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The Parasites [v0.1.6.0.0.0]

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The Parasites Download Game Final Walkthrough + Inc Patch Latest Version – is an open-world survival horror set in an an abandoned corner, after the fall of a giant meteorite.

Developer: Rab-Bit Patreon – Steam – Boosty 
Censored: No
Version: 0.1.6.0.0.0
OS: Windows
Language: English
Genre: Adult, 3d game, sandbox, big ass, big tits, female protagonist, monster, graphic violence, character creation, fantasy, adventure, strategy, management, vaginal sex, groping, combat, crafting, animated, masturbate

Description Game

THE PARASITEs – is an open-world survival horror set in an an abandoned corner, after the fall of a giant meteorite.

You are one of those lucky enough to survive the infection. Every time you try to go beyond the catastrophe, you somehow come back. Your task is to survive and get out of this trap. As time goes by, loneliness and the itch of the parasite begins to put more and more pressure not only on your body, but also on your psyche – can you survive in this nightmare?

There’s no point waiting for help. All you have is a parasite that you have learned to coexist with. By chance, he rewarded you with superhuman strength and survival. Using this, you will have to learn on the go, build shelters, improve your character, create traps, make tools and weapons for hunting and self-defense. Remember about those who are less fortunate, your life is under threat all the time: at any moment you can be killed.​

Screenshots and Gameplay

CHANGELOG

v0.1.6.0.0.0

ADDED / IMPROVED:
Content and clothing

I’ve made significant progress in reducing clothing clipping when different pieces of clothing intersect or poke through one another. This has opened up many more outfit combinations that previously didn’t look right because of these issues.
Work on combining various items of clothing in different contexts and with different accessories is still ongoing
The new clothing items have incorrect names and icons; I forgot to fix that.Added tunnel zones that adjust lighting to keep tunnels dark.
Restored the dialogue system.
Added bone armor.
Added a rag clothing set: gloves, top, skirt, and shoes.
Added a choker.
Added a bone-cross necklace.
Added wolf gloves.
Added bear boots.
Improved the appearance of some clothing.
Changed body physics for the chest, buttocks, hips, and arms.
Reworked the male Bound’s textures and added three new texture sets.
Added tattered clothing for the Bound.
Added armor made from human remains for the Bound.
Added a new anomaly.
Added random background screams.
Movement, swimming, and flight
Added mouse-controlled flight.
Adjusted the flight camera.
During flight, upward movement now slows by up to 20%, while downward movement accelerates by up to 60%.
Added smooth pelvic height adjustment when crouching on uneven surfaces to reduce knees clipping into the ground.
Movement speed now gradually decreases as water depth increases.
Entering and exiting swimming now depend on water depth, with the transition occurring at approximately chest level.
Smoothed the character model’s position when returning to shore.
Adjusted buoyancy when entering the water normally.
Movement, rolls, and dodges have been adjusted. You will no longer stumble or fall over every little bump or change in the terrain this is especially true when you have a high running skill level.
Reworked the damage system. Getting stuck in objects or encountering collision issues during a fall should no longer cause small amounts of damage to accumulate rapidly and kill the character.
Horses
Added inertia for the mounted rider.
The rider now leans and tilts on slopes (beta).
The horse’s head now reacts to the character.
Added gentle rocking on waves while the horse is swimming.
Reduced the horse’s swimming speed.
Refined the horse swimming system.
Horse movement speed now changes on slopes.
Camera smoothing has been added for horseback riding, ensuring that slight changes in the horse’s height while moving do not cause the camera to shift position abruptly.
Added a horse container.

AI
NPCs will no longer crowd against walls or stand staring at you if they cannot find a way to reach you; instead, they will scatter and seek cover.
Improved pathfinding behavior. NPCs are better at finding their way to you and are more adept at climbing, jumping over obstacles, and dropping down from ledges.
Animals now retain their selected target more consistently instead of switching between enemies on every perception update.
Dead animals are now correctly excluded from potential targets.
Animals now remember multiple nearby threats while fleeing and take them into account when choosing an escape route.
Improved idle roaming behavior, with longer pauses after reaching a destination to reduce unnecessary action switching.
Inventory, crafting, and optimizationThe inventory system’s core has been heavily reworked. Many parts of the system have been expanded, and some old limitations have been removed, allowing for improvements that make the inventory more convenient to use.
Such a major rework may introduce new bugs. To help with this, I’ve added a recovery tool designed to resolve most inventory issues you might encounter with a single button press. It also captures a diagnostic snapshot of the issue that you can share with me, helping me track down the cause and make the game more stable over time.
This should also greatly reduce the need to roll back to an older save when inventory problems affect your current one.The Vicinity container now supports most inventory actions, including opening clothing pockets, stacking and splitting items, and using items directly from the ground etc.
Trading has been significantly expanded. The trader now has item preferences and varying levels of interest in different goods. Prices depend on an item’s condition and how much of it the trader already has in stock. The trader’s stock now refreshes as well.
Added a Scene Capture-based system for dynamic weapon icons. Inventory icons now reflect the weapon’s current appearance, including any installed attachments.
Equipping attachments on a weapon now affects its dimensions.
The durability of clothing now directly affects its capacity.
Added localized messages explaining when a container is full, contains an incompatible liquid, or cannot be filled, and when no suitable container or water source is available.
Optimized some systems by switching to soft references and asynchronous loading.
Removed residual hard dependencies from optimized systems, allowing soft references to work as intended.
The open container window now displays the current and maximum weight.
Improved recovery of inventory data that could otherwise leave items missing from view or block container slots.
Improved handling of deeply nested containers and fixed a reproduced crash involving deeply nested item interfaces.
Optimized opening heavily filled world containers by creating the item interface for closed pockets only when needed.
Improved item searches and updates inside closed pockets while preserving their contents and total weight.
Improved reliability when equipping and unequipping items containing other items.
Reduced memory usage during long sessions by releasing unused loot container interfaces after closing them. Items remain stored and the interface is restored when reopened.
Added equipment swapping by dragging an item onto an occupied equipment slot.
Crafting now uses materials from your inventory, the currently open container, and accessible items on the ground nearby.
Added crafting material counts by source, showing how much is available in your inventory, in the open container, and nearby, along with the quantity the recipe produces.
Weather and radiation
Improved radiation effect smoothness and removed unnecessary updates after leaving a zone.
Rebalanced weather temperatures for a permanent late-autumn climate, with colder nights and occasional warm spells or severe cold snaps.
Made cooling from wet clothing gradual instead of changing abruptly.
Improved body temperature recovery to prevent overshooting its normal level.
Made wetness and snow changes while in water consistent across different frame rates.

Graphics and settings
Added Global (default) and Detail Lumen tracing options.
Added SMAA anti-aliasing and removed unsupported MSAA.
Improved the hair shader so hair no longer glows under light sources at low and medium shadow settings.
Added DLSS quality selection.
Added NVIDIA Frame Generation modes: Off, Auto, 2×–6×, and Dynamic, with support checks and an adjustable Dynamic target frame rate.
Added an AMD FSR sharpness setting.
Added separate FPS limits for menus and inactive game windows.
Added a volumetric fog quality setting.
Added an anisotropic filtering setting.
Improved the shader for the blood and dirt covering the character’s body.
Updated NVIDIA DLSS to 4.5 and AMD FSR to 4.1.1.
Added AMD Frame Generation and upscaling/frame generation algorithm selection.
Added toggles for chromatic aberration, film grain, and depth of field.
Improved skin rendering at a distance: skin transmission now fades out smoothly, preventing distant characters from appearing to glow.

BUG FIXES:
Inventory and equipment

Fixed an issue where loading a magazine in a container near its weight limit could make the loaded rounds unusable for firing or unloading and incorrectly reduce inventory weight.
Fixed outdated items remaining visible and removed-item weight still being counted after loading or refreshing the inventory. Leftover weight after a container refresh no longer prevents new items from being added.
Fixed incorrect handling of items inside nested containers when restoring the inventory.
Removed unnecessary repeated checks during inventory initialization, which may improve inventory opening speed.
Fixed weight-limit checks when moving, splitting, and merging stacks, including items stored inside clothing and other containers.
Fixed moving items within the same container hierarchy incorrectly counting their weight twice.
Fixed quick transfers targeting disabled containers or stopping at full stacks instead of finding another valid destination.
Fixed invalid stack merges and transfers exceeding stack capacity.
Added safeguards against item duplication, incorrect item selection, and conflicting item IDs during transfers.
Fixed outdated stack-splitting windows allowing players to split more items than were available.
Fixed empty item stacks remaining in the inventory and blocking slots after being fully consumed.
Fixed incorrect slot occupancy after item swaps. Invalid swaps now leave both containers unchanged.
Fixed item placement and slot tracking when expanding containers, rotating items, or placing them near inventory boundaries.
Fixed interface creation failures potentially removing or dropping items.
Fixed the hands section disappearing from the inventory and dropping held items onto the ground. Drawing and holstering a weapon is no longer needed to restore it.
Fixed Anna’s equipped gear and loot disappearing after quitting and reloading the game.
Fixed item weight being deducted twice when removing an item, which could cause the container’s weight to become negative.
Fixed weight limits being bypassed when picking up items from the ground.
Prevented splitting stacks with zero or negative quantities.
Fixed network broadcasting of stack split updates.
Fixed container item quantities and weights being modified despite the option to skip those changes being enabled.
Fixed the returned quantity after setting a stack to its maximum size.
Fixed an issue that allowed players to exceed the hands weight limit by placing items inside clothing held in their hands.
Fixed items being incorrectly blocked from moving into clothing within the same container when its total weight would remain unchanged.
Fixed weight checks for nested containers to respect both the clothing’s own weight limit and the limits of all parent containers whose weight increases.
Fixed the player’s inventory closing when moving away from a corpse after switching from the corpse’s inventory to their own.
Fixed nested pocket windows opening behind their parent windows.
Fixed the cursor remaining active after cancelling a quantity-selection popup, preventing normal camera control.
Fixed the jeans’ internal belt and its stored items dropping onto the ground when unrelated clothing, such as a jacket or backpack, was unequipped.

Crafting and interactions
Fixed coal transferred with Ctrl+click getting stuck in the Horne smelter without being used as fuel.
Fixed fuel processing for multiple coal stacks and incorrect fuel gauge values.
Fixed crafting ingredient searches incorrectly accepting an incomplete set of required materials.
Fixed an issue where partially filled bottles could refuse to refill.
Fixed purified water not being consumed from a pot when filling a glass bottle.
Fixed nonexistent cube objects dropping when removing a building blueprint.
Fixed some items not being returned when removing a building blueprint.
Fixed the Rubik’s Cube not working.
Fixed meat taken from the drying rack not contributing to weight.
Fixed alcohol used to clean wounds failing to return an empty bottle when consumed.
Fixed browsing hairstyle previews consuming scissors durability.
Fixed pots not appearing on fire pits after loading a save.
Fixed lockpicking ending after one stack of lockpicks was exhausted despite more lockpicks being available in the inventory.

AI
Fixed erratic enemy spinning, especially among shooters, which could make sneaking up on them nearly impossible.
Fixed jerky animal movement, with animals repeatedly starting to run, stopping briefly, and starting again.
Fixed cases where animals could get stuck while moving, especially near NavMesh boundaries and on complex paths.
Improved animal movement along curved and zigzag paths. Fixed sudden turns, incorrect movement directions, and path recalculation issues.
Animals now more accurately determine whether a selected path is actually traversable, rather than simply relying on the existence of an alternative route.
Fixed cases where animals could prematurely stop chasing or lose their target when recalculating their path.
Fixed conflicts between old and new movement commands that could cause animals to continue following a previous task.
Fixed random incorrect turns while animals were standing still.
Fixed an issue where aggression values could be incorrectly shared between different animals. Aggression is now calculated independently for each animal.
Animals no longer continue following their previous path when certain animations begin.
Improved fleeing behavior: animals should no longer randomly turn back toward the threat they are escaping from.
Fixed shooters aiming in a different direction from their shots when attacking other NPCs, such as dogs.

Movement and horses
Fixed stamina draining faster at higher frame rates.
Fixed vertical flight controls failing above 60 FPS.
Fixed crouching characters continuing to walk along the bottom in excessively deep water.
Fixed characters being unable to exit the water onto walkable slopes.
Fixed characters being pushed slightly upward when exiting the water.
Fixed the horse spline solver twisting or buckling on slopes and ledges.
Fixed the broken horse swimming system.
Fixed significant FPS drops when mounting or dismounting a horse.
Fixed moving backward on horseback requiring two presses.
Fixed glitches with the horse’s collision capsule causing jerky movement when stepping off ledges, jumping, or landing.
Fixed recovery from an unintended ragdoll state leaving the character suspended in mid-air or spinning.
Fixed incorrect saddle textures on wounded horses.

Survival, weather, and radiation
Fixed radiation effect fluctuations and flickering in overlapping zones.
Fixed the effect incorrectly turning off when leaving one radiation zone while still inside another.
Fixed incorrect Geiger counter readings in overlapping zones with the same radiation strength.
Fixed excessive temperature drops during rain and other weather conditions.
Fixed campfire warmth not being included in cave temperature calculations.
Fixed incorrect cold-resistance calculations.
Fixed an issue where sickness could unintentionally reduce cooling.
Fixed blizzards not increasing snow buildup on the character.
Fixed snow drying too quickly in freezing conditions.
Fixed the Screamer’s black-and-white screen effect sometimes remaining after its death, particularly after getting close enough to trigger it.
Fixed weather becoming stuck.
Fixed removing a bandage after the wound-healed message causing bleeding to restart and healing progress to reset.
Fixed dirty bandages restarting completed wound healing when no infection was present.
Fixed sepsis developing prematurely.
Fixed diseases and disease phases ending too early.
Fixed remaining diseases temporarily losing their stat limits when another disease ended.
Fixed stomach fullness incorrectly increasing belly size after repeated updates.
Fixed temporary stomach fullness affecting permanent body fat.
Fixed body fat changes not being restored correctly after loading a save.
Fixed body and breast size continuing to change after reaching their limits.
Fixed starvation-related fat loss depending on random dialogue and combat state.

Graphics, settings, and stability
Fixed clothing textures displaying incorrectly after equipping another item with a different material.
Fixed the BP vest appearing too dark in shadow.
Fixed several settings failing to save or apply after restarting the game or changing levels.
Fixed FPS limit persistence and issues with applying resolution and window mode changes.
Fixed Motion Blur values using a comma instead of a decimal point.
Fixed the selected audio device being saved before a successful switch was confirmed.
Fixed inconsistent availability of DLSS, FSR, and anti-aliasing options when opening the menu or switching settings.
Fixed NVIDIA Frame Generation being selectable in unsupported editor modes and added explanations for disabled options.
Fixed cancellation of pending Frame Generation activation and cleanup when ending a game session.
Added a workaround for identified crashes and performed stability testing.
Fixed unsafe access to the game world and incorrect graphics API detection.
Fixed dependent menu controls not updating after deferred settings changes were applied.
Fixed the missing G channel used for the damage mask on upper_body_00.
Fixed some clothing damage masks not updating when items were equipped or unequipped.
Fixed Anna’s tattoo appearing in the character editor when no tattoo was selected.
Fixed deleted character-preset names remaining unavailable for reuse.
Fixed fullscreen resolution resetting after F11 or Alt+Enter.
Fixed a crash involving NVIDIA Frame Generation when changing resolution or window mode.
Fixed clothing layers remaining hidden after holes formed in the outer layer. Underlying layers now appear immediately instead of requiring additional damage.
Fixed the sand-underfoot effect glowing in the dark.
Fixed skin glowing with shadow quality below High.
Fixed the keyboard-layout panel not updating after keybinding changes.
Saves, loot, and world
Fixed the closed gate at the Rab-Bit site.
Fixed a floating luggage case in Dry Valley, south of the trader.
Fixed bridges unloading from memory too quickly.
Fixed map defects.
Fixed cars inside tunnels playing rain-on-roof sounds during bad weather.
Fixed the last item taken from a loot spawn reappearing after loading a save.
Fixed items duplicating or disappearing from tracking when a loot spawner reinitialized.
Fixed loot failing to respawn after subsequent train passes. Respawn chances remain unchanged.
Fixed invalid item references getting loot spawning stuck.
Fixed pending loot spawns continuing after leaving the game or loading a save.
Fixed turtle shells not dropping.
Fixed previously open beach containers becoming closed.
Fixed a crash during merchant dialogue.
Fixed excessive loot around mushroom people.
Fixed Totem abilities resetting when opening the save screen without saving.
Fixed the day counter sometimes resetting when saving.
Fixed the save counter sometimes resetting when saving.
Fixed playtime showing the overall total instead of the individual save’s playtime.
Fixed Anna repeatedly saying “I don’t think I can do it now” when saving or sleeping through a shelter.

v0.1.3.0.0

Updates

  • Items located nearby are now taken into account when crafting
  • From the start, the merged skill is at level 6
  • Venous can absorb your merged skill
  • The parasite will not understand Anna when she is drunk or with low mind
  • Replaced placeholder symbols (“;%?*№%?!…”) (parasite doesn’t understand Anna’s speech)
  • Replicas of some events with mutants
  • Molotov now also sets fire to corpses
  • Added teleport sound for the queen
  • Totems, loot boxes, cars and static loot points now respawn (BETA)
  • You can now give a name to the wooden box
  • Closing the book and hours with Esc/Tab
  • Immortality for 20 seconds after the start of the game (to prevent invisible death)
  • All corpses are now taken by train and then the mutant static points respawn (BETA)
  • The uterus can randomly avoid dynamite damage by teleporting
  • Various fixes and improvements
  • I’ve updated the credits and added the missing alpha/beta Parasites. If you didn’t find yourself on the list, please contact watchmans on Discord. I apologize in advance for the inconvenience

Changes

  • Balance of animal damage
  • Increased growth for the large mutant uterus
  • Changed max weight value for most containers
  • At level 8 the parasite fully understands Anna
  • Reduced neck turning radius
  • Increased wooden box capacity
  • Reduced corpse capacity
  • Increased small arms damage
  • Increased arrow durability and damage
  • Disabled cinematic camera for counter-attacks, finishers and stealth kills
  • Reduced stamina consumption while flying

Bugs

  • Location of sex positions with Krivich had inaccuracies
  • When crafting, not all items were removed
  • Strong rainbow effect when intoxicated with alcohol
  • Rifle could shoot endlessly like a machine gun after the spider attack
  • If you exit inventory while crafting, equipment buttons become inactive
  • Items dropped into a nearby container after crafting or respawn had no USID
  • After save/load, skill points in books displayed incorrectly
  • Can’t reset new skills using the cheat menu
  • The slave mark, clothes, backpack and sockets were placed incorrectly
  • Interaction with the workbench was difficult
  • During melee combat, it was possible to cut off heads of already headless slaves/mutants and send them into endless knockout
  • Large Backpack inventory went off-screen
  • Headless Slave didn’t take hand damage
  • All functions/events for receiving damage or death were broken/missing
  • Slave resource could not be obtained from headless
  • Random line for arson of the vein applied to Molotovs instead of torches
  • Bear could stay alive after being beheaded
  • Incorrect damage calculation on animals after headshots
  • Big mutant/uterus didn’t lose limbs during explosions
  • After death of uterus, there was a chance of invisible spider attack
  • Uterus was not susceptible to Molotov
  • Fire could remain burning in the air after body disappeared
  • In rare cases Anna could get stuck in “open mouth” animation
  • When loading, the car trunk opened in the opposite direction
  • Max level absorption on shooter was broken, number not increased
  • Changing mouse sensitivity set FOV to 0
  • Skills could be infinitely upgraded by reloading level (old system exploit)
  • Reset entities in cheat menu could set counter to negative
  • Recorder UI was cut off at the bottom
  • Tanning rack arrow was opposite of the hide
  • Horse could duplicate after healing
  • Masks blocking water/snow could also block arrows
  • If you open inventory at the very start and hide item menu nearby, it disappeared forever
  • Collapsing item menu nearby made it invisible after reopening inventory
  • Animals still made death sounds even without heads
  • Disease statuses reset after save/load
  • Body weight reset to default after loading
  • Wound healing timer sometimes didn’t start after save/load
  • In rare cases character appeared with 0 HP and died after loading
  • 2D animation in command selection menu was incorrect
  • Steel axe location incorrect
  • Large animals could freeze in flying pose after obstacles
  • Bound continued to pray even when attacked by animals
  • Armor/thermal insulation could go into negative
  • Sound controls in settings didn’t work
  • After hitting an animal, it could stop attacking until you moved away
  • Bound female used male voice when taking damage or dying
  • in rare cases the player could load with 0 hp and die before the game started

v0.1.2.5.0

Updates

  • Containers now have their own weight capacity limit (The era of “backpack with 20 backpacks inside” is over…)
  • Updated UI interfaces.
  • Trading / Trader / Dialogue system.
  • A couple of optional sex scenes with the trader.
  • High-calorie food now increases Anya’s body weight.
  • Body weight affects gameplay.
  • Added / reworked effects: drunkenness, radiation.
  • New disease system.
  • New diseases: sepsis, pill overdose, hangover, alcohol addiction, nicotine addiction, nausea, full stomach, exhaustion, coziness, back pain, hand injury.
  • Updated and expanded digestion system. Now certain food can also restore water along with food value. (Previously, for example, a chocolate bar only restored food and didn’t affect water at all). Now vodka or pills increase drowsiness and thirst.
  • Wounds now need time to heal (bandages get dirty over time, and you need to change them, wash the wounds).
  • With a broken leg, you can no longer run, only walk slowly (with proper animation).
  • Infected corpses can now be carried, and they have their own inventory.
  • Corpses can be burned in a campfire.
  • Punching now damages your own character again, as before. There’s also a chance to injure your hand, making it harder to use a bow or firearms.
  • A long time ago I planned a muscle fatigue system now it’s back (overstrain happens if the character carries heavy loads or fights with heavy weapons).
  • Stomach indicator on the watch replaced.
  • The belly now visually swells when full of food, and shrinks when empty.
  • Weapon weight now affects the character’s responsiveness.
  • New dodge animations (strong and weak).
  • New roll animations: forward, backward.
  • Big mutant will now try to put out the fire when set on fire, and sometimes he can actually extinguish Molotov flames.
  • Retextured some parasites.
  • Dancing (can be learned from journals).
  • Buffed Silent Wardens:
    • can survive without a head;
    • now use 3 types of weapons;
    • added IK for hands (weapons now sit properly in hands instead of floating in the air as before);
    • new randomized appearance.
  • Large animals now have stronger heads headshots are extremely hard to land, and HP increased.
  • You will now receive different amounts of essences depending on the type of mob killed.
  • Venous parasite reworked.
  • Screamer reworked.
  • New mutant the Queen (arachnophobes will love this).
  • Animals no longer always play a damage animation, preventing infinite spam attacks.
  • New burning animation for infected.
  • Complete radiation rework.
  • Cars, totems, and some mutants can now emit radiation.
  • Complete temperature system rework.
  • In the inventory menu, large backpacks can now be scrolled if they don’t fit on screen.
  • The “hands” container will now be inactive when you’re holding something (except a torch).
  • Thermometer added to the watch.
  • New skill branch.
  • At the start, the parasite won’t understand Anya’s speech you need to upgrade a special skill.
  • Reworked snow coverage logic on the character.
  • Reworked essences: now they’re in-game currency.
  • Reworked Geiger counter.
  • Skeleton adjustments for improved animations.
  • Updated map. New territories as usual, they’re empty and still in development.
  • New sleeping pose on the floor.
  • New animations: sitting, resource searching, wound cleaning, limb eating.
  • Bullet hit marks now appear on enemy bodies.
  • Now Anya won’t let you drink more than you need, so you don’t throw up.
  • Updated inventory respawn system.
  • New items: eastern dance journals, organic bone, 3 types of organic melee weapons, antibiotics, brain, eye, tongue.
  • Updated some item icons.
  • Various improvements and fixes
  • This build will be distributed not via Google Drive but directly via my domin (R2 storage). So I hope we will get rid of problematic broken links and low speed due to excessive quotas and all that. (test)

Changes

  • Reduced chance of berserk effect for infected.
  • Reduced spawn rate of candy bars and soda.
  • Increase the hand slots – 3×6

Bug Fixes

  • Big mutant and Silent Wardens were shaking and flickering when falling into ragdoll.
  • Bug in parasite health assignment: health was clamped, so Big Mutant / Screamer / Silent Wardens had the same max health as runners.
  • If you set a Big Mutant on fire, the fire could keep burning in the air for a while.
  • Silent Wardens didn’t deal damage to animals.
  • Silent Wardens sometimes shot incorrectly: if you stood directly in front of them, they practically couldn’t hit you.
  • At a distance (for optimization), some NPC calculations were simplified too noticeably — Silent Wardens would look at the ground or the sky at medium range.
  • After saving/loading, phantom items could appear in the inventory, blocking slots as if they were occupied.
  • It was possible to knock out even a Big Mutant or Screamer and then finish them off with a kick.
  • An injured horse would respawn even if it had been healed.
  • Geiger counter dropped from Silent Wardens broke gameplay, making it impossible to open inventory or fight.
  • The boiling/bubbling sound when a pot was cooking on a campfire didn’t stop when the campfire was extinguished.
  • After save/load, meat in the campfire disappeared and made slots inactive.
  • Dynamite could end up in an inactive belt slot and get stuck there (if no saves existed).
  • Discord recognized the game as “only up.”
  • After removing the gas mask filter, protection remained for some time.
  • Geiger counter worked incorrectly.
  • Camera shake could freeze for a long time, even after the character caught their breath.

v0.1.2.3.2.5

Updates

  • The character creation menu has been updated. Now you can create a preset for your character

Bugs fix

  • The folder name indicated the demo version
  • The weather mask does not work
  • Movement with arrow keys has been slowed down
  • When attacking with the buttstock, the ammo will disappear
  • Sometimes when you load, the character could have phantom settings when entering character customization that were not taken into account when applying
  • Tooltips sometimes displayed the wrong amount of missing items
  • ESC did not close the notepad/watch
  • It is impossible to wash Anna in any way
  • Shower installation is moved back after construction
  • If you save your game in a different slot, it resets your character customization
  • When you load a save, all of your character customization is reset to the default
  • In the Skin section, the Melanin Blend is WAY too sensitive
  • None of the Tattoos except Anna and Type 3 show up in the creator
  • Mannequins on the level
  • Unable to drink from water collector, but can with bottle (there was no hint that the character didn’t want to drink. it was misleading)
  • When scrolling in the character creation menu, the camera zoomed
  • in character creation in the radial menu it reset incorrect values by default
  • Freezed non-working sliders in character creation menu (temporarily)
  • The sawmill used 2 logs
  • The shower is called a sawmill
  • if you save the game to a new slot, the cut down trees and some important values will be lost
  • the time and day counter were incorrectly specified when creating a new slot
  • Crafted/Picked Up Items Were Put in Belt Slot Even If You Didn’t Have One On You
  • Could break sticks while holding resources, for example a log
  • if you take off your clothes and put them in some container, the armor and heat retention information will not be updated (the information stacks)
  • The first aid kit could not be lifted in the car
  • Fov values were not saved after restart
  • when disassemble clothes in a clothes container, they will not disappear, but you will get scraps of fabric without updating the weight (dup + total weight loss in -)
  • During shooting, the weight of the removed bullet is added to the total weight value
  • if the meat rots then the slot in the fire will not be valid
  • it was impossible to drink from the pot
  • durability was not displayed in the fire slots
  • when you fill a bottle with water, the total weight is not updated, but if you throw this bottle away, then the weight that was not added earlier will be subtracted from the total weight. Going into minus
  • The start menu showed that this was a demo version
  • When taking an arrow out of the quiver and then returning it back after aiming. The weight will not be updated, but when throwing out items, the unaccounted weight will be subtracted from the total. Going into minus

How To Install Game The Parasites

  1. Extract
  2. Play the game

The Parasites Free Download

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Windows: BUZZHEAVIER  – DATANODES

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