Sons of the Forest Patch 14 Update Notes: Arrow upgrades, new blueprints, new cave and more

Sons of the Forest is an upcoming survival-based video game that is creating excitement among gamers. The game is developed by the Endnight Games and is published by Newsnight. Following its announcement, players have eagerly awaited information regarding the game’s upcoming updates, particularly the next patch release date and time. The game was released in February via early access. But the next update of the game is still pending.

This introduction delves into Sons of the Forest Next Update Patch Release Date and Time, exploring the game’s premise, key features, and the community’s anticipation for the next update. If you are still waiting for the game and have no idea when the big update will be released, this is the perfect place to find that out. If you have played the 2018 game “The Forest,” you will relate to this game very easily as this is the sequel to the The Forest game.

Sons of the Forest Next Update Patch Release Date and Time

Sons of the Forest Next Update Patch Release Date and Time

As we have already mentioned that the game is based on the survival genre and it is a sequel to the 2018 The Forest game. The gameplay is very similar to The Forest game.  Sons of the Forest lets the player control the Protagonist on an island inhabited by Cannibals. The game allows players to build Weapons and Buildings to help them survive.

Multiple new mechanics have been added in the game to make players go crazy and also feel the difference between the two games. Friendly NPCs are also added to the game to make you feel comfortable among the cannibals. The map is also 4 times big, and the Sons of the Forest supports up to 8 players so you can enjoy it with your friends whenever you want.

How long will the Sons of the Forest game be in Early Access?

How long will the Sons of Forest game be in Early Access

As already mentioned, the Sons of the Forest game was about to be released in Feb. Still, the developers took a U-turn and released early access to the game to test every available patch and gameplay. but how long will the game be in early access? Some reports confirm that the game is in early access for almost 8 months, which means the full game can be released somewhere around October or November.

The developer did not respond to any of these reports. That means you have to play the Early access version of the game as long as the full version is not released, however, there are regular patches released by the developers to maintain excitement among the players before the big release.

Sons of the Forest Patch 14 Changelog:

This patch adds a new small cave along with the second to last ??? findable item. We also added the ability to craft explosive, fire, shock and poison arrows. Along with this, there are 5 new findable blueprints in the world, and 2 new structures added to the book.

We also added some new story note pickups, and the ability to view previously collected notes via a stack kept in the inventory. There are also a bunch of new points of interest and pickups added to the map, as well as new details and decorations added to many of the cannibal villages in the world.

Finally we added a new cannibal type, Igor, and tweaked the muddy cannibals A.I. so they will now prioritize eating instead of attacking and fixed and improved a bunch of other things all listed below.

As always, please continue to post your bug reports and feedback in the Discussions area of the Community Hub.

  • Added craftable arrow types, fire, shock, poison and explosive
  • New small cave added to map
  • Added another ??? findable item
  • You can now view all the notes you find around the world via the group of pages item in inventory
  • Added 3 new findable blueprint traps and 2 other findable blueprints
  • Added buildable spear holder
  • Added buildable double bed
  • Added new cannibal type ‘Igor’
  • Added some new note pickups
  • Added new decorative magazine and book
  • Added new crafting animation for crafting GPS trackers
  • Added a bunch of new details, pickups and environment details to world
  • Added various details to many of the cannibal villages
  • Extended and detailed the 3 ice caves
  • Added new facial deformities to some cannibal faces
  • Added new draped tarp pickups on some stumps and skeletons in world
  • Muddies will now gather to pray to their own effigies that were added to various places around the world and will now prioritize food over everything else


  • Cannibals with skin masks or bags on their heads now have more agitated idle animations
  • Tactical bow resting idle can now be aimed down slightly further, bringing it in line with the crafted bow idle animation
  • When holding a bow and equipping the lighter, the lighter will no longer float through the air towards the players hand
  • Overweight Male Cannibals now have an alternate burning animation which fixes a bug where they would pop from prone to standing
  • Heavy Cannibals’ drink water animation has been cleaned up so that their club is in the correct position in their hand
  • Added more deer and land turtles to the far side of map
  • Twins now has an electrocute reaction
  • When the player skins dead animals, other players will now see the knife and pickup in their hands
  • Improved the look of creepy Virginia and demon wetness masks
  • Improved albedo on fishing huts
  • Converted various pickups to use more performant primitives colliders
  • Improved look and detail of many of the story note pages
  • Added extra fog to mountains and added more fog details on far side of map
  • Added poisoned status support to characters, they will lose health and energy and sometimes get injured and stop attacking when poisoned, and multiple poison effects will stack
  • Arrows that break a piece of armor will attach to the enemy instead of falling off
  • Items dropped on killing a character should now retain item instance data if there is any stored
  • Cannibals carrying a torch will now drop their torch on death
  • Improved issues with hitting or electrocuting cannibals on trees not knocking them off
  • When a client dismembers a dead body, the limbs now spawn in the position they see them
  • Adjusted killer whales away from some too shallow areas, and fixed visual issue with their jump
  • Filled the large lake on the far side of the mountain with fish
  • Improved the look of cycling arrows on the bow by not having the arrow flicker while switching to to the next arrow
  • Improved how lighting held items work
  • Added some randomization to tarp bounces
  • When dismounting the Knight V you will now re-equip your previous weapon
  • Improved look of Common Juniper billboard
  • Added far distance stippling when billboards are disabled/enabled
  • Added wind effect to placed tarps
  • Some vegetation added to cliff and mountain meshes
  • Pipes and drips added in bunker food corridor
  • Some small environment changes and updates for new points of interest
  • Lake details layout improved
  • Entertainment bunker entrance adjusted to not get momentarily stuck in rock when entering
  • Oak tree albedo map adjustment to blend better with environment


  • Reduced baby attack damage from 15 to 10
  • The animation for the player retrieving their backpack after a death has been sped up and shortened
  • On sleep interruption, players will now sometimes find multiple enemies close by
  • Masked cannibals will sometimes get out of breath
  • A fire status impact on a dead body will now burn it to bones (eg. fire arrows or torch)
  • When muddies eat, it will reduce their anger and make them more likely to ignore the player, and they are now more likely to be distracted by food during combat
  • Set Dead Stump A break amount to 10 (so one hit breaks)


  • Fixed dismembered limbs on dead bodies coming back after loading game
  • Fixed issue where placing severed head on a stick could break other player actions
  • Fixed index array exception in multiplayer when a player equips their third modded weapon
  • Fixed locking and unlocking doors in player bases not updating the navigation graph, and fixed some missing door setup
  • Fixed some cases of navigation links from bases to terrain not refreshing and improved accuracy of check for the navigation links
  • Fixed rock beam not updating nav cut when it’s finished or partially dismantled
  • Fixed leaning beams navigation cuts not applying scale correctly
  • Fixed some issues with ramp navigation not linking segments correctly
  • Fixed trees not falling properly in multiplayer when destroyed with an explosive
  • Fixed falling trees not dealing damage to multiplayer clients
  • Fixed twins climb out of ground not immediately completing when alerted, and disabled climbing out of bunker floors
  • Fixed heavy cannibal death on back looping glitch
  • Fixed some regular cannibal types always glowing in the dark
  • Fix for some note pickups being obscured by thumb when held
  • Fixed look of alpha on newspaper clippings
  • Fix for email pickup normals looking blocky
  • Fixed spear being hard to pickup when looking at extremities
  • Fixed placing a pillar next to an apex breaking the nearby apex supported beam
  • Fixed incorrect deck rail placement option when targeting a full wall without a beam above while holding a log plank
  • Fixed carrying gold mask enemy not showing mask
  • Removed pistol reload animation from the bows animation graph and stopped it from trying to perform the reloading animation if the lighter was also equipped
  • Fixed issue where message notifications on the left side of the screen would not show up properly is there was an already active notification on the screen
  • Fix some visual jerkiness when large animals or enemies turn on terrain slopes
  • Fix some driftwood at beach reappearing after breaking
  • Fixed player knocked down when holding a bow causing jerkiness of camera and animation
  • Fixed case where damaged beams could prevent placing floor planks
  • Fixed structures attached to beams floating if the pillars supporting it are cut
  • Fixed case where placing a grounded beam near a hill would result with a beam into a broken state
  • Fixed bridge rope UI not turning red after reaching max distance without touching a structure
  • Fixed dismantling standing fire not working
  • Fixed fishing huts lod1 not using the right material with support for occlusion
  • Fixed snow occlusion popping in Fishing huts/Snow cabin sometimes when looking up
  • Fixed bad player state when opening inventory while unequipping book or using shovel
  • Fixed radios in multiplayer not playing in sync or not playing at all in some case
  • Fixed propane burners explosion not synced properly in multiplayer
  • Fixed traps not triggering on first frame in multiplayer
  • Fixed animation visual issues when eating consumables from world
  • Fixed menu buttons hologram background and final death screen text showing as squares in some languages
  • Fixed final death screen not scaling properly with resolution
  • Fixed final death screen localization
  • Fix for Inventory item info UI sometimes not turning off when hovering over buttons that also had UI elements
  • Fixed material memory leaks in Book / Inventory
  • Fix visual popping for aloe, arrow leaf and spreading phlox in some cases
  • Fixed displacement on water/streams not working correctly
  • Fix for some density volumes getting culled
  • Fix for broken Spreading Phlox Burn error
  • Fix for visible gap in streams section LODs


  • Added audio for stepping on large piles of gore
  • Added new Solafite ore pickup event
  • Added event for bumping swinging lantern
  • Moved pickaxe sting to music category
  • Added event for weapons impacting hanging gore
  • Added gore footstep jump event
  • Added force SFX mute while 3d audio blocker active

Sons of the Forest Patch 11 Changelog:


  • Added new large battery item and revised the electricity system, which now requires them to power lights and electric fences at night. We also added limits to how many objects individual batteries and panels can power before they overload the grid
  • Solar panels can now be placed freely without relying on a support structure and can be connected to power grids with wires
  • Added new spear throwing cannibal type Eddy
  • Added new effigy placing cannibal type Greg
  • Added new cave A extension area
  • Added new ? item to new cave A extension
  • New cutscene added to the food bunker
  • Added some new hanging gore props
  • Fires will now be put out by sprinklers
  • Added new concave corner ramp placement option


  • Babies can now be exploded into gibs
  • There are now some cannibal nomad families lead by Frank the fire cannibal starting after 8-12 days
  • Hanging skeletons and new hanging gore added to fisherman huts
  • Corner beams now contribute to beams structural resistance, making it less likely to break easily if only corner ramps are there
  • Beams can now be placed leaning on another leaning beam, allows stacking one level of leaning beam
  • Corner ramps no longer use a full plank for each placement, placing full planks will split it to a smaller size when appropriate and drop a pickup matching the rest of the quarter log planks
  • Placing free wires on a solar panel now forces the position of the wire to the connector position on the model
  • Free wires connected to beams & pillars now use a wire model instead of a zip-tie for the supporting ring visual
  • Burning living cannibals will now update the burn amount on their material
  • Made volumetric fog more visible in bunkers
  • Improved bunker food and bunker residential lighting
  • Puffy increase walk speed by 20% and attack speed by 10%
  • Cave C entrance groups reworked to have less active objects above ground
  • Adjusted near plane on Flashlight Mod to prevent cutout shape when reloading shotgun with flashlight attachment
  • Updated Holosprings logo
  • Added new tutorials for using electricity


  • Fixed a bug where the slingshot would not animate when cancelling a shot
  • Fixed visual glitch in the loading screen when loading in a saved game
  • Fixed Holosprings video keeps playing in single player while game is paused
  • Changed Holosprings video looping behavior so that it doesn’t restart every time
  • Fixed holes in quarter log planks
  • Player cannot be knocked down when holding hang glider while in air anymore
  • Player being knocked down while on ground and holding the hang glider will now drop the hang glider
  • Fixed various multiplayer synchronization issues with the Cave B and Cave C Sluggies
  • In multiplayer, if any player in the game has high sentiment with Virginia, the Virginia gold room variant cutscene will be playing for all, in order to enforce proper multiplayer sync when entering the final boss fight
  • Fixed cave shark not spawning on low animal setting
  • In rare case of actors found in invalid position on load, they will be removed or restored to a fixed position (for Kelvin and Virginia)
  • End boss is now forced to stay above terrain to avoid possible bug falling under terrain
  • Fixed issue where cannibals hitting some village structures wouldn’t play audio
  • Clients will now hear dropped ragdoll impact audio
  • Fixed heavy cannibal always transitioning to walk after various auto-jumps. Fixed sometimes double taunting when entering combat.
  • Fixed case where beam collapse could propagate through pillars instead of stopping at it
  • Fixed missing sound when placing struts
  • Fixed case that could break corner ramps
  • Fixed corner ramp placement arrow not positioned correctly
  • Fixed corner ramp not placeable if on of the beam was supported by a leaning beam on the forward end
  • Fixed pillars not placeable above beams that are supporting a corner ramp
  • Fixed damaged corner ramps not visually distorting
  • Fixed pillars added to the top of a wall in a specific order could prevent placing ramps above


  • Added Electrical Grid Sounds
  • Frank on Fire sound improvement
  • Added new place light sound
  • End boss battle music will now stop while player is dead

Sons of the Forest Patch 8 Changelog:


  • New found footage video added
  • Hokey Pokey trap added
  • Electric fences
  • Freeform electric wire placement added
  • You can now carry and play radios
  • GPS Locators can now be 3d printed and crafted in the inventory
  • Golf cart lights added
  • Golf cart can now seat up to 4 players in multiplayer
  • Added reduced ammo difficulty level option
  • Added returning creepy enemy, will appear after endgame
  • Added new vocal announcements to some bunkers
  • Virginia and Kelvin can now swim if they end up in deep enough water


  • There will now be less frequent enemy raids depending on how many regulars or creepies you have killed, this amount will increase over the days unless you kill more enemies
  • Defensive walls can now take 4 times as much damage
  • Reduced health on the special glowing puffies


  • Animal heads can now be shaken when held
  • Angry moose now sometimes kick a nearby player
  • Fixed some bugs that could cause too many or too few enemy search parties on loading or restarting a game
  • Fixed various save/load and syncing issues for endgame boss cutscenes and battles
  • Fixed issue where Ai actors couldn’t see a player sitting in a golf cart
  • Improved getting in and out of golf cart animations
  • Kelvin will visually refuse an order that requires trees if none are nearby
  • Turtles can now be electrocuted
  • Fixed turtle eggs not spawning for multiplayer clients
  • Rabbit footsteps sound different in snow now
  • Improved putter hitting golf ball
  • Various asset memory optimizations
  • Various UI, pickup and audio optimizations
  • Blueberry bush berries now deform with bush
  • Ocean patch optimization
  • Various environment layout fixes
  • Basalt rocks added to caves merged collision meshes
  • Moss LOD ranges optimized
  • Optimized LOD2 for cliffs
  • LOD groups optimized
  • Starfish LODs added and group assignment changed
  • Stream LOD ranges optimized
  • Bunker and Cave entrances optimized
  • Small rock pickup optimized
  • Added missing LODs to some legacy rocks
  • LODs setup for KnightV, hang glider, and golf cart
  • LODs setup for Lakes
  • Lake audio emitters optimized
  • Spruce tree meshes optimized
  • Seaweed Dry Cluster LOD2 optimized
  • Optimized Berry meshes
  • Fix for some waterfall particles that were always on
  • World collisions optimized, reduced number of active colliders
  • Rocks and stones now have collision in the log sled
  • Added play visual for action camera
  • Fixed faked GI slipping over surfaces when rotating the camera
  • Improved mask maps for snow and wetness
  • Optimized fallen log LODs
  • Optimized lily pads
  • Moved dead tacti with action camera in bunker entertainment to easier to see position
  • Dead stumps and rock billboards now draw further
  • Added LODs to stick and log storage, log windows, fences
  • Energy drink item now uses a low level of detail when on shelves or a pickup
  • Optimized the in world stick pickup
  • Increased delay before boss cutscene
  • Added countdown timer to back of gold room
  • Setup streaming versions of the beached yachts to optimize memory usage
  • Removed texture streaming on golf cart logo
  • Window shutters are now animated when closing or opening
  • It is now possible to place a beam on the forward end between 2 beams supported by struts
  • Added Idle motion to Golf Cart driver and passenger so they aren’t static
  • Rifle and other weapons no longer behave strangely during player hit react animation
  • New idles for holding trophy heads
  • Knight V now leans with player correctly when viewed in third person multiplayer
  • Improved server browser filtering user experience
  • Added server browser support for search by IP address in the server name search bar
  • Added server browser filters: “not empty”, “public”
  • Added ping to the server browser entries
  • Added filters reset button to server browser
  • Dedicated servers played recently will be refreshed first to improve responsiveness
  • Dedicated servers on which you have a save will now be sorted first in list
  • Improved server browser performance
  • Improved server browser refreshing in bad networking conditions
  • Server browser gamepad navigation fixes
  • Dedicated servers won’t be detected as “game running” anymore by steam launcher, and game can now be started from steam launcher on the same machine as the dedicated server
  • Added non verbose logging mode, which is now the default mode. Verbose logging mode can be forced by using the -verboseLogging command line argument (see dedicated server guide)
  • Dedicated servers will now immediately save before shutdown to avoid data loss
  • Updated dedicated server guide: Dedicated Server Guide


  • Fix for player drinking from a pot when they are holding a valid container to fill up
  • Fixed issue where some items in the grab bag were hard to select due to the raycast blocker overlapping some items
  • Set deer head in the grab bag to not be convex so that it does not overlap the duck head collision
  • Fixed being able to add items to the cooking pot while its cooking clean water
  • Fix for cooking pot lid popping off for clients every time someone drinks or refills from the pot
  • Fixed issue with storage LODs not activating until the player is near them and then moves away
  • If a GPS locator is trying to be added but does not have icon data, initialize default data
  • Turtle shells are now properly dropped when skinned if the players inventory already has a shell
  • Fixed pause menu being accessible during boss cutscene
  • Prevented escape prompt from showing up early during get to the chopper cutscene
  • Fix for Screen Space reflection not turning back on after turning it off/on
  • Fixed sled hit react animation
  • Fixed bug with Crossbow reload and idle animation
  • Fixed some cases of cannibals prematurely dying while burning, and they now won’t catch fire from blocked torch hit
  • Fixed player climbing cannibal lookout tower rope not being aligned with rope on some towers
  • Fixed hanging skeletons on large destroyed huts reappearing in air
  • Fixed multiple players being able to pickup the same dead body at same time, which could lead to several issues
  • Fixed some visual issues on Puffies carried by other players
  • Fixed wall not accounted for as a valid support when counting unsupported beams, it now provides the same benefit as having pillars supporting each end of the beam
  • Fixed case where destroying struts was not properly propagating the collapse to its supported beam
  • Fixed cutting pillar into a defensive wall spike not checking if it is supporting a SCREW structure, which would destroy it when applied
  • Fixed selecting terrain conforming outlines breaking placement alignment for non conforming outlines selected afterwards
  • Fixed missing snap point to place full log or stone pillars underneath second story beams
  • Fixed dirt of planter furniture not affected by snow and wetness occlusion
  • Fixed several issues with dismantling beams that could cause issues
  • Moved up last line of Barb note to not overlap thumb
  • Fixed an issue where dedicated server couldn’t be joined after the computer returned from sleep mode
  • Fixed alpha on crosses burn demons note
  • Fixed spreading phlox rendering 2 times


  • Added SFX when placing electric wires and solar panels
  • Added frog hop audio event
  • Rifle audio distance tuned
  • Flare audio distance tuned
  • Reduced shrub hit sound level when driving a golf cart
  • Fixed noticeable clifftop surf audio turning on and off abruptly
  • Made cave entrance audio have random start times so they’re unlikely to phase

Sons of the Forest July Update release date

Sons of Forest July Update release date

As mentioned above, the Sons of the Forest game has multiple patch updates for their early access game to bring out the change they have planned in the original game. There are a total of 21 updates that have been released till now, and the latest update was on 15th of September. The update was tiny improved a few glitches, and added some in-game materials to keep players busy in the game.

The October Update has no official release date. However, the work is in progress, and there have been rumors that the October update will be available somewhere between the 20th and 25th of October. The October Patch is already in the making as we have gathered information from Reddit and Discord.

What can you expect in the October Update?

Since the October update is just around the corner players should be ready. The new patches might bring some changes to how you play this game. This update will mainly focus on raising AI amiable companions’ intelligence. Kevin will be given an extra task to build a base around the surrounding walls and strengthen it when you need it.

The October update will also bring changes to the Endnight as it will offer more diversity to the action of the dangerous cannibals. More or less, you can expect very good changes and some much-needed improvement in the NPC of the game as the October patch comes out.


This brings us to the end of this guide for Sons of the Forest Next Update Patch Release Date and Time. Until the game’s full release, you should focus on the patches of the early access. From Feb to June, 21 patches, and the 22nd patch will be released in October. The release date and timings of the patch release are not disclosed yet. Hoping that this article has answered your doubts regarding the Son of Forest game.

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