For me the right question to ask right now is that if you feel the stable version is too easy for you. Experimental version has implemented a lot of changes that ups the difficulty bar quite a lot if you’re used to play a certain way:
The “performance problems” have to do, in my experience, from the step from 6 second turns to 1 second turns. The game now has to process 6 time more events for the same amount of time. It doesn’t matter too much when you’re exploring but when crafting or sleeping the delay is notable (I notice it more on sleeping than crafting, and with z-levels enabled which is now the preferred way to play the game).
The hunger system is confusing and if you relied on your character having the belly full for mood bonus you’re out of luck. As _k1 mentions, forget about the hunger bar and look to your character screen. If it says anything else than “normal”, watch your diet. If your character complains of hunger (“your stomach feels so empty…”), eat more. And drink lots of liquids. The new system is a pain in the ass but is here to stay and is hard-coded (so no disabling via mods) and the only reply you will get is “get used to it”, so… get used to it.
Speaking of pains in the ass, the new battery system sucks if you’re used to rely on UPS devices. There are quite a few bugs involving UPS tools specially, and the batteries in general have too small capacity. The worse thing is that UPS devices now cannot have their own charge (they depend completely on your UPS), which I guess is the cause of most bugs relating UPS tools. It makes a bit easier to use only batteries, as most of them are rechargeable via the vehicle recharger. For me the most infuriating thing is that the vehicle recharger only recharges batteries when outside the tool so you have to remember to unload each tool before dropping the battery into the recharger, instead of dropping the tool inside the recharger (maybe this changed lately, as I haven’t checked in a month).
If you like to melee zombies, the new stamina limits will cripple you, a lot. Specially if you’re used to wear some kind of mouth-encumbering-wear by default (like a mask to avoid catching the flu). It will force you to rely more on ranged weapons and kiting strategies. Personally, I am on the fence with this update: I feel the changes were needed but I feel the mouth encumbrance is too crippling and I absolutely find stupid the fact that bashing/butchering drains so much stamina (compared to other crafts like everything else, and no, the solution is not make everything else so draining).
Used CBM installation has complicated a bit: you have to clean them (with new tools, namely the sponge, or the dishwasher), then fix them (resetting the CBM), then put them in special pouches (that you cannot craft, but can find in good quantities on labs), then sterilizing them (with the autoclave). It is a bit overcomplicated, but is one of the best changes in my opinion, as before that was too easy and in any case a lab run (for the autodoc) will net you most the resources you need. Mostly prevents you autoinstalling the CBM after dissecting the beast. Anesthesia has changed too, and now it comes in 3L packages and consumes a varying amount, depending on how long it will take to install the CBM.
So, if anything of above is a showstopper for you, keep using stable. But, on the other hand…
- The ability to make vehicles float in water, while a bit buggy, is very nifty, and lots of fun.
- There are a lot of new buildings (and tiles, specially industrial ones) that make the exploring experience much, much more interesting.
- Making “house vehicles” now is really a viable thing, and really useful.
- Characters don’t begin at freezing temperatures at the start of the game, which means your survival chances don’t rely so much in lucking out finding good clothes and something to heat the food.
- Z-levels is now really viable. Almost all buildings are Z-level enabled and you’re able to climb up (with ladders)
- There has been a notable advance in complex quests, if Hub01 is a good example of things to come.
- The camp system is a bit more fleshed out (although is still very buggy), and now the NPCs can help you with tasks like disassembling a vehicle without needing a camp (and in general, they are more useful to have around).
- There is more of everything, more items, more tools, more food types, more recipes, more monsters (new bosses and scenarios too)…
As much as I complain, I am using the latest version, and enjoying it, so not that bad.