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DeadPoly

Patch 0.0.7A.1

- Single player and co-op can now modify spawn rates and disable crawlers / raiders
- Ladders on the buildable towers fixed for multiplayer
- Hummer spawn chance increase
- Added two more spawn locations for Hummer
- Fixed first person camera gangster lean when exiting vehicles
- Added Headlights to the Jeep
- 12ga can now be placed in the ammo box
- MP-155 can now be held without being equipped in a primary or secondary slot like pistols
- Both shotguns have had their sound fixed to not be map wide
- Both shotguns can now be salvaged
- Pink computer chair is now pink like it should be

Patch 0.0.7A

- Survivor and Raider AI added (gun wielding neutral and enemies)
- Many new collectibles and findable build parts
- 2 shotguns added, 12ga ammo added
- New vehicles added
- Large wood spike gate added for vehicles
- Activate gates while driving a vehicle by pressing 1 while looking at the gate (must be in range)
- Ladders and the ropes on top of buildings now work, although there's no animations so it's kind of silly, but better than nothing in the meantime
- Melee weapons should now be far more reliable and not miss when zombies are directly in front of your character
- Multiple code changes to picking up build parts inside free build bases to prevent collapse
- Several performance optimizations made to AI in regards to dedicated server performance

Next update is a large world fill, adding new POIs, 2 new bunkers, many new interior spawns, more build parts, and expanding the free build system with more new build parts!

Character customization with traveling inventory to trade with friends and a completely reworked save system are on the way.

0.0.6D.10

- Ridiculous vehicle bugs fixed
- Physics and grip update to make vehicles feel less icy

Patch 0.0.6D.9

- Player progression system first pass: your character now has multiple skills that level up passively. Currently these stats are lost on death but will save through death once character customization is complete (hoping for Q2/Q3 of this year for full character customization and traveling inventory to bring items to friends servers) Current max level for skills is 25. These numbers will change a lot and keep evolving in the future.
- Melee weapons and Equipment now generate randomized stats (armor and damage) when they spawn. This means two helmets can have different armors, and the same melee weapon can have different damage, swing speed, and harvest amount modifiers! Items found before the current update can have their stats rolled by right clicking on the item and selecting ROLL STATS. (DO NOT DELETE ITEMS THAT ROLL BAD STATS! You will be able to upgrade and modify them in the very near future.)
- Four new keybinds added for inventory management (Quick Move = Q, Use = E, Rotate = R, Drop = V) {Might require deleting config / resetting keybinds to default again!}
- Items in hotbar now search your inventory for the same item after use and rebind (If you have two stacks of bandages and use all of the first stack, the second stack should automatically update to the quick slot)
- Added Foundation Stairs for getting up on built foundations easier
- Third person camera position adjustment
- Changes to autosave performance re-implemented with additional steps to prevent data loss
- Fixed cooking not finishing when at 100%
- Performance changes to Air Drop smoke
- More changes to vehicle physics and handling

Next update is going to be a massive building and collection update! Many new things to build, find, collect, and discover. Most of the buildings on the map will have unique interiors.

Patch 0.0.6D.8

- Large performance tweaks to vehicles to not destroy FPS
- Fixed metal stairs not having collision
- Multiple back end optimizations to help with FPS
- Vehicle physics adjustments

Happy Cake Day!

Hello again Survivors!

Well holy crap, this thing has officially been released for a year! I’d say it’s hard to describe with words but the wall of text below would disagree.

To kick things off; thank you. Thank you so freaking much. It is absolutely unreal to me how much DeadPoly has grown. The amount of community feedback, suggestions, fresh ideas, and honest opinions on things I’ve added, modified, or completely reworked is legit invaluable! It’s what keeps this wheel rolling.

A lot of stuff was worked in to the game over the last year, be sure to check out the patch notes archive if you aren’t up to date - https://store.steampowered.com/news/app/1621070?updates=true

If all goes to plan, this will be a big year for DeadPoly. Progression systems such as leveling, perks, and skills are well underway. Questing and story development to finally start getting the brunt of the lore uncovered. Definitely continuing the never ending cycle of optimization and reworking system I built before learning newer and better ways to do things. And last but not least; just more of everything. More collectibles, more things to build, more areas to explore, new zombies to dispatch, events to conquer!

Initial work and trial runs with moving the game over to UE5 have gone well, but still quite a bit of bug fixing and general system correction before that’s ready for full release. Getting the game on to UE5 should add quite a bit of built in optimization along with a great increase in how the game looks overall, especially at larger distances because of Nanite, which I’m super stoked for.

They say imitation is the highest form of flattery, so I suppose I should feel flattered at how many games have released over the past few months that look like someone copied my homework.

One of the big roadblocks over the last year has been overcoming issues caused by the assets DeadPoly is built on top of. It has become painfully obvious that a lot of them were never intended to work with what we’ve built together. Reworking systems for the scale the game has grown to isn’t an easy task in general, but for me especially it has been a big learning experience. Obviously I’ve broken a lot of stuff along the way, but we’re definitely getting there!

To every single person who has played DeadPoly, even for a few minutes; you’ve literally changed my life. If it wasn’t for you, I would have only gotten a week off of work to enjoy the birth of our second child. Instead, I’m now fortunate enough to work from home and be around my family every single day. To say my mental health has improved would be a hilarious understatement.

DeadPoly’s organic growth appears like it might be starting to slow down, but I’m not going anywhere. This game is nowhere near complete, and I’m super stoked to keep on trudging forward at whatever pace is possible. Many, many more updates to come!

Sincerely,
Kamron

Patch 0.0.6D.7

- Air drop getting stuck in the air should be fixed
- Server admins can now delete specific player saves by SteamID from the admin panel
- Basic Workbench changed to 3x3 from 4x4 so it can fit in player pockets
- Fixed Wall Light not lighting up after login
- Various optimizations to increase FPS
- Adjusted inventory loading structure
- Changes to replication

Patch 0.0.6D.6

- New body armors added
- Vehicle stability changes
- Changes to autosave that made it not lag the game reverted due to data loss

Note about the autosave stuff: The lag during the autosave is absolutely awful, I am working towards getting something working that won't destroy your FPS while it's happening, but I also don't really consider data loss acceptable when saving, so I'm reverting it back to lagging instead of possibly losing stuff. Sincere apologies to anyone who lost data because of these attempted fixes.

Patch 0.0.6D.5

- Ground item for pajamas updated
- Vehicle physics update
- Replication changes for vehicles in multiplayer to load zombies and build parts while driving
- Autosave changes to prevent crashing

Patch 0.0.6D.4

- Autosave crash fixes
- Vehicle grip adjustments
- Main road collision change to not be so bumpy
- Replication Graph adjustment