Releases: CleverRaven/Cataclysm-DDA
Cataclysm-DDA experimental build 2026-06-07-0358
What's Changed
- Miscellaneous flavor text and grammar by @randomman21412 in #85689
New Contributors
- @randomman21412 made their first contribution in #85689
Full Changelog: cdda-experimental-2026-06-07-0138...cdda-experimental-2026-06-07-0358
Cataclysm-DDA experimental build 2026-06-07-0138
What's Changed
- put solder in spool, adjust spawning accordingly by @GuardianDll in #87468
- Add the renderer-resource recovery coordinator and its drain planner by @dobbry-vechur in #87422
- [Magiclysm] Update construction recipe for Translocator Gates by @evilbananas in #87319
- graphite spawn and stats adjustments by @GuardianDll in #87479
- Allow loading screens to be picked from both mods and vanilla if mods are loaded by @SpinosaurusBoat in #87395
New Contributors
- @SpinosaurusBoat made their first contribution in #87395
Full Changelog: cdda-experimental-2026-06-06-2343...cdda-experimental-2026-06-07-0138
Ito
The 9th post alpha stable release of Cataclysm: Dark Days Ahead has arrived. It is named after Junji Ito, known for his ability to transform mundane occurrences into catastrophic events. As a long inspiration of many horror elements of Dark Days Ahead this namesake is well deserved. Between 0.H and 0.I there were over 13,000 commits from 486 contributors (242 of which were first-time contributors), affecting 82,000 entities, and adding more than 1 million lines of code and data.
The headline features for this cycle: Dormant zombies that have turned quiescent for a lack of nearby prey, avoid disturbing them and your travels will be easier. Trees have tops that you can climb into on separate z-levels now. Faults have expanded to items so that eventually you won’t get generic damage but each level of damage on an item will have specific ways to mend it similar to how many vehicle parts work now. Overmap specials now have different visibility levels that controls how far away you can identify what they are. We have probably now reached saturation on animal themed mutation paths and mutation gain has been reworked to eliminate the wait between mutating to avoid bad mutations. Defined outfits and tons of new mapgen including some things hidden out in the ocean. More eldritch abominations exist and finally procgenned riot damage to represent that some places got destroyed in and before the Cataclysm. Progress continues on the Imgui migration as DDA transitions to a standardized UI that allows for easier development.
In news for the in repo mods several games worth of content has been added to Aftershock: Exoplanet, Mind over Matter and Xedra Evolved. Isolation Protocol and Sky Island continue to receive work that enables them to deliver unique gameplay experiences. This has also included our focus on making more details of the game meaningfully moddable. EOC expansion has been pioneered in mods and we expect those benefits to accrue to mainline over time.
We welcome you to join us here in finding the beautiful and the horrific in the Cataclysm while we ask the question of how you will spend your final days.
For more details on what all has changed, you can take a look here (but it's still not everything, because there's just so much).
https://raw.githubusercontent.com/CleverRaven/Cataclysm-DDA/refs/heads/0.I-branch/data/changelog.txt
Cataclysm-DDA experimental build 2026-06-06-2343
What's Changed
- Fix sewage treatment quicklime drum error by @GuardianDll in #87476
Full Changelog: cdda-experimental-2026-06-06-2003...cdda-experimental-2026-06-06-2343
Cataclysm-DDA experimental build 2026-06-06-2003
What's Changed
- set duct_tape length by @GuardianDll in #87470
Full Changelog: cdda-experimental-2026-06-06-1824...cdda-experimental-2026-06-06-2003
Cataclysm-DDA experimental build 2026-06-06-1824
What's Changed
- Let dmgbuild size macOS disk images by @dobbry-vechur in #87464
- Add reset and rebind primitives for renderer-owned GPU resources by @dobbry-vechur in #87421
- Remove include from character_morale by @GuardianDll in #87473
Full Changelog: cdda-experimental-2026-06-06-1517...cdda-experimental-2026-06-06-1824
Cataclysm-DDA experimental build 2026-06-06-1517
What's Changed
- vitrified farmstead, LIXA, lost levels, and portal storm dungeon are all viable exits from the Labyrinth Bound challenge by @Tektolnes in #87465
- Replace monattack targeting specific body part with monattack targeting specific body part type by @GuardianDll in #87330
Full Changelog: cdda-experimental-2026-06-06-1355...cdda-experimental-2026-06-06-1517
Cataclysm-DDA experimental build 2026-06-06-1355
What's Changed
- Add some random fungus to the groundcover pool by @RenechCDDA in #87432
Full Changelog: cdda-experimental-2026-06-06-0651...cdda-experimental-2026-06-06-1355
Cataclysm-DDA experimental build 2026-06-06-0651
What's Changed
- Wounds can apply limb score penalties by @GuardianDll in #87392
Full Changelog: cdda-experimental-2026-06-06-0229...cdda-experimental-2026-06-06-0651
Cataclysm-DDA experimental build 2026-06-06-0229
What's Changed
- make bodypart being able to modify pain applied to it by @GuardianDll in #87390
Full Changelog: cdda-experimental-2026-06-06-0150...cdda-experimental-2026-06-06-0229