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Sons of the Forest Update 03: Full Patch Notes Listed

Sweet new update just came out! Hop on in!

The Sons of the Forest developer (Endnight Games) is truly inspired to make Sons of the Forest a rightful successor to the well-received The Forest title from 2014. This bi-weekly update dubbed “Update 03” is bringing a lot of cool stuff to all Sons of the Forest fans. Prima Games, traditionally, is here with what you need to know.

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Sons of the Forest Update 03 – What’s New? Complete Patch Notes and Details

If you want to read about the previous Patch Notes (Update 02 and Update 01), you may do so by clicking the links below:

And now, onto the main course.

Sons of the Forest Patch 3 – Full Update 3 Notes Listed

Hey Everyone,

This patch adds a new rideable EUC the Knight V (pronounced knight five), a pair of night vision goggles, a new spring trap that will launch enemies, and brings a first pass of solar power and light bulbs to the building system, along with a bunch more fixes and other improvements.

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



  • Dead babies now have buoyancy in the water
  • Mr. and Mrs. Puffton’s clothes now burn up when they are burned
  • Added security camera model to bunker luxury entrance
  • Cannibal lookout towers and large huts are now breakable
  • Adjusted navigation areas by lakes to fix issues with stuck animals/characters around edges
  • Can now pick up and throw puffy dead bodies
  • Dismembering dead characters with melee is now easier
  • Adjusted creepy spawning logic in caves, should no longer visibly spawn and should not lead to over-the-top amounts of enemies in caves over time
  • Improved some enemy base attack logic
  • Enemy damage game setting is now properly replicated to clients in multiplayer
  • Kelvin’s “return to shelter” command will also return to hunting shelters and beds
  • Kelvin can now pick up all types of arrows, visibly carry them, and drop the proper type of arrow
  • Fly Swatter and Bone Maker traps will no longer trigger on small animals
  • Improved morgue lighting in bunker residential and added some dead cultists there
  • Added flower wreaths to some dead cultists
  • Added world position fixer to block players going outside the bounds of the world on X and Z
  • Added quarter resolution mipmap limit option and set book pages to use it, to prevent them from becoming unreadable at low texture settings
  • Set rock, stick, and a small rock to disable colliders when not dynamic
  • Fixed player clothing blend shapes not always properly applied visually to other players in multiplayer
  • Tarp and turtle shell will now show their item count in the inventory
  • Renamed mannequin to armor rack
  • Changed the amount of duct tape required to build the armor rack to 1
  • Added shimmy area after the boss fight in hell cave
  • Made it possible to leave hell cave if reentering it after completing the game
  • The rope climb trigger for caves is now accessible from a wider angle
  • Creepies will now be hidden if they manage to wander into any cutscenes
  • Virginia will now stash guns when carrying a gift and drop gifts when entering combat


  • Cannibal ability to dodge heavy attacks increased
  • Increased John2 damage to structures
  • Enemies now flee further when scared


  • Fixed issue with nomad cannibal families spawning more than maximum allowed amount
  • Fixed more cases of enemies and large animals able to spawn in player bases
  • Fixed missing translation on find the Puffton tutorial messages
  • Fixed slight delay when hovering over the exit confirm button
  • Fixed some more cases of being able to glitch out of the world using a stick
  • Fixed animation pop in puffy male walk aggressive loop
  • Fixed some areas players could get stuck in hell cave
  • Dropped backpack should now properly spawn if the player saves and reloads before picking it up
  • Grab bag should no longer get the player stuck in a bad state if it is opened and closed quickly
  • Player should no longer get into a broken state if they begin swimming while performing the refill flask action
  • Added a safety measure that if the player somehow gets into a state where they are missing a vital item such as their lighter, tracker, combat knife, guide book or grab bag, they will be readded when a save game is loaded
  • When the player’s dropped backpack is picked up, it double checks to ensure that the player now has the backpack item
  • Player should no longer be able to lose their backpack from using their Quick select in some rare use cases
  • Fish on drying racks will no longer despawn when their max pickup count is reached
  • Items on the camp fire will no longer auto despawn
  • Fixed heavy actor sometimes popping to standing when hit again during hit head reaction
  • Fixed Kelvin not stopping trying to fill holder that player put final item in
  • Fixed player getting into stuck state if machete ground attack was interrupted
  • Fixed stun baton FX sometimes stuck on when interrupted
  • Fixed issue with there sometimes being more fish than maximum allowed amount
  • Improved logic to better prevent cases of seeing enemies pop in
  • Fixed falling trees not hitting cannibals
  • Fixed clients sometimes seeing extra GPS locators for Virginia
  • Fixed multiplayer client’s taking gun with multiple mods from Virginia losing a mod
  • Fixed visual issues decapitating heavy faceless cannibal and female puffy


  • Applied logarithmic scale to volume sliders
  • Add an audio event for animations where cannibals hits the club against the ground

That’s it for these patch notes! We hope you’ll enjoy the new content and the updates.

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Nikola L
Nikola has been a Staff Writer at Prima Games since May 2022. He has been gaming since being able to hold an Amiga 500 joystick on his own, back in the early 90s (when gaming was really good!). Nikola has helped organize dozens of gaming events and tournaments and has been professionally attached to gaming since 2009.