other structures
Fixed hand cart inventory window not snapping fully into view like it was before v0.12.0
Fixed some NPC camp generations breaking resulting in just a fire pit and nothing else
Fixed stockpile placement failing on certain surfaces like cabin floors
Fixed cabin spawning being extremely rare after v0.12.0
Fixed missing contamination for food items carried by NPCs
Fixed creatures not respecting their fear of fire if they are currently chasing a target to attack
Fixed certain popup messages from showing up over NPCs like "ignite attempt failed"
Fixed "0 min" display for creature harvesting time
Fixed a bunch of uncaught errors under to hood to improve performance
The NPC update has finally arrived! In your travels you may run into small camps of other survivors that may be friendly or hostile. Also to better facilitate these new characters you meet, a whole bunch of character customization options have been finally added to the game!
Please note that this update (along with all others in the Early Access period) should be fully backwards-compatible with previous save games. Although starting a new game is probably the best way to experience the bigger updates.
New Features
Survivor Camps
[img src="{STEAM_CLAN_IMAGE}/40600341/f6d5a714e7d1624e6265e362ebc8ed8448c50075.png"]
[img src="{STEAM_CLAN_IMAGE}/40600341/e98ecb27c571825667d838c8df039291a178730d.png"]
Survivor camps can be friendly or hostile. Friendly camps allow you to speak to them, help them with simple requests, ask them about nearby points of interest and trade with them for potentially useful items.
Their behavior is fairly basic right now, they will make sure their fire is going, hunt any nearby creatures, and make sure they have water to drink. Much more advanced functionality and story integration will be something that arrives in the 1.0 release.
Also note that the current NPC AI system is not fully fleshed out and they may end up behaving oddly in certain situations, this is something that I will be continually improving over the next few weeks.
Trading and Economy
[img src="{STEAM_CLAN_IMAGE}/40600341/588b3047bd3f8d554a85b3d65c54b722e1d418d0.png"]
As mentioned before, trading and a new economy system is an important feature in this update. Three coin denominations have been added to the game: florins, groats and pennies. Florins are 100 groats, and a groat is 20 pennies. These coins are mainly used for trading, but bartering with items only is also possible. NPCs will tend to value their items more than yours however.
As with the NPCs, this economy system is vast and required a lot of calculations and tweaking. Things will be dialed in over time to make more sense.
Character Customization
[img src="{STEAM_CLAN_IMAGE}/40600341/d8c255d9bd3fa65f0bc28b2ae2f3864a9454b0f2.png"]
A bunch of new character customization options like skin tone, eye color, hair and color, and face shape have been added. It's not a very complex system but I will keep adding more functionality and customization options in the future. Thanks for your patience!
One thing to note: this new customization is only for new games, loading previous games will not allow re-customization, sorry!
Other Fixes
Fixed chromatic aberration setting not loading properly when the game starts
Fixed mouse wheel sensitivity consistency across all framerates and OSes
Fixed missing localization for no injuries text
Fixed parts of the character disappearing during certain animations and camera angles
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
Here are some more fixes and improvements while the Q4 update is built behind the scenes! Check out the Terrain Tessellation graphics setting if you haven't already now that the performance has been greatly improved
Fixes
Fixed black squares appearing on the terrain near snowy footprints or dug out holes when MSAA is enabled
Fixed shadow artifacts near snowy footprints when MSAA is enabled
Fixed incorrect graphical calculations that would result in shadowy looking snow on steeper terrain slopes
Fixed system to prevent Blight clouds generating in water by using a more accurate terrain height estimation process during initial world generation (as a result, you will only see this for new games after this update)
Fixed rafts being deleted when left to drift down a river to the south or west into unloaded areas (east and north were unaffected)
Fixed the calculations that determined when objects, grasses and the terrain are hidden when rotating the camera using a much more exact AABB frustum culling system. You will no longer see holes in the terrain or objects disappearing at the edge of the screen, especially when on or near very hilly terrain. The logic for hiding objects behind the camera was also fixed to prevent cases of shadows cast by these objects onto surfaces in front of the camera disappearing as the camera is rotated
Fixed recently gathered wild plants not allowing selection to be dug up
Fixed plants disappearing when planted and then dug up without watering
Fixed soft clay roof tiles not having a weight so that they match the fired clay roof tiles
Improvements
Finally added proper terrain mesh optimization using a custom-built quad-tree level of detail (LOD) system that should slightly improve performance for less powerful graphics cards, and greatly improve performance across the board when using the Terrain Tessellation graphics setting. As a result, Terrain Tessellation no longer has a performance warning and is enabled by default on higher quality setting presets
Other changes
Removed the ability to overwrite autosaves in-game as these saves would be lost as the game autosaves more in the future
Increased the brightness underneath cloud shadows to be more realistic
Added stockpile support for small/large flints and sandstones
More fixes and improvements in this update after a few great bug reports and feedback. Also took a stab at improving the stability of the co-op joining player experience after reports of chunks starting to disappear and not load after extended playtimes. Thanks everyone!
Fixes
Fixed rare issue that caused certain chunks to not load or show up as a corrupted checkerboard of textures for co-op joining players, caused by a race condition of chunk retrieval retries (due to dropped packets) along with specific chunk load/unload timelines due to certain player movements in the world
Fixed rare decompression errors causing chunks to not load for extended periods of time for co-op joining players
Fixed outer corner clay tile roof stretching algorithm to avoid holes in the resulting mesh
Fixed outer corner clay tile roof placement colliding with walls directly under the roof and vice-versa
Fixed Blight level being way too high for smoked bass meat
Fixed tooltip for smoked items to show "Smoked from: <item>" instead of "Hardened from: <item>"
Fixed bug that would cause infinite hammering if a small stone broke during a building construction or taking apart process
Fixed co-op joining players not seeing any item updates in the construction materials window of in-progress buildings
Fixed substance hardening using the total mixture volume instead of the specific substance volume (ex. liquid tallow + water hardening into solid tallow using the full mixture amount instead of just liquid tallow)
Fixed some Slime resource labels appearing but not actually allowing selection and gathering
Fixed short planks and nails being impossible to select when they are dropped onto a plank or stone floor
Additions
Added new status effects tab in the status window (alongside injuries and skills) to show more information about the various status effects that affect your character. This shows up as a separate window when using controllers
Added an auto-equip for small stones when a held stone breaks during construction or taking apart a building (similar to after throwing a stone)
Added new Butchering activity skill (and renamed existing Butchering crafting skill to Meat Handling) to track and reward animal carcass harvesting
Balance
Increased skill level up requirements across the board
Vastly increased Slime spawning chance in swamps
Other changes
Upgraded Unity version to 2021.3.45f2 after recent security advisory
Reworked step up logic to vastly improve navigation around short objects and structures like foundations, removing cases where you'd get stuck running against something that should easily be stepped over automatically
Prevented object selection when aiming a ranged weapon like a spear or bow to avoid clutter when aiming
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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