Updates

From Pacific Drive Wiki

Spoilers ahead
This page may contain story spoilers! Proceed at your own risk...

This page lists every major and minor update Pacific Drive has gone through since its release on February 22, 2024.

The current version of the game, as of September 2, 2025, is 1.9.4.

Information regarding the updates was taken from the Steam Update History page and the #news-and-updates and #patch-notes channel on the official Pacific Drive Discord server.

This page contains unobfuscated spoilers for the game. Proceed at your own risk.

1.1

1.1.0

Release version of Pacific Drive.

1.1.1

Highlights

  • Performance improvements across the board for GPU on High/Ultra settings, and general CPU improvements across various areas of the game.
  • There are now 6 Radio Tracks that are safe-to-stream and will play on the car’s radio and the garage’s juke box when Streamer Mode is enabled in the Settings.
  • Many UI/UX, input, and clarity of information improvements
  • Many quest scripting bulletproofing fixes to prevent progression blockers and confusion about objectives.
  • Tweaks to game economy balancing to smooth out general harvesting + crafting of essentials, while making per-biome objectives a little more spiky and tantalizing.
  • Game Balance improvements for damage amounts, healing amounts, and battery drain/recharge amounts.

Bug Fixes

  • [Community Bug] Issue where Cyrillic would sometimes appear in English language after swapping languages has been addressed.
  • [Community Bug] Fix for getting stuck on Car Abilities Screen when Pause Game while in Menus setting is enabled.
  • [Community Bug] Fix for food randomly appearing in your inventory sometimes.
  • Fixed issue where there would sometimes not be selectable exit gateways on the last junction of a route. (for valid non-dead-end junctions)
  • Fixed issue with Logbook entry achievements not incrementing properly.
  • The car will no longer get thrown hundreds of meters away from certain physics interactions. (usually related to Shakers or small rock piles at high speeds)
  • Fix for Tools sometimes hitting things behind the player while being used.
  • Fix for SFX looping on aborting crafting
  • Fix for Armored Bumper not unlocking in Fabrication Station even if scanning requirements are met
  • Fix for issue where exiting your car while driving under the garage door could get the player stuck in the roof
  • Fix for Arc Doc energy cost not displaying on Car Abilities Screen
  • Many floating props in the world are now settling on the ground better.
  • Fixed various props not having proper collision
  • Fix for Controller vibrations getting stuck in certain situations.
  • Removed “In-World UI Cursor” setting as it broke various UIs when enabled.
  • Fixed issue with Transfer Trunk getting deleted sometimes
  • Fixed issue where Insecure Items sometimes wouldn’t eject items from the trunk and cause input spam / transfers upon revisiting the trunk.
  • Beating Heart reliably applies its effects and properly stops its animation when inactive
  • Abilities no longer drain battery while the game is paused.
  • Fixed issue where save game timers would loop back around to 0 after 24 hours of playtime.
  • Fixed issue where the car could flip out a bunch when hitting a single barrel in the middle of the road
  • Friendly Dumpster will no longer give piles of 12+ car parts of the same part
  • Fixed issues where sometimes Repair Putty would have trouble targeting car parts.
  • Fixed issue where the player could fall through the ground if they tried to leave the Car when it was upended sideways on the driver’s door.
  • Improvements to flashlight lighting and clipping into objects in front of the player.
  • Fixed certain inventory views extending offscreen, making items inaccessible.
  • Fixes for certain VFX causing flickering in the car mirrors
  • Fix for bug where pausing the game for a long period of time would cause the Car Physics to freak out on resume.
  • Fix for the station wagon sinking into the ground slowly over time
  • Fix for doubled-up cars behind the garage
  • Fix for doubled-up gas pump in garage
  • Fixed an issue with Peculiar Car Parts losing their status effect when the Free Repair Setting is enabled.
  • Fixed an issue where exiting a Gateway back into the garage in certain circumstances would get a visual effect post-process stuck on screen.
  • Fixed an issue with audio ambiance not playing properly in certain quest towers.
  • Et Tu achievement is no longer incredibly difficult to get due to a bug
  • Wiper speed quirks now work as intended
  • Improved behavior of wind storm event and bunnies at high FPS.
  • Fixed an issue where an abductor absconding with a chrono dilator could cause perpetual slow motion.
  • Running on Empty achievement now unlocks properly with both Low Fuel and No Fuel in tank.
  • Tinker Station now properly reduces the cost of hints after diagnosing a quirk
  • [Community Bug] You can now re-holster fuel pumps properly at gas stations like a good citizen of the zone.
  • [Community Bug] Fixed an issue where holding down throttle on both keyboard and controller would create unbounded acceleration.

QoL + UI/UX Improvements

  • [Community Bug] Improved legibility of the button prompt icon for Logbook Notifications
  • [Community Bug] Fixed an issue where dropping lit flares would cause all flares to disappear from the Hotbar
  • Updated some controller default bindings to align with players expectations. Jump on Cross, Kick on Square, Uninstall Part on Triangle.
  • Fabrication station nodes now display yellow if they're adjacent to unlocked nodes, making it easier to explore the items that you can work towards unlocking. Nodes you can unlock with your current resources are shown with a dotted yellow outline. The drop-down menu also can still be used to view immediately available upgrades.
  • Controls cleaned up for Scanning. Short and Long presses with scan input results in a scan and displaying relevant data. Long hold of Player Menu button will open the log entry for something you’re looking at.
  • Improvements to “Recommended Tool” UI that pops up when looking at certain resources for accuracy and better interaction hinting to players.
  • Incoming Radio Transmissions popup is now for attention getting with bright yellow color and SFX looping.
  • Improvements to various ways of moving items around inventories and between containers.
  • Improvements to UI overlapping issues based on high volume of quest objectives.
  • You can now open the transfer trunk while holding an object
  • Improve consistency of input prompts around fuel pump interactions in various parts of the game.
  • Fixed a UX issue where leaving the settings menu with Esc wouldn’t properly save Settings
  • Added “Equipped Part Swapping” gameplay setting that you can enable to swap a part on a car with one already in your hand. (cutting down on inputs for common interactions maintaining the car)
  • Toned down the visual effects onscreen when player is taking damage / hurt to ensure a little more visibility.
  • Easier to highlight + repair the mini-turbine car part now.
  • Outfitting Station pulls from Car Trunk resources now as well (like other crafting stations in garage)
  • Improved clarity of “breaking” status car parts health bar
  • Batteries list their capacity in the crafting screen and logbook entries now.
  • Fix for Anti-Grav device displaying Chrono Dilator description instead of its own.
  • Improved icon sorting when re-arranging items in inventory views
  • Reduced instances of erroneous ui-interaction-based HUD warnings
  • Part Locker will now correctly indicate when they are full (green light) or not (red light)
  • Added ability to re-bind the Movement axis in Controls Settings
  • Correct healing information shows in inventory and crafting UIs for all healing items
  • Made optional Transmissions more attention-getting with louder alert SFX and flashing Play text.
  • Fixed an issue where pushing in both thumbsticks to sort an inventory on Controller would also trigger each thumbstick button’s individual functions as well.
  • Improved iconography for certain car parts
  • Improved reliability of “Found In” information in logbook entries.

Mission Fixes / Improvements

  • Progression will no longer get stuck if you saved and quit while between objectives
  • Tutorial: Fixed fuel objective sticking around if you save and quit and reload before leaving the garage but after completing tutorial steps.
  • Tutorial: Fix issue that could occur with Repair Loose Wheel step not progressing
  • Tutorial: Fix for issue where the player could fail to have enough Medkits to progress at the pack supplies step
  • Sierram Observation Tower bulletproofed against possible progression blockers.
  • Fixed an issue where Tourists would sometimes not spawn in Sierram.
  • Fix for issue where you can travel further than 2 junctions away from the Garage before activating the Stabilizers in Forest.
  • Early exit (gateway) progression blocker fixed in Expansion Wall Crossing mission
  • Hazards are properly spawning inside of the Expansion Wall now.
  • Fix for instability showing up on the Visions mission junction
  • Fixed issue where connections from junctions adjacent to the Red Meadow Facility
  • Mission junction would not unlock when expected
  • Fixed a progression blocker issue where the exit from the Old Wall level would not be open in some cases.
  • Fixed objectives getting stuck if you died on the Deep Zone stabilizer map.
  • Music plays on retries of the Old Wall Crossing mission after failures as well
  • Fixed progression issues related to Oppy’s Pneumatube being full of items after mission failures and failing to deliver future mission-critical items.
  • Fixed an issue preventing access to the Bathroom when returning from Expansion Wall Crossing mission
  • Fix various other issues related to taking supply runs before attempting missions.
  • Fixed Stabilizer map hints and icons not showing up properly in Expansion Wall Crossing and Old Wall Crossing final maps.
  • Fixed issue where players could get around the other side of the garage and soft-lock themselves if they tried leaving the garage map
  • Improvements to ensure OST music plays during important story moments in Old Wall Crossing and The Final Mission

Gameplay Balance Tweaks

  • Fixed issue where sometimes there wouldn’t be enough Anchors on the last junction of a Route to open a Gateway.
  • Flare guns have been buffed to be re-usable and cast light in a larger area and linger in the air.
  • Players take more pass-through damage when their car’s protection is compromised.
  • Fixed issue where players were not losing any items after abandoning a trip
  • Abandoning a trip will properly leave behind a remnant ghost
  • Insecure items fall out of containers much sooner and faster now. (so as to be more noticeable)
  • Improved positioning of ramp trucks
  • Made visuals for Tree Candy resource site more attention getting
  • Made it easier to scan Bubblegum Buddies
  • Anchors won’t spawn in inaccessible areas of the map
  • “Gifted” anchors will give their proper amount of LIM energy now
  • The Anchor Radar tool will no longer ping locations that have already been harvested
  • Fixed issue where you wouldn’t be able to scrap / liberate an engine on the Remnant’s Ghost
  • Fix for Dumpster pearls without status effects not giving items when broken down in the Matter Deconstructor
  • Reduced battery drain from Disruptive Discharge junction condition
  • Improved durability and function of tier two tools, and slightly reduced certain tier one tools durability.
  • Improved Peculiar parts resistances and quality
  • Flares burn for longer
  • Radiation density reduced in junctions near the garage.
  • Instability storm timers extended slightly in general, and moreso on Stabilizer maps.
  • Various slight tweaks and improvements to crafting recipes and container loot tables.
  • Increased Car Side storage, reduced starter trunk size to better differentiate trunk upgrades.
  • Reduced Hand Vacuum to 2x2 grid size item
  • Updated the sequencing of a few nodes in the Fabrication Station tech trees
  • Plasma now used to craft Insulated Doors, Panels and Bumpers
  • Added a variety of other Transmuter inputs that can be found in the world, and reduced Transmuter costs in general.
  • Investigator Module now correctly adds hint behavior to Tinker Station
  • Battery usage values for car abilities rebalanced to be slightly more draining, while recharging attachments recharge more now. Environmental drains are reduced as well.
  • Neon Reefs now spawn at their intended rates in The Mires.

Performance Improvements

  • Various PS5 and PC performance improvements to Game Thread (CPU) and Visuals (GPU)
  • High Shadows Quality setting is now much less expensive with similar looking quality.
  • Performance improvements in Rocky biome for PS5 and PC
  • Fixes for frame rate issues on PS5 after certain level transitions
  • Performance improved when holding lit flares

Localization Improvements

  • [Community Feature] Support for AZERTY Keyboard Layouts
  • [Community Improvement] Included translation improvements suggested by Steam Next Fest players in French, German, and Russian.
  • Made text scroll in some UI widgets where it was exceeding bounds and getting clipped or overlapping.
  • Eliminated any Chinese characters showing as fallback fonts for Japanese language
  • Various improvements to translation quality and fixing English strings appearing in non-english languages.
  • Improved achievements description accuracy in non-english languages
  • Fixed some incorrect speakers in dialogues in Logbook lore entries

Known Issues

*The team is aware of these issues and is continuing to investigate and address them for launch day and post-launch hotfixes.*

  • Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.
  • Tutorial: “Open Headset OS” prompt can get stuck onscreen after adding the Crude Door to your Checklist, until you hit subsequent mission objectives.
  • Mouse buttons are not re-bindable currently due to a bug
  • It is easy to miss the Map Scan (optional) in the Deep Zone circuit tower due to low light
  • Abductors are hyper-focused on bunnies and will ignore all other distractions
  • Threadripper CPUs can have frame pacing issues causing random performance drops
  • Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.
  • The Player Menu can appear over the Credits, obscuring them and the Tab/Back button prompt to close the Credits.
  • If you Save and Quit at the wrong time when returning from the Expansion Wall Crossing mission, progress can get blocked. (Allow dialogues to progress fully before saving and quitting at the Garage to avoid this issue until a fix lands.)
  • Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.

1.1.2

Drivers!

We’ve seen your compliments, concerns, and issues raised playing the game today during launch and I’m happy to say - here’s some hotfixes. While we might not have time to respond to everything we see, I can assure you we are seeing it. If you have a particular issue that’s not being addressed here, rest assured that we are investigating solutions.

Thanks for all of your feedback so far - now lets get you patched up and back out into the Zone!


Highlights

  • You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)
  • Radio station music tracks will now be properly random at all times
  • Fixed various progression blocking edge-case issues reported by players
  • Fixed a few bug that made diagnosing car quirks harder
  • Fixed a physics-related crash that could happen while scrapping bunnies for some players.

QoL Features + UI Improvements

  • You can now re-bind all mouse buttons (LMB, RMB, M3, M4, M5)
  • The throw button prompt iconography better indicates a HOLD interaction on the HUD
  • Improved icon display on rotated items and fixed some flickering visuals
  • Improved icon display for putting items directly from hand into attached car storage.
  • Other minor UI/UX improvements---

Bug Fixes

  • Fixed an issue where saving and loading during a dialogue at the garage after the Midwall Crossing mission could block progression.
  • Improved interior lighting of a quest-specific tower in Deep Zone circuit mission.
  • Fixed an issue where sometimes the player would become invulnerable, but also not be able to heal until a level transition.
  • Fixed an issue where Tools wouldn’t function properly after exiting the car when it’s on its side.
  • Fixed an issue where Color Deficiency accessibility settings were reverting after being applied.
  • The final exit gate after the Deep Wall Crossing mission should always be open after completing all mission objectives now. (Previously there was an issue with showing up at that node when you hadn’t planned a route there).
  • Fixed an issue where the Settings menu didn’t fill the screen and left a slim border around it.
  • Fixed an issue where Controller rumble could get stuck on after installing an ability in the Ability Screen in the car.
  • Inventory will no longer “reset” / re-sort when placing a tool on top of another tool.
  • Radio station music tracks will now be properly random at all times. (It was randomizing a smaller subset per level, leading to some unintended repetitiveness).
  • Music will now always play during the Credits that are brought up at the end of the game.
  • Fixed a sticky UI prompt during the Tutorial that was confusing.
  • Fixed an issue with Wiper Right quirks would activate on Wiper Off.
  • Fixed an issue where broken headlights would light up with Headlight brightening quirks.
  • Fixed an issue where the Credits at the end of the game wouldn’t show over the Player/Inventory menu and would block input prompts to proceed.
  • You can no longer destroy the Handbrake Upgrade by leaving it in the Vargas Vacuum and block your progress by doing so.
  • Fixed some minor visual issues with meshes and shadows in various parts of the game.---

Known Issues

  • Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.
  • Abductors are hyper-focused on bunnies and will ignore all other distractions
  • Threadripper CPUs can have frame pacing issues causing random performance drops
  • Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.
  • Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.

1.1.3

Breachers, we’re back with our 3rd patch for the launch period. (Hat trick!)


This hotfix will hopefully fix some bugs and issues for all of you. After this, the Ironwood team will be taking the weekend to rest and recuperate. Don’t expect anything on this front until next week. Feel free to keep letting us know if any other complications with the game arise using the bug reporter in game, or on our Discord community, and enjoy your first weekend of road trips out into the Olympic Exclusion Zone.

Heading

  • Various niche crash fixes
  • Fixed a few edge-case quest blocking issues
  • Small UI/UX fix

QoL Features + UI Improvements

  • Inventory view: fixed dragging item to hand slot resetting position for rotated items.---

Mission Tweaks / Fixes

  • Updated feedback when stabilizers are used to give more heads up a storm is coming.
  • Speed boost from Cappy continues into Garage as intended.
  • Fixed a progression blocker when returning from the tutorial antenna quest and breaking your impact hammer on the garage door could block your progress.

Bugs Fixes

  • Fixed showing incorrect settings data for resolution and DLSS settings in certain cases
  • Fixed a crash related to particles
  • Fixed issues related to resource drops collisions
  • Fixed a crash related to cursor UI

Known Issues

Unchanged since the last hotfix. These ones require a bit more time than some of the more urgent issues we’ve been fixing for y’all.

  • Some 3D meshes can rarely and randomly get stretched by the level load process, and intersect with the game space in a confusing way (visual bug). This can be fixed by re-loading the save. If you’re seeing this a lot, you can try launching in DX11 mode for compatibility, but at the loss of some performance.
  • Abductors are hyper-focused on bunnies and will ignore all other distractions
  • Threadripper CPUs can have frame pacing issues causing random performance drops
  • Current DLSS implementation can sometimes reduce performance instead of improve it for certain NVIDIA GPUs when playing at lower resolutions.
  • Repair Station garage upgrade will continue playing its visuals if it still has juice but only a Peculiar car part left to repair.

1.1.4

Hello drivers!

We’re back with another update addressing some of the most impactful reports we’re seeing from players. This patch comes with a lot of info, so buckle up!


Progression Blockers are our Top Priority

Thank you for using the Bug Reporter in game to bring these issues to our attention, and we’re currently focusing on any issue that is causing crashing or blocking player progression. Every progression blocker fix we’ve listed below will apply retroactively to stuck saves, and you’ll be able to get back on the road and progress again.

Save Backup Feature Added

Additionally, **we’ve added a save backup feature**, to obviate unpredictable issues like anti-virus software and crashes occurring during saving, resulting in losing all progress in that save slot. If your save becomes corrupted for some reason, it will display a ⚠️ symbol next to your save in the menu, and the game will load from a backup save associated with the same save game slot. So your overall progress will be maintained, albeit with a small setback. If you’ve been affected by an issue of this nature where you’ve lost all your progress, please reach out to us via the in-game Bug Reporter and we will try to get you back on the road in as equitable a shape as possible to the progress you lost.

Known Issues and focusing on Your Reports

We’ve updated our Known Issues section below to reflect the blockers we’re aware of, so if you’re running into something not listed there, please send us a report via the game. Thank you for your patience as we address these issues. We’re a small team and are working as quickly as we can to verify reports and investigate and fix issues.

Thanks,

The IW Team


Our Game Director Seth Rosen has an in-depth statement that discusses the save system topic, giving more details on the design and technical reasons for the decision, going in-depth on the changes in this patch, and more changes coming soon.

You can check that out here!

---

Highlights

  • Crash to desktop prospective fix related to scrapping Bunnies.
  • Fix for several progression blockers that will retroactively correct blocked saves.
  • Added a Save Backup system to mitigate save corruption issues
  • “Turn the Page” radio track is now available in Streamer Safe mode!

Bugs and UX Fixes

  • Prospectively fixed a crash-to-desktop that occasionally occurred when scrapping Bunnies
  • The friendly dumpster will no longer prank you with many ghost car part clones when you perish to an instability storm.
  • You can now hold Space to craft anywhere on the Crafting Menu to craft.
  • Fixed a bug that allowed players to configure Gameplay settings in the Main Menu before selecting a save slot. This would result in confusion about settings not saving.
  • Added clearer UI indications for Dead End exits on the in-car map.
  • The garage gas pump handle will return to the pump if it is too far away from the pump when returning to the garage.
  • Made the Saving Game UI indicator more visible when it happens.
  • Boom Bunnieswill no longer hijack your steering when the game is running at high framerates.
  • Improvements have been made to the Pause in Menu setting to prevent it’s UI border from being displayed over screens it shouldn’t be: during final credits, tinker station, and more.
  • You can no longer pause the loading screen.

Features and Content

  • Save backups are now automatically created, defaulting to two backups per save slot, and if a corrupted save is detected (one that won’t load), the game will now present an option to load from a backup.
  • “Turn the Page” radio track is now available in Streamer Safe mode!

Gameplay Balance and Mission Scripting

  • Progression Fix: Players will no longer get broken saves related to the Red Meadow Facility mission. If you got stuck on this mission, re-loading your save after downloading this patch should get you back on the road again.
  • Progression Fix: The friendly dumpster will now grant missing tools during some essential mission tasks, and respawn the Arc Doc upgrade if it was destroyed somehow. This unblocks players who experienced issues with the Pack Supplies step in the Garage tutorial and the optional Install the Arc Doc side-mission. This style of fix may be applied to other instances of tools going missing in the garage in the future, so if you have a similar issue, please report it via the Bug Reporter on the Main Menu in-game.
  • Balance: Activating stabilizers in story missions now plays a Instability Storm warning siren and adds additional bonus time for the player to escape.
  • Balance: The level design of the Forest Stabilizer map has been improved to be more inter-connected, resolving some unintended difficulty spikes based on randomness and the order of approaching the objectives in the Link the Stabilizers mission.

Known Issues

These issues have been updated to more accurately reflect issues reported by the community that we are looking into for future patches.

  • Progression Blocker: Players can become blocked on The Anomaly Barricade mission if they had an additional LIM Shield blueprint blocking Oppy’s Pneumatube. This can occur if the player used a arc-device summoned gate to exit the stabilizer map after the deep wall crossing instead of the stabilizer. We aim to fix this soon, in a way that allows seamless progression for affected saves upon patching.
  • Progression Issue: Players can be forced into repeating the Into the Wilderness: Collect Materials for Antenna mission multiple times if they complete objectives out of order across several visits. (Basically, using the Steam Next Fest exploit. We see you demo players!) You can technically still progress, but you will have to revisit the mission map and re-complete objectives in order to progress, and may have to do so once or twice. We plan on ironing this out.
  • Economic Progression Issue: Players can lose their Car Rack Upgrades (Side/Seat/Roof) upgrade kits, and cannot currently re-print them from the Fabrication Station. If you have this issue now, please check your Vargas Vac
  • storage in case they have wound up in there. If not, we are working on a fix to refund you these kits in a future patch.
  • Progression Issue: Saving and quitting during certain garage dialogues or as mission steps are completing or displaying, can cause soft and hard blockers. If you have encountered something of this nature, please use the Bug Report button on the Main Menu in game to let us know. We are investigating and fixing these issues, but if you want to play it safe, avoid saving and quitting when characters are talking at the garage, or mission objectives are completing/revealing.

1.4

1.4.0

1.5

1.5.0

1.6 - Dumpsters, DSLR's, and Drives

1.6.2

1.6.4

1.6.5

1.7 - Drive Your Way

1.7.1

1.7.2

1.7.3

1.7.4

1.8 - Trips and Treasures

1.8.1

1.8.2

1.8.3

1.9 - Endless Expeditions

1.9.1

1.9.2

1.9.3

1.9.4