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Level Z

Update 0.7: New Weapons & Map Sectors, Redesigned Contracts | Server Wipe



❗ SERVER WIPE ❗


The progress, including your stash, trader reputation, and Merc/Alien Monster levels, has been reset. Unique cosmetic skins remain in your inventory.

General Changes



  • Added 2 new wipe cosmetic skins for the Merc and Alien Monster;


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  • Added 3 new weapons: Two SMGs and a marksman rifle;



  • Added new types of syringes: anti-radiation and DNA. Anti-Rad ones help withstand the radiation of the Radiation Tests sector (more info below). DNA syringes can be found in the Medblock sector. These grant a random buff or debuff related to mutant DNA experiments;
  • New generic contracts that require basic items found on both maps;
  • Redesigned contract system: basic contracts in easy-accessed zones are available to players on starting REP levels. As REP increases, traders will require harder contracts available in dangerous zones instead of simpler ones;
  • Optimized optical sights performance;
  • You can now see open customization options and check them out even if you don’t have access to a certain character.

Research Facility Map Changes



  • ⬆️Added a new sector: ⚕️ Medblock. It requires an access card that is printed in the Research Facility;

  • ⬆️Added a new sector: ☢️ Radiation Tests. It requires an access card that is printed in the Research Facility;

  • Added a new enemy type to the Radiation Tests sector;
  • Added a new type of mutant to the Medblock sector;
  • Introduced card-printing machines that can print access cards to secured areas around the map; three card printers can be found on the map;
  • Reworked a closed room in Sector C that required the yellow access card; it now requires a new access card that is printed on the Research Facility map;
  • Redesigned some of the contracts to evenly spread contracts throughout the map.

Merc Changes



  • Overall increased the amount of bullets required to kill a merc with an automatic weapon and shotguns; find specific changes below;
  • 12g slug damage reduced from 50 to 30;
  • Reduced HV Bolt’s damage from 50 to 40 against humans and from 25 to 20 against aliens;
  • Increased HV Bolt’s effective distance to 80m;
  • Increased Damage Capsule’s damage from 25 to 27;
  • Reduced SKAR’s damage against humans from 15 to 14;
  • Reduced MRX’s damage against humans from 12 to 11;
  • Reduced RD-707’s damage against humans from 17 to 16;
  • Reduced Malyuk’s damage against humans from 17 to 16;
  • Reduced SR-32 damage against humans from 34 to 25;
  • Reduced recoil reduction for grips and suppressors by around 50%;
  • Rebalanced reputation levels and item unlocks based on that reputation.

Alien Changes



  • Added VFX effects for flares, glowsticks, and emitters to easily distinguish them from one another;
  • Increased alien rewards for killing mercs to 30% of merc inventory worth;
  • Alien skulls now show the player's nickname.

Bug Fixes


  • Fixed an issue with leaderboards where the stats of players would be shown to be 0.
    Please install the patch and restart the game so the changes take effect. Expect smaller patches in the next couple of weeks, as currently we're finalizing the Mutations feature.

    An update on the 🧬Mutations upgrade system for the Alien Monster class:

    We've taken more time to finish the Mutations system properly. Our team is aware that you are all expecting it to be added ASAP; rest assured, we're working as fast as we can to deliver it. It will be released in one of the following updates before the end of the year.

    Here's a few new sneak peeks into Mutations:


    Alien Monsters' eggs will change their appearance depending on the mutations you use.
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  • Development Update: December 6th | Info on the Next Wipe


    Hey, Mercs & Aliens,



    First things first: On Monday, December 9th, we will release Update 0.7, which will wipe the servers and add more content like weapons, map sectors (see teasers below), contracts, and more. The expected time for the update to go live is 17:00 CET / 8 am PST / 11 am EST.

    Also, our team wants to address major community concerns and (traditionally) share some work-in-progress bits with all of you in this Development Update.

    1. December Content Update


    We’re seeing mentions of the December Content Update being a major one, so we want to set expectations straight. It’s more about laying groundwork than adding loads of content—it won’t be super groundbreaking.

    We’ll soon introduce in-session progression for the Research Facility map and the first iteration of the Mutations upgrade system for the Alien Monster class. However, those features are still in development, untested, and far from polished. Mutations will most likely arrive later this month with an additional update, as we need more time to finish developing that mechanic properly. Plus, ongoing bugs like crashes and camera issues need fixing, so progress is steady but not instant. Development continues, and there will be plenty to adjust and improve even after the patch. A future Steam discount and influencer outreach should bring in new players.

    2. Why Did We Change the Light Damage System?


    With Patch 0.6.8 from Nov 29, we changed the way Alien Monsters receive light damage. Now, only sources of UV light harm the creatures. We're seeing critiques of this adjustment, and it's about time we explained the reasoning behind it.

    As we expect more new players to join the community this month, we needed to make the game's mechanics more intuitive. During internal testing, we've noticed that UV light is more understandable for players and raises fewer questions. In addition, the game seems more straightforward to balance now. Overall, this new damage system is far from being finished, and adjustments still need to be made.

    With the concurrent player count dropping below expectations, we felt like we must take measures and (to an extent) revamp the game's concept. Of course, all of us at Doghowl recognized that this may lead to dissatisfaction. However, we made the decision to apply alterations. It's certainly risky, but we need to undertake initiatives to turn things around. Hopefully, it pays off.

    Thank you for playing, sharing your feedback, and supporting us. Now, let's peek at what's to come in future updates.

    New sectors for the Research Facility map are in the works: Medblock and Radiation Tests




    A new mutant appearance for the upcoming Radiation Tests sector




    The sniper rifle is in the final stage of development



    A new type of grenade coming soon: UV




    More UV light items on the way




    ? ? ?






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    [TAG-101]

    Patch 0.6.10: Improved Weapon Sway, Bug Fixes

    Merc Changes



    • Improved weapon sway animations when turning quickly.

    Bug Fixes



    • Fixed a random camera flick that occurred during shooting, item swapping, and item usage;
    • Fixed mouse smoothing issue during high ping that caused visual input lag.
    • Fixed an issue where main UV lights consumed more energy while invisible.

    Please install the patch and restart the game so the changes take effect.

    Light Damage to Aliens Reworked—Pt. 2, Balance Adjustments, Fixes

    Patch 0.6.9



    General Changes



    • Added rate of fire to item properties in the weapon description tooltips;

    Merc Changes



    • Reduced M4F1 damage against humans from 15 to 14;
    • Increased M4F1 damage against aliens from 5 to 6;
    • Reduced MP7S damage against humans from 12 to 10;
    • Reduced MRX damage against humans from 13 to 12;
    • Increased MRX damage against aliens from 4 to 5;
    • Increased RD-704 damage against aliens from 6 to 7;
    • Reduced Scorp-5 damage against humans from 13 to 11;
    • Reduced LAR’s damage against humans from 16 to 15;
    • Increased Sixty-45 damage against humans from 20 to 25;
    • Increased SR-32 damage against humans from 16 to 25;
    • Increased Tryzub damage against aliens from 10 to 15;
    • Increased SR-32 damage against aliens from 6 to 14;
    • Increased Malyuk’s damage against aliens from 5 to 6;
    • Reduced SR-32 rate of fire by around 50%;
    • Increased Vector’s damage against aliens from 4 to 5;
    • Increased UV Emitter activation animation speed by 40%;
    • Increased suit flashlight double tap’s blind duration from 1 to 1,7 seconds;
    • Increased UV Emitter’s damage from 130 to 150;
    • Increased Drone’s UV light damage from 30 to 35;
    • Added new item - UV Flare, which works like a regular flare but does UV light damage to aliens and can be doused by Slime Spit;
    • A new UV Flare has been added to the basic kit, works the same as regular UV but also does damage to aliens, and can be doused by spit;
    • Renamed UV Glowstick’s name to UV Emitter to better reflect its electric nature;
    • UV Emitters can be bought in the shop for 3000;
    • UV Glowsticks (similar to blue/yellow/green) were added to the starter kit.

    Alien Changes



    • Acid Cloud now spawns almost instantly after use;
    • Acid Cloud movement speed reduction increased from 50% to 60%;
    • Invisibility now changes visually depending on how far the alien is from merc’s eyes - the farther the alien is, the less visible that alien is;
    • Increased “damage” to the energy that UV lights do to invisible aliens by around 100%, so invisibility breaks faster;
    • Returned global cooldown for abilities (1 second).

    Research Facility Map Changes



    • Added several new safe zones with UV lights around the map;
    • Changed electric wire spawners to spawn evenly across different map zones.

    Caves of Turion Map Changes



    • Added several new safe zones in the Warehouse.

    Bug Fixes



    • Fixed an issue with animations that caused the game to crash occasionally;
    • Fixed an issue that sometimes caused the game to crash when hovering over Alien skills in Alien UI.

    Please install the patch and restart the game.

    ❗ IMPORTANT INFORMATION ❗
    This patch requires testing, and all balance changes may be adjusted in future patches. We need a few days to see how the changes impact gameplay and to allow players to adapt to the update.

    Known remaining issue:
    We haven't yet identified the cause of the camera jitter and are still working on it. We've discovered a few issues that could be affecting the camera, but we're not confident that this will fully resolve the problem. We apologize for the inconvenience.

    Light Damage to Aliens Reworked, Balance & Economy Adjustments

    Patch 0.6.8



    General Changes



    • Changed the way how light damages alien monsters. Now, basic light sources do not harm the aliens; instead, only UV lights do;
    • Updated in-game tutorials to remove unnecessary steps;
    • Updated part of video tutorials, will update with more new videos in the upcoming patch;
    • Blackouts should now happen a bit more often;
    • Removed the mutant's death sound for more silent kills.

    Merc Changes



    • Reworked sway animations for all weapons;
    • Changed basic flashlight to a UV flashlight;
    • Changed Flashtrap from flashing lights to a constant source of UV light;
    • Changed Flashtrap’s battery to 150 seconds;
    • Changed headshot multiplier from x2 to x3;
    • Rebalanced the weight of weapons and modules, reducing them across the board;
    • Increased weight limit that causes to start lowering stamina from 20 to 25, and overweight from 25 to 30;
    • Added a new item - an Electric UV glowstick. It can be turned off by EMP;
    • Reworked recoil for all automatic firearms;
    • Changed the weapon flashlight battery to 10 minutes, removed additional battery usage when turning it off, no longer does damage to aliens;
    • Fall damage height increased to 5 meters;
    • Reduced Drone’s flashlight effect distance from 10 to 6 meters;
    • Reworked rendering of optical sights;
    • Increased LAR’s damage from 14 to 16;
    • Increased Tryzub’s damage from 33 to 34;
    • Reduced Machete’s damage from 45 to 30;
    • Reduced MP-1’s damage capsule damage from 40 to 25;
    • Reduced penetration’s bolt damage to aliens from 50 to 35;
    • Increased duration of poison capsule from 8 to 10 seconds;
    • Updated tooltip of poison capsule to display 4 damage per second correctly;
    • Reduced SCAR-R price to 50,000;
    • Removed flares and glowsticks from starter kit;
    • Added UV Glowsticks to starter kit (2 for trios, 3 for duos, 5 for solos);
    • UV Glowsticks in inventory are now destroyed upon death;
    • Changed starter kit’s weapon to G-17;
    • Increased starter kit 9mm ammo count from 60 to 100;
    • Double-tapping “T” now causes a UV flash that deals low damage and blinds the alien;
    • Removed NVG device from Ghost character skins;
    • Reduced price of SR-32 from 600,000 to 400,000;
    • Reduced price of LAR from 850,000 to 600,000;
    • Reduced price of Scorp-5 from 90,000 to 60,000;
    • Reduced price of Maliuk from 750,000 to 650,000;
    • Reduced price of M4F1 from 450,000 to 350,000;
    • Reduced price of Double-12 from 150,000 to 120,000;
    • Reduced price of Tryzub from 1,000,000 to 800,000;
    • Reduced suppressor prices according to new weapon prices.

    Alien Changes



    • Aliens no longer take damage from basic light sources, only from UV light;
    • Changed the camera settings of aliens to bring it closer to human vision;
    • Aliens will now see UV lights clearer;
    • UV Lights drain energy while invisible.

    Drone Changes



    • Drones can now use a UV flashlight by pressing the LMB;
    • Increased visibility in darkness for the Drone's POV;
    • Reworked the Drone's render.

    Research Facility Map Changes



    • Changed lights slightly, adding some UV zones;
    • Fixed some light leaks in the ice corridor.

    Caves of Turion Map Changes



    • Changed lights slightly, adding some UV zones;
    • Alien Cave's protective goo can now be damaged only with UV lights;
    • Fixed collisions in hallways on Caves of Turion that caused you to hit invisible collisions in a gunfight;
    • Fixed the sound (that everyone on the map would hear) of a falling metal platform in the server room;
    • Optimized textures for the default character model for Caves of Turion.

    Bug Fixes



    • Fixed an issue where the alien took increased damage when being kicked out of invisibility (which caused the alien to be instantly killed by the penetration bolt);
    • Fixed draw distance of doors, causing some doors not to be shown at long distances.

    Please install the patch and restart the game. Don't hesitate to share your feedback regarding the light damage change—we'd love to hear your thoughts. Have a great weekend.





    THANKSGIVING EVENT 🦃 REP & XP Boost


    Thanksgiving Event Is Underway


    Event end date/time: Monday, December 3rd, 10:00 CET / 1 am PST / 4 am EST.

    EVENT DETAILS



    🦃 Turkey Hunt Challenge
    Across every map, there are 12 turkey figurines. These statues (24 in total) are cleverly concealed, so keep your eyes peeled.

    💰 REP Boost & Money for Mercenaries
    Mercenaries can collect these figurines and sell them to traders for reputation (to boost it before the next wipe) and cash.

    XP Boost for Alien Monsters
    If you play as an Alien Monster, you receive a 25% XP boost during the event (until December 3rd, 10:00 CET / 1 am PST / 4 am EST.)


    TURKEY FIGURINE LOCATIONS: HINTS



    RESEARCH FACILITY

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    CAVES OF TURION

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    🔔Reminder: Level Zero: Extraction and DLC are on sale until December 4th: 35% off:

    https://store.steampowered.com/app/1456940/Level_Zero_Extraction/



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    Development Update: November 27th | Sale: 35% Off



    Before we get to the update, consider picking up Level Zero: Extraction and all the DLC with a 35% discount.



    The offer will be valid until December 4th—the end of the Steam Autumn Sale that's just started:

    https://store.steampowered.com/app/1456940/Level_Zero_Extraction/

    Supporter Pack
    Elite Task Force Outfit Pack
    Digital Artbook
    OST

    Upcoming Changes to the Lighting System: Improvements and Testing



    We’ve gathered a lot of feedback and are taking the necessary steps to improve it, aiming to address the issues that have arisen for both sides—Mercs and Aliens. This week, we want to introduce another significant change to how the game feels for both aliens and mercs in the context of the light system.

    So, here’s what we’ll be testing in this week’s patch:


    • We plan to rework the light system so that aliens will only take light damage from UV light. Regular light will no longer damage them. All devices will be reworked to use UV; there will be UV electronic glowsticks, the flashlight will become UV, the light trap will work like a UV spotlight, and flares will serve as light sources that won’t damage aliens but will instead help improve visibility in the dark.
    • We still plan to add more dark areas to the map, so light sources like standard flares and glowsticks will come in handy for checking dark spots for enemies. Overhead ceiling lights will stop damaging aliens, allowing them to move freely under light. Invisibility will then mainly be needed to avoid UV light. We might also add safe zones with UV light in certain rooms where mercs can rest.
    • UV light will gradually force aliens out of invisibility, similar to the previous game concept where being under light slowly drained invisibility energy. This will also resolve the problem of body-blocking mercs.
    • Alien vision will become more comfortable to use since we won’t need to recolor and highlight all the map’s light sources in red, making the visual experience easier on the eyes.
    • We plan to remove invisibility as a shield mechanic in its current form and turn the shield into a separate ability that can be activated temporarily to escape while being shot at rather than simply body-blocking players.

    Reworking the light system should also improve client and server-side optimization since the current light system is overloaded with complex logic affecting the entire map. With these updates, we expect a noticeable FPS boost for players with both low-end and high-end PCs.

    Spoiler Alert: You will also see a complete rework of weapon recoil in the game.


    Alien Render Rework



    [TAG-60]
    With the upcoming changes in mind to how damage to the Alien is handled, we’ve reworked the Alien’s rendering and how it perceives the world around it. Our goal was to create a visually pleasing experience without overly harsh light sources while still maintaining the sense that you’re playing as the Alien. See the video above.


    Space Station Map: WIP






    New Glowstick Type: UV







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    [TAG-108]

    Patch 0.6.5: Economy Revision, Balance, Optimization, Bug Fixes

    Merc Changes



    • Decreased G-17 cost from 18.000 to 10.000;
    • Decreased Silencer G-17 cost from 9.000 to 4.000;
    • Decreased Burnado RD (G-17 Scope) cost from 8.000 to 4.000;
    • Decreased Magtorch FLGX (G-17 Flashlight) cost from 5.000 to 2.500;
    • Decreased Sixty-45 cost from 15.000 to 6.000;
    • Decreased .45 ACP cost (per bullet) from 120 to 30.

    Alien Changes



    • Scream Wave & EMP shared cooldown is no longer applied if there’s only one alien in a session;
    • Aliens now spawn invisible;
    • Scream Wave no longer locks item switching;
    • Alien invisibility “shield” now only protects from 80% of the damage; the rest goes straight to HP;
    • Melee Attack now instantly breaks invisibility without triggering invisibility cancel animation;
    • The time when energy starts regenerating after taking damage is reduced to 5 seconds from 10;
    • Invisibility now triggers a 4-second cooldown when it breaks from taking damage, using EMP, Scream Wave, or Attack.

    General Changes



    • Changed the way how contracts are randomized so players should have more variety of contracts during long gameplay sessions;
    • Updated alien death hints & skill descriptions to reflect recent changes;
    • Optimizing shadows for better performance.

    Bug Fixes



    • Fixed an issue that allowed to stack effects of the same perk several times as merc;
    • Fixed an issue where resetting to the default parameter in controls wouldn’t reset the mouse & keyboard tab;
    • Fixed an issue where shotgun bullet count would display incorrectly in stash;
    • Fixed an issue where error message tooltips would show under the UI;
    • Fixed an issue where dogtags could break user UI;
    • Fixed an issue where an incorrect error message tooltip would appear in inventory when moving items;
    • Fixed an issue where “No escape bonus” for aliens would visually be rewarded even when humans would extract.

    Please restart the game and install the patch.

    Development Update: November 13th

    Here's a quick peek at icons for the Mutations system for the Alien Monster class that is coming in December:



    The work on the Space Station map continues:



    Cooking a new weapon:



    A new type of grenade coming soon: Acid:



    Temporary Access Card Issuance Terminal:



    Lastly, a quick look at what the mutated scientists used to look like before they were attacked by aliens on Turion:





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    Hotfixes 0.6.3, 0.6.4

    Merc Changes



    • Improved horizontal and vertical recoil on all grips by 100%;
    • Increased Flash Drive reward from 30000 to 90000;
    • Increased Poison Resist syringe cost to 7000;
    • Reduced Speed syringe cost to 6500;
    • Reduced Load Capacity syringe cost to 6000;
    • Rebalanced scopes prices;
    • Updated tooltips of grips to correctly reflect yesterday's recoil change;
    • Removed Aim Speed parameter from optical sights;
    • Reduced Poison Resist syringe duration from 180 to 90 seconds.

    Alien Changes



    • Scream Wave duration for trios was reduced from 3 to 2 seconds and from 2 to 1,25 seconds for duos.

    Bug Fixes



    • Fixed the crosshair reticle on Razor that was previously not displaying;
    • Fixed a bug with Ukrainian localization misplaced texts caused by version 0.6.2;
    • Fixed an issue with ice pick extraction not being visible on low/medium settings.