ANEURISM IV Patch Notes — March 13, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

If you’re reading this, you’ve probably been very patient waiting for an update… and the good news is: we’ve actually got some good news for you.
One year ago, the nightmare began when ANEURISM IV opened its gates to the grand public. What started as a simple passion project slowly spiralled into a full-blown experiment, and after a few… questionable features along the way (think jenkem), it somehow turned into everyone’s favourite life simulator.
Anyway, we won’t bore you with the entire history of ANEURISM IV or any of that squishy garbage. We know why you’re here.
You want to get back to work. And maybe celebrate a little too.

Notable changes
Slunk's Bizaar
Scarcity is well and alive in Misery, and the Scum are beginning to suffer their growing pains. Whenever a need arises, someone comes to fill it... but never for free.
With direct connections between the City and the Scum, where anyone can gather to peruse and purchase to their heart's content.
Firearms and food, devices and drugs — with an endless assortment of bits and bobs ready for pickings... at a price. Slunk will be out for the moment, though — he's busy counting profits.

Scumbag Masking
Desperate times call for desperate measures, which means risking exposure to gather supplies on the surface. Blend in with the crowd, and do what you can to contribute while walking amongst the proles. Gather resources, bust open telescreens, or carry a pistol and look for a slacking cop. Just don't get caught before you put on your mask...

Contrabundles
Slunk came through on requests for equipment to carry contraband safely. The Cortex may be smart, but we're smarter. Get some packaging tools, and you can parcel up all kinds of things to carry in your pocket without getting flagged by their scans.
The Cult has turned over every stone they could for supplies, and we've begun digging into even older parts of the Zakazone. We've dug up some crates from some abandoned warehouses and buried laboratories, all that's left to do is see what's inside...

Vaults & Vents
The Cortex has been cracking down on our usual routes, so you'll need to make do with the new ones we've carved out. Some are hidden, some are safe, some are not. Get well-acquainted, and they'll never see you coming.

Terminus
Chaos reigns only where the Cortex is not. To some, Misery's suffering has ended. To others, it has just begun.
A new substation has been installed, with many resources afforded to those who enlist. With a Sanitar recruitment booth, dedicated armoury, restricted evidence lockup, jail cells, and walkways above the working man, it offers a foundation on which the Cortex's rule may be solidified.

Surveillors
The Consul had mandated the return of Paramechanisms under a new team of researchers from the Motherland. Their human design proves to be valuable to make them an ever-watchful eye over the citizens of Aneurism IV. With additional power, they are able to quickly issue and serve limits to anyone who seeks to disrupt the Sociostasis of our great city.

Limitator Upgrades
Escalation means innovation, and the Consul's finest have been improved beyond measure. They're bigger and better, and have earned their status of being beyond human in exchange for a loss in flexibility.

Bone Zone
The best club in town just got better. Get your friends together and boogie down for real this time at the Bone Zone.

F Block Reconstruction
Due to the destruction of F block, temporary housing has been opened to compensate. There are fewer options for furnishing, but the Cortex has issued a reduction on their prices to give laborers a place to rest between their shifts.

Muscle Ripper
An absolute powerhouse of a weapon, this behemoth of an LMG packs an entire box of 7.62x39mm ammunition into every magazine. If you can sate its appetite, it'll tear apart anything in its path.

Brain Saw
This one's a bit brutal. We don't want to know what you do with it.

Nail Gun
On the complete opposite end of the spectrum, we have the nail gun. As a legal "weapon", it's the first of its kind.

Cosmetics
Lots of focus was put on providing for the least fortunate in this update, including cosmetics. Enjoy this absolute landfill of new clothing!


Full changelog
Below is a complete list of all the changes in version 19.
Items
Additions
Added Contrabundles, which are condensed packages of items. They are not contraband, and all are craftable by Dealers, with some available to craft by other fates.
Re-added Nails, a new crafting item found in the underground.
Added Muscle Ripper, the new advanced LMG. Can be crafted by anyone using a Miligrade Contrabundle.
Added Nailgun, a legal firearm that uses nails as ammunition. Can be obtained from the Night Market.
Added Nail Trap, an explosive landmine that is crafted from Spiky Contrabundles.
Added Demon Cores to the underground, which can be used to activate Surveillor turrets. More infrastructure in the future will use Demon Cores as power.
Recipes
Changed most gun recipes.
Separated Gunsmithing Tools and Cult Workbench recipe list. Shoddy guns and advanced guns are only craftable with Gunsmithing Tools
Moved Guitar, Skintape, Hijacker recipe to Cult Workbench
Tantalizer and Director’s Death are only craftable by Zealots, Rogues, and Malpractitioners. Scumbag can still craft RDZ at the Cult Workbench.
AG42B
Renamed AG42B to Nerve Killer
Increased Nerve Killer accuracy
Nerve Killer is now classified as an advanced weapon
CTX SURMA
Slightly lowered Surma fire rate
Slightly raised Surma damage
Significantly increased Surma accuracy
Liver Fief
Slightly raised Liver Fief damage
Slightly increased Liver Fief accuracy
Melee
Renamed Switchblade to Sgt. Stabby
Increased Sgt. Stabby range
Changed the Knife recipe to use Scrap Metal instead
Reduced pickaxe range
Increased ritual axe range and damage
Contrabundles
Added Lustrous Contrabundle for Bankers and Controllers using Skull Sterling.
Added Miligrade Contrabundle for Dealers using weapon crafting items. Used for crafting the four advanced guns, two of which are restricted to the Dealer.
Added Burner Contrabundle for Proles to make junk guns. Proles can only use them to make Frommers or the PITY, while Scum fates have access to more recipes.
Added Explosive Contrabundle for Proles and Liquidators. They are now required to make IEDs and Rot Bombs, which are craftable by Scum only.
Added Trippy Contrabundle for Corpsman and Malpractitioners. They are used to craft Kevlar.
Added Spiky Contrabundles for Scum. They can be crafted into Nail Traps.
Other
Increased RDZ accuracy
Increase Frommer accuracy
Reduced Kidney Splitter accuracy
Switched Scrap Metal spawns from underground to surface
Increased the Strange Lighter light range
Added Smuggling tools, available at the Night Market
Removed Advanced Gun Parts, replaced with Miligrade Contrabundles
Fates
Limitator
Increased Limitator height
Removed Limitator sprint
Increased Limitator walk speed
Added new Limitator footstep and breathing sounds
Significantly lowered maximum stamina
Significantly increased stamina regeneration
Increased Limitator max health
Playing Limitator should be a meaningful choice, not an eventual upgrade that all Controllers inevitably go through. This keeps gameplay interesting and diverse by making either fate viable for their own reasons rather than Limitator being an extension of Controller’s abilities. Limitations should be rarer and more imposing, while Controllers will be more common. Most importantly though, the new weaknesses of Limitators offer counterplay to take them down.
Scumbag
Increased Scumbag sprint
Increased Scumbag crouching movement speed
Scumbags now spawn as “Slunks” without their mask. They are functionally identical to proles, but can press B at any time to “declare anarchy” which turns them into regular Scumbags.
Prole
Increased Prole crouching movement speed
Vomit Coffin
Removed Vomit Coffin hurt sound
Removed Vomit Coffin sprint
Increased Vomit Coffin walk speed
Changed Vomit Coffin description
Reduced Vomit Coffin health
Vomit Coffin now regenerates health
Increased Vomit Coffin damage
Increased Vomit Coffin size
Other
Added glove cosmetic slot for Liquidator
Increased default height from 0.9 to 1 (proles are slightly taller)
Map
Additions
Added Slunk’s Bizaar, a hub for players to trade contraband and other items. Contains several shop properties and is restricted by Scum Vaults.
Added Cortex Terminus, the new fortress for the Cortex
Added Cortex reconnection point in the Terminus
Added a brand new F Block apartment layout. Has fewer options for upgrades, but is cheaper than other apartments.
Added new interior for Bone Zone Nightclub, now contains an actual dance floor and improved bar property
Added Bizaar shutters which can only be opened during a Limitation Order and starts locked by default to deter griefing behavior
Added new Surveillor model and functionality
Workplaces
Reorganized B Block Distilleries (more growing plots)
Removed B Block Mining Hall
Doubled boulder rate at A block Mining Hall
Connected B block Metalworks to A block Metalworks
Laundry chutes drop more laundry per pull
Laundry is now worth 10% sense
Patrols are now worth 20% sense
Slave boulders are now worth 20% sense
Misery
Relocated the F block Apartment to make space for the D block Bazaar
Added Thalamus Nexus to the background of Misery
Added some community-made graffiti to Misery
Fixed collision with upgrades in apartments
Removed lots of entities and props in Misery for optimization and gameplay purposes
Reduced the total amount of real-time lights for optimization purposes
Slunk's Bizaar
Added Bizaar entrance to the bottom of Bone Zone Nightclub
Bizaar vault doors to not limit players while passing through
Bizaar vault doors can be opened with a skull sterling
Surveillors
Surveillors can now be upgraded with a turret by using a Demon Core. Armed Surveillors automatically attack limited players, and
Surveillor health increases significantly when upgraded
Upgraded Surveillors now take 10 anamnecytes if broken unlawfully.
Scum
Revised underground exits into vents with various entrances
Separated surface Locker and scum Locker inventories
Removed some underground exits, especially around the A block Apartment, now considered a nice neighborhood
Removed Cortex Armory from underground
Removed Toilets from underground
Removed Mineshaft from underground
Changed underground lighting to focus on points of interest
Relocated the Underground Forge to make way for the Underground entrance to Slunk’s Bazaar
Other
Changed Stinging Zakazen nodes to Rot Nodes, there was too much theme-creeping on the Rot
Reduced the total amount of lootable trash spawns, no change in spawn rates
Doubled lootable trash storage capacity
Changed Rot Node spawn locations to be more invasive and troublesome (can now block hallways)
Added new street names/ greet messages when entering new areas
Added a knock sound when locked doors are interacted with
Miscellaneous
Added two new soundtracks
Improved occlusion culling
Retextured all of Misery and Nightmare to reduce the use of redundant materials for performance
Optimized textures to increase performance and decrease total disc space and RAM usage
Reworked most fate post-processing to boost performance and to fix bugged visuals like spirits' vision during darkness
Resized lots of icons to reduce texture shimmering
Experimental fix to reduce extreme audio clipping during wartime
Improved weapon switch responsive time for a more immediate feel
Improved movement input for a more responsive, immediate feel
Improved network bandwidth usage
Improved database backend for better performance
Improved audio system to reduce audio clipping
Improved player animator for smoother first-person weapon sway
Third person corner peeking no longer works while shooting
Fixes
Fixed voice chat occasionally failing to respond
Fixed skeletons having the wrong texture when the player had cosmetics
Fixed missing cosmetic descriptions
Fixed IEDs occasionally not damaging certain players who are in range
Fixed proximity bombs explosion delay
Fixed cosmetics applying incorrectly to models
Effects no longer carry over through deaths
Capitrons no longer die from explosives

Final Note
We'd like to thank our amazing team of testers for not only helping us with finding bugs, but also with creating the changelogs, making great artwork that you'll find in the map, supporting us, and so much more.
This update is the direct result of their persistent efforts in improving ANEURISM IV.
