VEIN Weekly: Holiday Notes
Hi everyone! Welcome to another weekly update. Like we said last week, this and the next weekly update will be light on content as it's the holidays and we want to spend time with our families. With that out of the way, let's get into it.
I've fixed a bug where racks that display their contents (wood logs, tire shelves, etc.) wouldn't show their contents until you search them. We fixed a pretty weird bug with schematic benches not working in multiplayer. I also fixed a bug where the "saving, please do not turn off the game" notification stuck around forever.
I've been doing a lot of work on localization as it's pretty easy to do and futureproofs translations in the future.
Underwater caves continue to be worked on and improved graphically. As stated last week, resources from these will be used in advanced crafting methods for some electronics.

We patched a multiplayer exploit (for the next hotfix) regarding the back entrances of trucks.
We fixed a really bad bug where if a container has a ton of storage and gets destroyed, nothing is in the bag. Ditto, for when a container is destroyed that's locked.
A few smaller bugs here and there were fixed, like plants having the wrong appearance (even when fully grown or dead) and zombies flipping cars when you drive through them.
Most of this week was spent on the upcoming hotfix, so hopefully we can get that out as soon as we've done comprehensive testing on it. We don't want to break anything, but it does have some important fixes (like a massive reduction in memory usage and the Steam Deck crash fix).
We've also been doing some tests related to mod support. Mods so far have modified existing data in the game, but it's very difficult to add or remove things due to the nature of Unreal Engine. We're in the early stages of experimenting on this, but we think it's pretty important for a game like this.
If you'd like a sneak peek of 0.023, or are curious about the smaller bugfixes, you can check our experimental changelog here. It's kept relatively up to date on all the changes going into the experimental branch that specifically aren't live in a hotfix yet.
So in summary, it's been a sleepy week: again, it's the holidays. Our lawyer is out for the holidays so we still have no documents we need to hire people, but we're still actively accepting and holding on to portfolios and CVs. If you're interested please send your work to jobs@ramjetstudios.com.
Thanks for reading, and see you in the new year!