Sons Of The Forest 1.0 Release Details

It’s finally all here!

After a long, painstaking development process, Sons Of The Forest has finally left Early Access and entered into 1.0 status. So what’s the big deal? Why is this update so important? What will these changes mean for the game experience and its future development?

In this article, we’ll summarize the Patch Notes and then dive into detail about what these changes will bring to the game. From there, we’ll take a look at how the game has changed since its release. Let’s get into it!

Article Summary

  • Sons Of The Forest has finally fully released, with tons of new features coming out alongside the 1.0 update.
  • Early access players can still play in save files from previous versions, though a restart for story purposes is recommended.
  • Sons Of The Forest has changed significantly since Early Access release, but has retained the same sense of style while improving gameplay experience.

Update summary

1.0 is a big deal for a game like this one, and Endnight certainly didn’t skimp out when it came to fresh content for the big release. Let’s start with the update itself and then discuss what all is in that update.

Updating to 1.0

Players who purchased the game in early access will need to update their game to get the new features. This can be done through Steam or whichever store you bought the game. Players downloading the game now will have access to all the content as soon as it is installed.

Some Early Access players might be worried about the worlds they’ve built while the game has been in development, and whether or not their hard work will all be wiped away. Don’t worry, the improvements from the update still allow for worlds from previous versions to be played, and will still integrate the new content. That said, we recommend starting a new world if you plan to play through the story again since story and world features will not reset.

Patch notes at a glance

Patch Notes at a Glance
  • New Story Features
  • New Alternate Ending
  • More World Details
  • New Points of Interest
  • New Base Building Features
  • Additional Traversal Features
  • New Enemies
  • New Disease System
  • New Multiplayer Features
  • Added Creative Gamemode
  • Numerous new textures and animations for enemies and animals
  • Raccoons 🙂

New content in Sons Of The Forest

Story Features

Story Features

The story and worldbuilding for Sons Of The Forest is getting a huge upgrade, including an entirely new ending, new credits details, and a new title scene. Additionally, we get to hear new voice lines for Timmy (who can now join the player during the Hell Cave) and Jianyu and a bevy of new music.

Players will also find lots of new story pickups, environmental events, and a few new requirements for reaching the endgame, allowing players to collect and assemble parts of the artifact.

World Details

World Details

Players will be glad to hear that the GPS is getting an overhaul, and will now show more terrain details such as cliffs and elevation lines. The world will be even more hostile and alive than it was before, and players can now locate cannibal villages by their campfire smoke (but those fires will die out if nobody is there to tend them.

Jianyu will be much more present too, with helicopters that will take off from bases around the map and fly around player structures to spy on you.

Points of Interest

Points of Interest

It’s now much easier to locate new points of interest, with dying soldiers and workers carrying flares to lead you to their position, and no, you can’t save them. So go ahead and bash their skull with a rock, we know you wanted to.

There will also be lots of new points of interest, such as small cellars, new bunkers, several new small caves, and a brand new cave system that becomes available after the endgame.

Base Building Features

Base Building Features

At last! With new structures like the glider launcher, players won’t have to build a 40ft tower to take off from their base. There are also several new trap structures, including an electric fence, and the ability to convert a campfire into a bonfire by adding logs.

Additionally, you can now deck out your base with new storage solutions and furniture, such as the large log holder and the nice chair. Plus, the addition of new prefab structures that can snap to existing buildings can make creating new cabins much easier.

Traversal Features

Traversal Features

Nothing was more frustrating than carrying around that stinking glider, but NO MORE! Now the Glider is foldable and can be stashed in your inventory so you don’t have to drag it everywhere. Plus, the Rope Gun now includes a range finder and an indicator for proper targets to help you in setting up ziplines.

If land vehicles are more your speed, the Golf Carts now come equipped with a GPS and a radio for the full road-trip experience. No road? No problem. You can now find a new snowmobile variant for the golf cart when exploring the snowy mountains.

New Threats

New Threats

After the triumphant return of Armsy, we are happy (and a little grossed out) to see two brand-new mutants making an appearance: Legsy, and Holey. Plus, Puffies are getting an upgrade, with a new elite variant called a Spotty. The cannibals are stepping up their game too, with a dangerous new caste wearing powerful gold armor.

Disease System

Disease System

You may want to rethink drinking from puddles. Players can now get sick from eating bad food and drinking impure water. Once sick, players will need medicine and clean water to deal with the effects of their careless misadventures. On the bright side, you can make jam now. Yummy!

Multiplayer Features

Multiplayer Features

Let the horror-comedy commence! The devs have included a new proximity-based voice chat with some excellent filters for caves and underwater. Now you can laugh at your friends as they burble for their lives while being chewed by a shark. Plus, the new adjustable PVP damage feature can prevent your pal from killing you when they finally make it to shore and decide to take revenge.

Creative Mode

Creative Mode

After completing the main story, players will unlock creative mode. This game mode allows players to build whatever they want with minimal restrictions. This mode includes an alternate creative inventory and the ability to disable build animations completely.

Sons Of The Forest: Then Vs. Now

Sons Of The Forest: Then Vs. Now

Though the concept of Sons Of The Forest has remained largely the same since it was released in Early Access, the title has undergone a massive overhaul in terms of gameplay, story, and overall worldbuilding.

Gameplay

Gameplay

When SOTF first released, gameplay was a pretty simple excursion. You landed in a dangerous locale with hostile inhabitants and needed to build up a base. As long as you were near water and kept Kelvin alive, you had a mostly infinite supply of food and water. Though cannibals were certainly a threat, their lack of variety made it easy enough to predict their strategies.

Now, food and water must be properly cooked and purified before consumption, and cold seasons make fishing difficult and foraging nearly impossible. Cannibals and mutants are extremely varied, forcing players to adapt their strategies and use every tool at their disposal if they want to survive the tense encounters.

Traversal has undergone the greatest overhaul, though. Instead of spending hours sprinting through the trees to get from place to place, players can now ride the KnightV, golf carts, sleds, and hang glider between locations, offering shorter transit times and greater freedom of movement around the giant map.

Story

The Story

At launch, the story of SOTF was a scattered mess. Though the central ideas came through, it all felt very disorganized and hard to follow. The identities of some characters weren’t immediately clear, and important NPCs barely had any impact on the story as the player saw it. The most frustrating issue was the seeming lack of connection between the story of the Prequel and SOTF.    

The originally broad strokes still remain, but the game now includes tons of details that help tie those ideas together. Rather than a scrapbook of different narratives, SOTF is now a big cork board on a wall covered with photographs, newspaper clippings, and lots of string. That said, all of those strings eventually tie together at the end.

World

The World

The world of SOTF is probably the one thing that hasn’t changed all that much. Which, if we’re being honest, isn’t really a bad thing. The island is just as gorgeous as it was when the game first became available to the public, BUT it now has proper weather effects, improved ligthing filters, diffusion, and important gameplay aspects tied to weather, climate, and time of day.

Additionally, and this is our favorite part, there is TONS more to explore. As big and great and pretty as the island was, there was a lot of empty space, and getting around was a real slog since there wasn’t anything to see except muddy cannibals and trees. Now there are lots of camps, caves, crash sites, and other points of interest that reward exploration with story exposition, supplies, and new equipment.

The end of an era or the start of something new?

Final Thoughts

We’re not out of line in saying that The Forest was one of the most unique and influential survival horror games to hit the market in a long time. Sons Of The Forest lived up to its predecessor’s style and has improved on the concept with modern graphical boosts and its own kind of sci-fi charm. Now that Sons has finally released in full, have we reached the end of the story that began all those years ago?

Personally, I doubt it. Endnight is simply too active of a developer to rest on their laurels and let such a unique concept and universe collect dust. Whether it’s a sequel set in the same universe, some form of prequel that better explores the history of the islands, or something altogether different, we can’t wait to see what these mad geniuses cook up next.

Aaron Van Dyck's avatar

About Aaron Van Dyck

Aaron Van Dyck is a thriller novelist with a passion for survival games and exploration. He started writing at the age of 13 and has always been drawn to the sense of self-reliance and freedom found in open worlds. An avid urban explorer and RPG enthusiast, he enjoys dungeon crawling and has a particular love for The Witcher 3: Wild Hunt, Far Cry 5, and Cataclysm: DDA. He's also a fan of shooters and action games with immersive stories and unique monsters to encounter.

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