Compared to the polished 2018 retail release, this pre-alpha build offers a raw and drastically different experience:
: Players often encountered unique pre-alpha glitches, such as "flying" when jumping off certain bridges, though saving in that state would result in death upon reloading . Evolution into Early Access We Happy Few Pre-Alpha Build 11164 PC
This build paved the way for subsequent updates like Build 11 (January 2016), which introduced tutorial elements, denser environments, and a dedicated journal screen . The game eventually transitioned from this pre-alpha state into its official phase in July 2016, adding more complex narrative elements like the voiced prologue . Compared to the polished 2018 retail release, this
Build 11164 was used to showcase the game at Gamescom a month after its successful , which raised over 330,000 Canadian dollars . At this stage, earlier June and May 2015 builds are considered lost, making Build 11164 (along with Build 11219) the effective starting point for players looking to explore the game's earliest playable state . Key Features and Differences Build 11164 was used to showcase the game
: It was primarily a "pure" survival game with almost no story content . Survival systems were more demanding; for instance, the player menu did not pause the game, and inventory management was more restrictive .
Compared to the polished 2018 retail release, this pre-alpha build offers a raw and drastically different experience:
: Players often encountered unique pre-alpha glitches, such as "flying" when jumping off certain bridges, though saving in that state would result in death upon reloading . Evolution into Early Access
This build paved the way for subsequent updates like Build 11 (January 2016), which introduced tutorial elements, denser environments, and a dedicated journal screen . The game eventually transitioned from this pre-alpha state into its official phase in July 2016, adding more complex narrative elements like the voiced prologue .
Build 11164 was used to showcase the game at Gamescom a month after its successful , which raised over 330,000 Canadian dollars . At this stage, earlier June and May 2015 builds are considered lost, making Build 11164 (along with Build 11219) the effective starting point for players looking to explore the game's earliest playable state . Key Features and Differences
: It was primarily a "pure" survival game with almost no story content . Survival systems were more demanding; for instance, the player menu did not pause the game, and inventory management was more restrictive .