Patch notes and updates
Quick answer
Advertisement
Dawson Oaks Trailer Park launched on September 17, 2026 and has already been patched several times - including one update that fixed two things players were loudly angry about. This page is the maintenance log for the launch build: every official note we can verify, in order, plus what each change means if you are actually playing.
We update this page whenever the studio posts new notes, so if you are reading this the day it was published, the version below is current.
Pairs with: Roles and Cult conversion · Controls and settings · Frequently asked questions
1.2.0 — Halloween, roles and Community Service (October 22)
The Cult Leader and Community Service change the normal round, alongside seasonal scenery and cosmetics.
| Change | Task consequence |
|---|---|
| Cult Leader and Shrine | The role object spawns in the bedroom for rituals and offerings |
| Recruitment letters | Put invitations in mailboxes; conversion is a chance-based ritual |
| Cultist conversion | Replaces the previous role and some urges; Cultists cannot recruit |
| Snitch immunity | The Cult Leader cannot recruit the Snitch |
| Community Service | Arrested or voted-out players use a broom and task meter |
| Task batches | Three at a time; after all three, another set follows after sixty seconds |
| Reward | Seven tasks by default; a single-use meeting vote is one example |
| Drunk balance | Sanity-drainer windup increases from thirty to sixty seconds |
| Police / visibility | Officers re-lock doors; role objects no longer show from outside trailers |
Crowbars and Air Fresheners join the store, and dumpsters support cleanup. The update also fixes pushing players into the holding cell, shopping-cart clipping, notebook mouse-pointer behaviour and a Supervisor handcuff problem.
Seasonal content: Mudlake becomes Spooklake, with Halloween customisation and a themed Community Service broom for a limited time. Purchased customisation remains available after the season. The seasonal scenery and cosmetics are separate from the role and cleanup rules.
Use the current roles, sanity and service tasks and first-round guide for the actions behind these changes. Official 1.2.0 announcement.
Launch-week timeline
| Date | Update | What it was |
|---|---|---|
| Aug 14, 2026 | Release announced | Initial release date set for September 10 |
| Aug 27, 2026 | Release delayed | Moved to September 17 to finish a new map |
| Sep 15, 2026 | Milestone post | "Thanks for 100,000 Wishlists!" |
| Sep 17, 2026 | 1.0 launch | Windows release, $9.99 with a 10% launch discount |
| Sep 17-18, 2026 | Hotfixes | Several small patches; community reports describe them as crash and stability fixes |
| Sep 18, 2026 | Disconnects & Lobby Fixes | Studio post about connection bugs at match start - partially fixed, more tracking promised |
| Sep 19, 2026 | Patch 1.0.3 | The big one: localization, police call fix, vote screen fix (full notes below) |
| Sep 21, 2026 | Patch 1.0.4 | Three lobby types and a five-tattoo cap (full notes below) |
| Sep 24, 2026 | Launch discount ends | $8.99 sale over; back to $9.99 |
| Sep 26, 2026 | Patch 1.0.5 | Minor bug fixes and exploit fixes; studio published no itemised list (full note below) |
| Oct 7, 2026 | Patch 1.1.0 - Day & Night | Dynamic day/night cycle, flashlights, hidden name tags in darkness, new cosmetics, lobby browser filters |
| Oct 8, 2026 | Patch 1.1.1 | Performance pass plus a new Flashlight Shadows setting |
Patch 1.0.3, in full
The official notes for 1.0.3, item by item:
- Removed unintended text from letters. In-world letters had leftover placeholder text; cleaned up.
- Added Brazilian Portuguese localization. The store now lists Portuguese (Brazil) with full audio support - a big audience for proximity-voice games, and the patch made the game fully playable for them.
- Fixed tutorial NPCs walking toward the player randomly. The tutorial cast was wandering off-script; they now stay where the script wants them.
- Fixed a bug that allowed lighter fluid to be spiked. The park's fire economy has been un-exploited. Play fair, Pyromaniacs.
- Fixed an issue preventing the Supervisor from calling the police. The single most impactful fix in the patch: the Supervisor's core ability could break, which quietly ruined whole rounds. If your first games were before 1.0.3 and calls felt dead, this was why.
- Fixed vote and result screens not appearing for some clients. Meetings could resolve invisibly for some players - you would be voted out with no UI explaining it. This one is why some launch-day lobbies seemed to skip the vote entirely.
Patch 1.0.4, in full
The official notes for 1.0.4, item by item:
- Three lobby types, each with its own rules. Green Respectful lobbies keep chat clean - no swearing, insults or harassment, and chat is moderated. Orange Rowdy lobbies allow swearing and trash talk, but slurs, hate speech and harassment still get you banned. Red Uncensored lobbies allow strong language and edgy roleplay, and you should expect offensive content; real threats and serious harassment are still not allowed. The studio's instruction is blunt: check the lobby type before you join.
- A maximum of five tear tattoos. Tear tattoos - the ones other players read as a kill count - are capped at five because the feature was "repeatedly abused/misused".
What 1.0.4 means in practice
The lobby colour is now the first thing to read before you speak in a park of strangers. The same sentence is ordinary in a Rowdy lobby, moderated in a Respectful one, and the difference is not cosmetic - bans are how it is enforced, and griefing by language now has a specific room to do it in.
For roleplay regulars, the tattoo cap sets five as the ceiling the game will allow. Treat visible tear counts above five as pre-patch runs or modded clients.
The 1.0.4 and 1.0.5 notes below describe their historical changes. For the current recruitment and post-arrest tasks, use the 1.2.0 section above.
Patch 1.0.5, in full
The studio's entire public note for 1.0.5, in full: "This is just a tiny update to fix a few minor bugs and address some exploits."
That is everything they published - no itemised list. Two things are worth saying about it rather than inventing detail:
- Exploits were addressed, but which ones is not stated. If you relied on a money or item exploit that is still working for you, you are describing pre-1.0.5 behaviour.
- It landed on September 26, a Saturday. For a studio that shipped its first twelve updates in the eight days after launch, a quiet weekend patch with no changelog reads as maintenance rather than a feature drop.
Use the named fixes in later patches when troubleshooting a specific failure.
What 1.0.5 means in practice
Nothing in it changes roles, the vote flow, the Supervisor's police call, the map or the economy numbers on this site - "minor bugs and exploits" is the studio's own description. Re-check anything you learned from a pre-1.0.5 exploit; everything else here stands.
What 1.0.3 means in practice
If you only read one line: update before you host. Three of the six fixes hit core loop systems (police calls, votes, tutorial), and those were exactly the bug reports dominating the Steam discussions in the first 48 hours - alongside crash threads that the earlier hotfixes addressed.
For content creators and guide writers, the practical upshot is simple: anything written before September 19 about the Supervisor's police call or the vote flow may describe bugged behaviour. That includes some of the early guide pages floating around out there - we have re-checked our pages against 1.0.3 and will keep doing it.
Known issues we are still watching
- "Screen door" visual artifact. Players with certain upscaling settings report a heavy mesh effect; see the system requirements page for the settings workaround.
- Hotfix transparency. The first wave of launch-hotfixes shipped without public notes, and the Steam forum asked about it directly. The studio's community rep confirmed they were crash fixes; we log what is official and will not invent notes the studio has not published.
- Disconnects. The September 18 post says the disconnect fix "might not fix it for everyone" and that tracking continues. If you are still dropping mid-round, the discussion thread is the place to report it.
Patch 1.1.0 - Day & Night (October 7)
The biggest content patch since launch, and the first one that changes how a round feels:
- A dynamic day and night cycle now runs during the match and advances after meetings. Maps that were always lit are no longer lit.
- Flashlights were added for nighttime use, and player name tags are hidden in darkness — you can no longer read a name across a dark park, so who-is-who at night is a real question again.
- New customization items: the Sicilian Hat, flannel shirts and makeup options.
- A new Snitch song on the stereo.
- Lobby browser filters by game rule, plus play-style tags so you can find a park that matches how you want to play.
- Fixes: an exploit that let players block the bar with the shopping cart, an exploit that let players see through walls using emotes, some lobbies missing from the server list, various visual glitches, and Snitch reveal messages no longer appear when a Supervisor disconnects.
Patch 1.1.1 - Performance and Flashlight Shadows (October 8)
A quick follow-up that fixes performance problems 1.1.0 introduced — including games that became more laggy the longer a round ran:
- A new Flashlight Shadows setting lets you turn flashlight shadows off independently of your graphics quality. If you get lag spikes at night, turn this off first.
- General performance work on top of the new day/night rendering.
Nothing in either patch changes the role list, the vote flow or how money and scrap work — see items and money if you are chasing those.
Related guides
- The full feature picture beyond patches: how to play
- What changed for Supervisor players specifically: Supervisor guide
- Performance settings and specs: system requirements