The big day has finally come. Today Zero Killed is officially released! We put it in your hands immersive tactical VR shooter, where wide selection of characters, perks and gadgets gives thousands of possibilities to take control on maps. During last few months we've managed to improve the game, and today it looks completely different than 2 years ago. More modes, more maps, more characters, more interesting and useful mechanics or advanced AI makes, that the game will keep you hooked for hours. Don't wait anymore, be a part of community of virtual soldiers!
We are proud of what the game looks like right now and we have to admit - It's mostly your merit. We would like to thank all of you who participated in early access stage. Together we've made SOMETHING BIG. Of course, we are not stepping down. There`s few more plans ahead. We don't want to say it loud, but be sure - it will be suprisive. However now, enjoy brand new game. Grab your friends and take control of Zero Zone! They need you on the battleground.
Also, for our release we created a video summarizing our actual gameplay series that we were publishing for few last months. Have fun watching it and see you in the game!
[previewyoutube="WjTDdCCmYWc;full"]
Terminal appearing in the map pool!
We are not slowing down. With today's update we are adding new map called the Terminal, which makes it the fifth map in the game which exposes yet another different player skills and team tactics.
The map is designed for heavy action - you will find many open spaces, guardrails and floor grating, which makes it hard to stay hidden for long. A lot of small aisles and little bridges are forcing players to be very precise in actions. Grenades and precisive shooting are your best friends.
Like every map in Zero Killed, the Terminal contains three different lighting setups - the day, the dawn and the night - which is the best setup to try lurking through the shadows and hitting enemies hard when they don't expect it.
Try it on your own and download latest update (already available on Steam!)
[previewyoutube="6885Htl8ruY;full"]
Price is coming to Zero Killed!
Friends and Invites
Two weeks ago we introduced the Friends and Invites module to the game. From now on, every player can invite, join or make own lobbies. The module is cross-platform Moreover, you can make your own friends list, because module dont affect on steam list in case of having cross-platform friends from Oculus Store (and other platforms in near future). Now, playing with friends is much easier than before!
Meet Price, a new character in Zero Killed
With latest update we added a new character to the game. Meet Price, a businessman, who decided to join Zero Zone. His knowledge about Computer Science engineering is huge and can be extremely helpful on the battleground.
Price can be equipped with fast shooting guns, which gives advantage especially in close combats. If you decide to choose him, you can pick AS Val, Vector or MP5. Moreover, as a secondary gun, Price can take Tag Pistol, which gives him an opportunity to indicate enemy positions or Glock 17, to have more firepower.
Like every character, Price has few of belt items, but in this case, variety of items makes him very flexible hero. By choosing him, you can equip EMP Grenade, Impact Grenade, Adrenaline Injection or Laser Mine. Everything depends on you, and your playstyle.
Price has also his own unique gadget, Deployable Shield, which can be put on the ground and cover him - or a friend - from fire. The shield protects from bullets and grenades, but still can be shot through by enemy sniper rifle which will deal reduced damage. Like all placable items, this shield is also breakable, but it requires a lot of effort to destroy it.
Check Price's complete setup below:
Primary weapon - AS Val / Vector/ MP5 Secondary weapon - Tag Pistol/ Glock 17 Belt items - EMP Grenade/ Impact Grenade/ Adrenaline Injection/ Laser Mine Unique Gadget - Deployable Shield
Price is already available to pick in the game. Go and try him yourself!
Official Release Date: 4th of September
We proudly present the newest update with which we begin our journey straight to the final release! We have set the date of an official release for the 4th of September.
Here is a shortlist of what you may expect by current game progress: * new bots AI - they now play more human-like and can be a real challenge on the hardest level, * manual weapon loading for all weapons in-game, * destructible environment - try shooting through a wooden floor, your opponent will never know what hit'em, * progression system, * voiceovers, * Fixed reported issues with guns, movement, and servers.
New content coming soon: * new maps, * new Zero, * new game mode, * and much more!
Join our Discord channel to catch fresh news and watch a series of actual gameplay footage videos (starting from the 22 of June): https://discord.gg/APUr4A
Early Access 0.9.2 changelog.
EA 0.9.2
We are back with a really huge patch that overhauls the game. If you want to find more info and people to play with check those links:
Progression system! Gain levels, unlock weapons, items and skins!
Brand new menus for map selection, settings, skins selection and more
Over 300 bugs fixed
Events to gather players in specific times. Bonus exp for playing during events!
New, better way, to plant mines/ sonars etc.
Improvements to grenades throwing.
Weapons were balanced.
Reworked reviving players
Patch 0.9.2 adds plenty of stuff and it's coming next week!
We've prepared infographic, which you can see here: Link
With this big patch going live on 24th April, we are back to regular updates. Join us on discord to see more daily info before the patch is live. http://playzerokilled.com/discord
Zero Killed will continue to grow and improve while staying in Early Access. A new chapter starts with a big update!
On your marks, Zeros!
We’re here to share some important news with you today, but first things first. You’re well aware of where we started when we first launched Zero Killed on Early Access, and you know where we are now. Slowly but steadily we’re getting there – meaning to a point where we, as developers and most importantly you, the Zero Killed community, can be proud of our game. We wouldn’t be able to achieve that without your continuous support, endless discussions on Discord (which we love), lists of features requested (keep them coming!) and bugs reported (and killed). And that is precisely why we’ve decided to stay in Early Access for a bit longer. It’s not because of what the game is right now (even though it still requires some improvements), but it’s because of what the game can become with some more time and dedication from both us and you. Of course we do have a new launch date in mind, supported with a solid development plan; however, for the time being we’d like to focus on polishing current features and adding new ones. Once we’re done with this part, we’ll share the new date with you.
All right then – so what’s in the upcoming update?
Well, as you already know, the plan for now is to release a patch every Monday, so you can see we’re working on the game, check out the progress, and share your thoughts. At the same time we felt like this time we could make an exception and share the update a little early, this weekend, as it’s a big one!
To begin with, we’re back with fully functioning in-game voice chat, which will help your team improve cooperation and in result tactics, without having to use external voice apps. It will work on both Oculus and Vive headsets. On top of that you can also expect:
More context – to map goals to help new players understand what they should do now to win;
New UI for the lobby room that shows map selection, available game modes, etc.;
A big improvement to grenade throwing;
A lot of balance changes and improvements to tactical aspects of the game.
Much more - see full changelog when the patch hits the main server!
ICYMI – What we already had, but worth mentioning:
We’ve added bots to Zero Killed. They've been slightly improved since then, and we will continue to make them even better. Simply choose the Evasion game mode, and you will join a game with bots. Other players will also be able to join you there.
Maps have lighting scenarios. Each map has different lighting depending on the game mode, so this adds a lot of differentiation and an enriched color palette to the game.
Game Settings expanded, with many graphical and gameplay options you’ve requested.
Plans?
Hard work of course! In order to stay up to date with the current state of development and what we have planned, please follow this topic: https://steamcommunity.com/app/645930/discussions/0/1728711392736861078/.
We update it regularly to always keep you informed about what’s going on. You can also reach out to us anytime via our Discord channel, currently with over 400 community members. This is the best place to be if you’d like to talk tactics with other players or if you have any questions for us. Or you can get notified about cool events, like the large play session involving us and our community members that we plan to organize after this update. The exact time will be announced on Discord. Last but not least, don’t forget to follow us on Facebook and Twitter for helpful tips, screenshots, concept art and GIFs showing what awaits you in The Zone.
Stay vigilant, Zeros! Ignibit Team
Early Access 0.9.1 changelog
EA 0.9.1
We keep going with another update and we want to keep pushing them every monday, so there is always something new weekly.
Also we've increased our activity on facebook and twitter. If you want to read some tips about the game or about things we are working on then check out
https://www.facebook.com/zerokilledgame
https://twitter.com/zerokilledgame
Changes:
Maps now have lighting scenarios. Each map has a different lighting depending on the gamemode. We’ve heard complaints about colour pallete of the game, so this change should improve your experience significantly.
Added a placeholder in-game menu to let you leave the match without closing the game. Activated by Y button on Oculus controller and Left controller’s menu button on HTC Vive controller.
Fixes to performance in Main Menu.
Domination now has only one round, and its time is decided on a per-map basis.
Fixed some of the performance issues on Suburbs.
Fixed holo sight floating out of frame.
Fixed problems with player stuck in mid-air without a character.
Scoreboard now shows knocked-down and dead players.
Domination control zones now have a new VFX.
Extended loadout selection duration.
Rotation can now be disabled in main menu.
Bots now listen to noises. This make them smarter, stronger, faster.
Fixed bots sometimes not seeing people when their stomach was covered. I know it sounds peculiar. Programming.
Known issues / extra comments:
Voice chat is disabled but should be ready in week or so, we have to write it from scratch to work between both platforms.
Bots are available only in Evasion, so remember to choose this gamemode.
Offhand pose is clipping through the weapon sometimes. Workaround is to drop the weapon on the ground and pick it back up.
Early Access 0.9.0 changelog
These past few weeks have been filled with hard work to bring you guys the things you requested. We've got the usual fixes, we've got settings and scoreboards, and we've got bots.
We present to you Zero Killed Early Access v0.9.0
Changes:
Bots! They are pretty stupid for now, but we will send them to school and in the next updates they should get much smarter. Currently only available in the...
...New gamemode: Evasion. Fight alone or with up to 3 other players against AI Bots. (WIP, please expect bugs)
Added an in-game scoreboard. You can now check your stats in-game and who you’re playing with. You can access it via the thumb rests on Oculus, and the menu button on the non-dominant hand on the Vive.
Added settings in the main menu. Things like handedeness, graphical settings etc. can be now found there. Server region choice is still in the main menu for quick access. Supersampling is temporarily disabled as it was causing some problems with PC monitor display..
We’ve implemented the fix for users with AMD GPU, the game should display properly now. Let us know if you experience any problems.
Added some destructibles to maps. We are working to bring you much more, but need to watch out for performance so it’s taking time to push them.
Fixed problems with players spawning in weird places like walls / ceillings / the International Space Station. If it happens it should be rare occurrence, so let us know.
Changed AFK threshold in the lobby to 180 seconds.
Improved lighting on Suburbs map so your character’s weapon should look much more natural and destructible objects don’t shine anymore.
Added automatic return to lobby after 30 seconds on the summary screen.
When the server owner clicks ‘Start Game’ a match countdown will now appear.
Adjusted all weapons damage to increase the survival rate during firefights.
Changed M60’s magazine size to 100 rounds (Thanks barclay138)
Various rebalances of gas grenades.
Extended Flashbang’s duration.
Various fixes and improvements to maps.
Fixed particle effects on hitting destructible objects
Known issues:
Voice chat is something that turned out to be in conflict with dedicated servers, so we didn’t push it this patch. Will inform you about any problem.
If your hand pose on weapon looks bad then the old workaround to grab it again from the belt is still the way to go.
Hotfix EA 0.8.9.
We are working hard on the game to do not let down the people who see great potential in the game. We are now pushing some important fixes after 2 days of work and many more are coming at the end of the week. Stay tuned!
EA 0.8.9d
Added support for player nicknames on Steam and Oculus Store. No more random PC names!
Fixed servers hanging from time to time. Because of this many people couldn't play, as the game connected them with server hanged. Now it is working correctly.
Added destructibles to Suburbs map.
Fixed disappearing ladders. Damn ladders. Also we’ve disabled hand collision with ladders so it’s much easier to climb.
Region menu is no longer rendering over the top of your hands.
Increased Domination and Tournament HUD size, so you can see much better.
Domination spawn blockers are now working much better (you can shot through them, but cannot move through them).
Domination kills give +50 points for your team.
Moved spawn points a little bit on Nuclear so it’s more balanced and harder to spawnkill.
Minor fixes in connecting to server, should fix problem with people connecting to empty server while there are ones with players available.