Fort Rot

UPDATES

Release notes from Altstead LLC.

0.35.0

Settings hug their sliders, and the extra pitch is gone

0.34.2

Settings scroll past Back, and the operators pill is back

0.34.1

Credits stay above Back, and Recruit stops announcing nothing

0.34.0

The menus keep one measure, and the leftover copy is gone

0.33.1

The new menus actually arrive, and the trial dump is gone

0.33.0

Menus sit on one rhythm, and the dead copy is gone

0.32.0

The Gatecrasher breaks open, and the game downloads 588 KB lighter

0.31.0

The Keelgun and the Vanguard Carbine reload for real

0.30.0

Every menu page is the same object now

0.29.0

The Ripsaw and the Bulwark work their own magazines

0.28.1

What a round sounds like is now part of the release check

0.28.0

Every page starts in the same place, and there is one red

0.27.0

Every menu page agrees where the page is

0.26.0

The Rot Mauler works its own action

0.25.1

The Online tile keeps its description

0.25.0 gave Solo and Online a line describing what they do, but the account check erased Online's as soon as it ran, so the live home screen showed it blank. Trial and membership status is reported on the online page and in the lobby, as before.

0.25.0

Menus that finish their sentences

0.24.0

The Hivemaker changes its drum, where you can see it

0.23.0

A consistent menu, from deployment to settings

0.22.2

Finish the update before reloading

Returning players now reload after the new offline worker takes control. Reloading during installation could leave the new worker waiting while the previous release still controlled the page. Each later update can reload once, without a session flag preventing subsequent updates. Tabs already using the older update flow can recover automatically.

0.22.1

Keep downloaded assets with their game version

0.22.0

Hands, weapon actions, and the escape through Rotwood

0.21.5

A lit room down the axis, so a body in the doorway has something to stand against

0.21.4

A hand on the fore-end, and a HUD with an order of importance

0.21.3

The hound is an animal

0.21.2

The garrison stops being one man, the fort gets a night sky, and you can find what is trying to kill you

0.21.1

The torch leaves the lens, and the picture gets its form back

0.21.0

The High tier goes AAA: occlusion, lamp shadows, focus down the sights

0.20.2

A classified installation, and the basement stops teleporting you

0.20.1

Played front to back, and fixed what the photographs showed

0.20.0

The graphics pass: edges, hands, torch, air

0.19.2

Squad-tested, phone-tested

0.19.1

Played long, played Camp Wick, listened by code

0.19.0

They tear the boards off, vault the sill, crawl and sprint

0.18.1

Settings and lobby match the title

0.18.0

Hands you can trust, a station that plays through

0.17.2

The station's fittings read as steel and stone

0.17.1

The gun is on screen in portrait

0.17.0

The gun is in your hands now

0.16.115

Escape in the lobby asks before dropping your seat

0.16.114

Back sits beside the button that moves you forward, on every page

0.16.113

The hand holds the pistol instead of a black ball

0.16.112

Settings over the title no longer shows the menu through it

0.16.111

Online no longer leads with $5

0.16.110

Create account no longer stacks three buttons down the card

0.16.109

Looking at your boots no longer leaves +50 on the lens

0.16.108

The maze corridors are green water, not a black sheet

0.16.107

Looking at your boots no longer leaves BASE PACE on the lens

0.16.106

Looking at your boots no longer leaves TOLL CLEAR on the lens

0.16.104

The basement flood is green water, not a black sheet

0.16.103

The glass on the sill no longer flashes paper-white

0.16.102

On a phone, MAG no longer sits on ENEMIES

0.16.101

Looking at your boots no longer leaves HOLD F on the lens

0.16.100

The glass on the sill is dirty, not paper-white

0.16.99

The shutter boards are stained timber, not paper

0.16.98

The hatch look-down is green water, not a black well

0.16.97

An old install cache no longer hides a new build

0.16.96

Look-down trousers now catch the same light as the gun

0.16.95

Look-down no longer fills the lens with a chest slab

0.16.94

The Rotwood land puts the pistol back in your hands

0.16.93

A host extract still pulls a downed teammate

0.16.92

Leaving the station gate opens the Rotwood

0.16.91

Creative deaths no longer mint a personal best

0.16.90

Hatch shots leave a ring on the pit water

0.16.89

Hip view no longer draws the jacket sleeve into the lens

0.16.88

Water hits leave a ring on the plane you shot

0.16.87

Look-down no longer scales leather cuff plugs to 1:1

0.16.86

Shots into the flood splash; hip cuffs take less of the lens

0.16.85

Pump, Turntable, and Arsenal smash the hole you are standing at

0.16.83

Decon Maze north smash-in is glass until you smash it

0.16.83

Trial clock ticks every two seconds; Decon Maze B36–B39 have panes

0.16.82

Trial expiry leaves the match; lobby host-leave still has a Deploy owner

0.16.81

Skip-opening does not leave the containment card in the tree

0.16.83

Decon Maze north smash-in is glass until you smash it

0.16.79

Decon Maze west smash-in is glass until you smash it

0.16.77

Short landscape keeps Host notes, Ready links, and the $5 trial line

0.16.76

Phone title and HUD keep the $5 line and stop the page from scrolling

0.16.79

Title empty, error, and ready states stay on one card

0.16.76

Garage Approach east smash-in is glass until you smash it

0.16.76

Title occupancy is not a dead relay

0.16.74

Title asks one question at a time

0.16.74

Maintenance Garage north smash-in is glass until you smash it

0.16.73

Service Bay north smash-in is glass until you smash it

0.16.72

Quarantine Tunnel north smash-in is glass until you smash it

0.16.71

Excavation Gallery north smash-in is glass until you smash it

0.16.70

Excavation Gallery west smash-in is glass until you smash it

0.16.69

Origin Cavern west smash-in is glass until you smash it

0.16.68

Origin Cavern south smash-in is glass until you smash it

0.16.67

Online $5 gate is on the live relay, not only the menu

0.16.66

Camp Wick smash-ins are glass until you smash them

0.16.66

Online is $5/month to run the servers. The fort on your machine is free.

0.16.65

Rotwood’s north window is glass until you smash it

0.16.64

Rotwood’s second east window is glass until you smash it

0.16.63

Rotwood’s east window is glass until you smash it

0.16.62

Rotwood’s second west window is glass until you smash it

0.16.61

Rotwood’s west window is glass until you smash it

0.16.60

Stormwater Annex’s east window is glass until you smash it

0.16.59

Rooftop Deck’s north window is glass until you smash it

0.16.58

Quartermaster’s west window is glass until you smash it

0.16.57

Muster Yard’s east window is glass until you smash it

0.16.56

West Range’s north window is glass until you smash it

0.16.55

West Range’s west window is glass until you smash it

0.16.54

Muster Yard’s second north window is glass until you smash it

0.16.53

Parade Ground’s east window is glass until you smash it

0.16.52

The Keep’s south window is glass until you smash it

0.16.51

Munitions’ south window is glass until you smash it

0.16.50

Muster Yard’s north window is glass until you smash it

0.16.49

Munitions’ east window is glass until you smash it

0.16.48

The Keep’s west window is glass until you smash it

0.16.47

Parade Ground’s north window is glass until you smash it

0.16.46

Motor Pool’s south window is glass until you smash it

0.16.45

Motor Pool’s west window is glass until you smash it

0.16.44

Barracks’ south window is glass until you smash it

0.16.43

When the host leaves, you are told you are the host

0.16.42

Radio Mast’s west window is glass until you smash it

0.16.41

Hold hides the Muster plate. Looking at the Cache uses the Cache

0.16.40

Muster Hall’s east window is glass until you smash it

0.16.39

The Cache is rust on spawn, not party pink

0.16.38

Smashed windows still stop you. Zombies hunt after the climb

0.16.37

Smash-ins break. Zombies go through the hole

0.16.36

Hatch look-down is a dark sheet, not a yellow lamp

0.16.35

Pit water is dark with rings, not a white disc

0.16.34

Hip cuffs no longer look through to the floor

0.16.33

Last stand cannot extract, hold keeps its order

0.16.32

Bolt pool, hound slots, cache cap

0.16.31

Muster extract, first minute, named rooms

0.16.30

Join means join, basement holes are holes

0.16.29

Basement maze, pit water, seventeen doors

0.16.28

Verdigris Cell, solid sleeves, honest hatch

0.16.27

Containment chrome, not arcade neon

0.16.26

Title and home fit the viewport

0.16.25

Esc closes Sign In, and Recruit stays teachable

0.16.24

Find your downed mate, and do not trap the dead on pause

0.16.23

Deploy last night, and an honest lobby leave

0.16.22

Hands rig and playtest fixes

0.16.21

Fort unify drop

0.16.20

FPS arms and Ripsaw Compact

0.16.19

Hip gloves

Public lobby list

Fort Rot

Return to Fort Rot