SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Quick Hotfix - 0.7.1

Will be updating this post with other possible changes and bug fixes that get added.


  • Fixed not being able to interact with buildable doors
  • Water wells not on the lanscape will no longer spam a notification but just won't automatically gather water unless it's raining or snowing


Zurvivor

Patch 0.7.1 - Preparation



  • Disassemble nearly any item in the game using the Disassembly Workbench
  • You no longer have to pickup an object to move it, you can select "move" and easily change its position
  • Continue game option added to main menu
  • Setting to hide player headgear when equipped to player
  • Trello board link added to main menu
  • Action bar setting to set if it shows a number or the keybinding
  • Keybinding to loot all of a container
  • Added indication if you have looted an AI dead body
  • Added notification that a passive skill has leveled up
  • Items added:

    • Disassembly Workbench





  • Water Wells now slowly gather water even if not raining/snowing
  • Animal heads spawn chance reduced from 100% to 50%
  • Shakes Cones Trader and Military Trader now have more items to sell and has an increased chance to sell all available items it can (Buffed)
  • Random event markers will now be removed when you discover/get close to the event
  • Rolling now only costs 8 stamina instead of 16
  • Player footstep volume decreased, AI footstep volume increased
  • Throwables like grenades, etc now give XP on kill and count towards stats
  • Can now stack empty water bottles, jugs and canteens
  • Player will now roll in direction of last input always
  • Slightly reduced zombie boss default attack speed
  • Changed zombie boss ambient sound
  • Increased default vehicle spawn chance from 20% to 30%
  • Adjustments to dog petting (Minor stuff nothing too major)
  • Slight change to zombie animation (Technical)
  • Reduced volume of rabbit footsteps
  • Zombie bosses have a lower pitch footstep
  • Geiger sounds now fades out faster than before (from approx 12s to 6s)
  • Action bar slots now highlight if you can drag items to it
  • Lunch boxes, empty water bottles and the can opener can now be placed inside of the fridge buildable
  • When a container is fully looted (Button or keybinding option) it will automatically close the inventory
  • Empty water bottles can now be placed in the lunchbox
  • Free look camera will now reset to the direction you were facing before
  • Reduced chance to find suppressors
  • Texture optimization




  • Fixed issue that could sometimes cause vehicles to be pushed with too much force
  • Fixed dead AI bodies still damaging player vehicle
  • Possible fix for interaction options for example showing "Picklock" when not looking at an object that you can picklock
  • Fixed an issue that could cause the player to not spawn if colliding with an object
  • Fixed issue where sidearm and melee weapon would be lost on death and not spawn in the "body box"
  • Fixed issue that would cause ambient sound to not play correctly
  • Fixed collision issue with head on zombie dogs and similar
  • Fixed skill points UI showing as 0 on loading up a save (Only a UI issue)
  • Fixed zombies floating
  • Fixed when a mass amount of in game notifications are made they are not in uniform to the right of the screen
  • Fixed being able to transfer items from the vicinity directly to action bar
  • Fixed oil rig code showing as 0 on notepad
  • Fixed free look in first person camera being limited dependent on what direction you are looking in the world
  • Fixed moving left or right while in free look (third person) causes player to spin


Zurvivor

Patch 0.7.0d - Replenishment

Looking into undesirable camera movement with the new vehicle camera follow system for first person.



  • Items can now spawn with items already in them. Some examples that will be available now include: weapons, attachments, flashlights, headgear, respirators, etc
  • You can now purify dirty water by dropping the item "water purification tablets" over it in your inventory
  • Added radiation severity levels multiplier to difficulty settings
  • New items added:

    • Flare Gun
    • Flare gun rounds
    • Charcoal tablets
    • Water purification tablets





  • Respirator filters are now refilled by combining them when the filter is unequipped (It costs 1 Charcoal Tablet item to refill to 100%)
  • World containers loot refill timer is now reset when you loot it (Before it would continue with the standard timer that started when you first load up the game)
  • Slightly increased default chance for random infestations to spawn
  • Slightly increased chance for "Random Tools" to spawn in industrial type containers
  • Tools (Like bolt cutters) now get destroyed when reaching 0%
  • Human AI melee/ranged damage buffed
  • Human AI accuracy nerfed
  • Destroying trash piles now gives a random amount of scrap metal
  • You can no longer sell conatainers that have items in them
  • Can now put weapon attachments in the placeable ammo box and
  • When in first person and driving, camera will attempt to follow vehicle direction




  • Fixed an issue with item slots on the inventory death UI (causing wrong placement, etc)
  • Fixed dead AI being able to refill loot
  • Fixed issue where if in main mode permadeath was enabled and you died in the shooting range it would delete your save
  • Fixed classified container at airfield quest not being able to be completed
  • Fixed Space Shuttle Ornament buildable
  • Fixed an issue that could cause issues with infestation health (fingers crossed)
  • Fixed an issue if player didnt have some equipped clothing, the game would force starting items clothing onto the player (visual bug)
  • Fixed suppressor attachments location on AK74
  • Fixed items not selling with their attachment prices included
  • Fixed animal heads not spawning
  • Fixed not being able to rip shemaghs
  • Fixed debug options like invincibility not resetting
  • Fixed generator radius not showing when not directly looking at generator


What Next?


Hey everyone, smaller patch today but below just outlining the plan for the next updates coming;

  1. Nearly all items in the game will be able to be dismantled a specialised workbench (This may change on how you dismantle them)
  2. Improve item stats at a specialised workbench
  3. Nuclear power station POI
  4. Reworked bunkers and new Laboratory
  5. Other content, quality of life changes, bug fixes, etc

Once this is done, work will be primarily moving to phase 2 with quests, "The Deadzone" and more.

Zurvivor

Lost your respirator?

Hey everyone, just to give a quick update after patch 0.7.0c about losing your respirators.

This was unintended side effect of in engine changes of where the data for respirators is kept. Now, will this happen to other respirators you pick up, no.
I am currently looking into it if I can restore those from before patch and apologies for any inconvenience caused by this.

Zurvivor

Patch 0.7.0c - Replenishment



  • Option to disable melee multi hit (Power attacks still hit multiple)
    Items Added:

    • SVD
    • SVD Mag
    • Pipe Bomb (Craftable)
    • Black Face Mask
    • Camo Face Mask
    • Hockey Mask
    • Mask
    • Skull Face Mask
    • Welders Mask





  • Buffs & nerfs coming to melee;

    • Different weapons have a maximum amount of enemies it can hit (Use to be 4 across all weapons). Some weapons have less and some are even slightly more now
    • Power attacks do not have a maximum amount of enemies it can hit but it uses more stamina now

  • Level 1 & Level 3 radiation severity has been reduced
  • Respirator (With a working filter) now protects against all non physical radiation attacks
  • Cerberus is now chambered in .308 and buffed (Improved damage and higher crit chance)
  • Secondary infestations no longer have a marker on the map
  • Quest marker now shows if it is underground
  • Buffed Barrett M82 (Its maximum damage is now its minimum)
  • Adjustment to sun offset (Please keep an eye on how dark it gets at dusk/sunset)
  • Reduced price (That you sell to trader) of keycards
  • Adjustments to trader prices




  • Fixed random infestations not spawning after destroying all primary ones
  • Possible fix for issue where POI icons wouldn't spawn for players
  • Fixed hair and beard models showing through clothing after aiming weapon with scope
  • Fixed weird shadows on headwear with different types of hair
  • Fixes issues with interacting with a Horde Beacon
  • Fixed an issue causing items with extremely low stat numbers to not show that value correctly
  • Fixed markers having a random blank box underneath them if they didn't have a description
  • Fixed boulders dropping many stacks of rocks if power attacked
  • Fixed Butcher's Knife unequipped position
  • Tier 3 Loot Crate no longer says it requires cash to open
  • Fixed exploit with opening loot crates via trader
  • Fixed shelf being under a floor in West Grove
  • Fixed an issue causing you to be able to swap equipped weapons from inventory which would lead to issues
  • Fixed range finder not working in first person
  • Fixed stamina reaching 0 and still being able to crouch sprint
  • Fixed Valkyrie Drum Mag saying it's used for a different rifle
  • Fixed Survivor rifle sound radius being way too large
  • Fixed Military Trader name
  • Fixed buildables wooden half floor and wooden quarter floor not being able to be placed
  • Fixed not being able to stack double bed, bunk bed and small couch


Zurvivor

Patch 0.7.0b - Replenishment



  • After looting a POI crate, there is a 5% - 10% chance that a compound crate spawns
  • You can now rotate your character in the character customisation screen
  • Added a light if it is too dark in the character customisation screen
  • You can now use power attacks to harvest trees or rocks at an increased rate
  • Added smoking (Cigarette)
  • New items added:

    • Scavenging Book
    • Scavenging Magazine
    • Black Shemagh
    • Cigarette (Changed current cigarette to Used Cigarettes)





  • Rewrote code for spawning of dynamic events (As it could cause issues)
  • Harvestable objects (Trees and rocks) now try to add items to your inventory before being dropped to the ground
  • Buffed Phantasm and changed stats for Survivor/Crusher
  • Can now stack small turrets
  • Increased zoom of all red dot sights/similar
  • Adjustment to infestation collision settings when destroyed
  • Adjusted difficulty settings presets
  • Container search icon when close to containers setting has been set to be on by default
  • You can no longer fire a weapon while changing weapon
  • Secondary infestations are now called "Secondary Infestations"
  • Improved throwing throwables in smaller environments (More power to throw them now)
  • Adjustment to where footstep sounds are spawned for the player (This should hopefully imrpove them in first person)
  • Reduced time from 0.75s to 0.5s to activate melee "power attack"
  • Infestation waves will continue to spawn even if you destroy it extremely fast
  • Adjustments to AI navigation radius
  • Adjusted zombie boss spawn location at observatory
  • Improved loot crate loot pool
  • You can purchase loot crates from the Black Market Trader




  • Fixed a long lasting issue where firing your rifle while being close to the enemy means the "bullet" doesnt actually hit the target as the muzzle is now behind the AI (It will now hit)
  • Fixed issue where you wouldnt be able to destroy the primary infestation if you reconnected, reloaded, etc after destroying the secondaries
  • Fixed issue where no items would spawn in the tutorial
  • Fixed issue where AI spawned in infestation waves could get stuck in the ground
  • Fixed being able to loot and damage a Primary Infestation via the "Infestation Decorations" placed around the area
  • Fixed HK416 item pickup being wrong
  • Fixed an issue where spawned in items (eg. Food, attachments, etc) would not have their respective stats applied to them like hunger, thirst, etc (Not random stats but static)
  • Fixed a possible issue that wouldn't allow the complete destruction of an infestation sometimes
  • Fixed not being able to change fire mode on Valkrie
  • Fixed being able to place non consumable items in the hotbar
  • Fixed an issue where you couldnt remove NVG filter if you changed the depth of field setting when it was activated
  • Fixed entering area UI overlapping player stats UI
  • Fixed interruptions to reloading doesn't remove the reloading UI from screen
  • Fixed Pacific Palm Mall boss not having a name
  • Fixed Black Ops Helmet stat not having % applied to it (New ones will)
  • Fixed being able to see container search icon through objects
  • Fixed Exterminator stat not saying "Per Pellet" (For new ones)
  • Fixed zombies that burrow out of the ground not being red colored corpses also
  • Fixed infestations refilling loot
  • Fixed ship safe zone barber causing player to teleport under the ship
  • Fixed throwables not showing their damage outputs
  • Fixed M9 sidearm showing it can be fired as fully auto (For new pickups)
  • Fixed some Scavenger dogs being invincible
  • Fixed following items when dropped;

    • Military Backpack
    • Colonel's Revenge Drum Mag
    • Wooden Wall Short (Both versions)
    • Wooden Fence
    • Body Armor
    • Beanie



Zurvivor

Patch for Monday News(14th April)

Hey everyone,
Just making this post to update people that there will be a patch Monday with some much needed fixes, quality of life changes and more.
Additions to make character customisation easier, fixing it so items actually spawn in the tutorial and many more issues fixed and suggestions implemented.

Thank you everyone for picking up the game and leaving feedback and please carry on to that, it's what makes the game better.

Also look forward to the next large content patch that will include reworked bunkers and more.

Zurvivor

Patch 0.7.0 - Replenishment - Inventory rework/remake & Infestations

A new save is highly recommended due to the backend changes made to the inventory system. You will also be warned if loading up a save from a previous version



    Inventory Rework:



    • Over 500+ items recreated
    • Randomised Stats - Firearms, melee weapons and equipment all now have randomised stats they can spawn with. From damage, to armor protection. Many stats can be randomised

    • Durability System - Again firearms, melee weapons and equipment all now have durability. Think the default durability multiplier is too low or too high, you are free to change the value or if you dislike durability, you can disable it currently
    • Attachment Stats - Attachments now have specific static stats they spawn with. Certain ones will improve your weapon in a specific way compared to another one
    • Container item viewer added to inventory screen
    • Many back end changes have been made improving current systems and to adding the new ones
    • A lot of work has gone into this and it will allow me to add a lot more going into the future. For example, scrapping any item in the game to get specific resources from a pool of items and more.
    • Yes, you can still do backpack in backpack, this is still a difficulty option :)


    New Infestation System:



    • Primary Infestations - Large infestations, full of dead bodies. These have a bone like structure around them protecting it from incoming damage that must be destroyed first. Find the secondaries and take them all out around the map. Look forward to more additions to this system in the near future
    • Secondary Infestations - Connected to a primary infestation, these protect it from taking any damage. They have less health and there can be multiple
    • Random Infestations - These infestations only start appearing after you have taken out all of the primary infestations in the map. They will have the same loot as primary and increased/slightly randomised health



    Reworked locations:



    • Gun Store near the mall - Now "Buck's Gun Store & Diner" this has been completely redesigned with a lot more detail and love
    • Ellwood Buildings - Buildings near the plane were replaced to have residential buildings the player can actually explore fully


    New items:


    Some may not be listed

    • Makeshift Weapon Cleaning Kit
    • Makeshift Armor Cleaning Kit
    • Weapon Cleaning Kit
    • Armor Cleaning Kit
    • HK416
    • NSX Scope
    • 2x Aimpoint Scope
    • Black Ops Helmet
    • Black Ops Plate Carrier
    • Black Ops Jacket
    • Black Ops Pants
    • 'Marksman's Legacy' Named Sniper Rifle
    • x2 Makeshift Mufflers
    • x2 Weapon Flashlight Attachments
    • x2 Weapon Laser Attachments
    • Range Finder Attachment
    • Wooden Loot Crate
    • Metal Loot Crate
    • Polymer Loot Crate
    • Plastic
    • Electronic Parts
    • Random Tools
    • Metal Rods
    • Oil
    • Shell Casing
    • Various Junk Items


  • Nvidia DLSS and AMD FSR added
  • AMD FSR 3 Frame Generation added
  • New 'Abandoned Truck' dynamic world event
  • New and unique zombie models
  • Player feet IK added (Feet will adjust to the terrain you're standing on)
  • New and improved recoil system for more fun and smoother recoil of firearms
  • New particle effects when entering a radiation area
  • You can craft makeshift mufflers at the weapons bench
  • Screen frost around edges when snowing
  • Push vehicles when outside of them
  • You can find loot crates across the map, on the chance of finding them open them up to get a random item
  • Can manually save game with default keybind 'F5'




  • To use a world container as a player container, you need to loot it and mark it as a 'Storage Container' manually
  • Keycards are no longer locked to specific areas but are locked behind security levels (All Access keycard is still multi use and can be used anywhere)
  • Zombies can now have multiple archetypes and aren't bound to 1 type (For example; a radiated zombie can be normal, ultra radiated, acidic or a runner archetype)
  • Zombies no longer all respawn/reset after a player death
  • By default random events now spawn a world marker while this can be removed in difficulty settings
  • Recoil is now affected by the player if they are either hipfiring or crouching
  • Removed heavy radiation fog that would appear around radiation zones
  • Airdrops no longer lose their smoke trail or world marker until you loot it
  • Reduced speed required to damage AI in vehicle and increased damage done to AI itself
  • When inspecting an item you can now move it around the screen with right click
  • You now visually see the night vision goggles being used and not used
  • XM250 now uses acog scope when scoping in
  • Increased density of bushes in the swamp
  • Standard markers are no longer removed from screen when fully zooming out
  • Reduced chance of rain slightly
  • Airdrops no longer despawn after 30 minutes
  • Optimised AI collision assets
  • TAA aliasing option should be slightly more sharp and less blurry
  • Various optimisations
  • Crit damage text color changed to yellow
  • And more...




  • Fixed an issue primarily causing helicopter crashes not to dynamically spawn
  • Fixed swat vehicle texture
  • Fixed zombie eyes being extremely bright
  • Adjusted POI zombie boss spawn so it doesn't pop out of the ground
  • Fixed changing firearm to melee while shooting makes you keep shooting but swing the firearm like a melee weapon (Alternate melee controls enabled)
  • Fixed multiple floating shipping containers at the port
  • Fixed logs in pine forests affecting vehicles more than they should
  • And more...


What Is Next In The Near Future?



  1. We have a new trailer! SurrounDead || Gameplay Trailer
  2. New Updates:



    • Overhauled bunkers and a new laboratory dungeon
    • Improve your weapons stats, improved human AI, etc and more
    • Then quests... ;)
    • Etc... Check the roadmap

  3. I will take a small break (However making sure there are no critical issues and this will only be a few days at most so I can get back to having fun deving and not just recreating items) before releasing the next moderate update and large update!


Finally. Apologies for the wait on this update and I do not to be looking at repeating a time period of this again. I hope you enjoy the update and look forward to upcoming content, changes and fixes to your favourite bugs.

Zurvivor

0.7.0 Experimental Update Released

Hey everyone,
The first part of testing for 0.7.0 has been released.
Next, is adding in the parts below and adding in the new infestation system to the world. For bug reports I'd be happy for people to DM myself on discord @Zurvivor, email, reddit, steam discussions or the discord.
Expect issues with the patch and I hope to get these ironed out in the coming days as more is added.

A brief list of what was added/changed:



  • Back end rework to inventory items/system
  • 526 existing and new items added
  • Weapons and gear have randomised stats
  • Attachments have static stats that change the stats of the weapon
  • Durability system added (Can be turned off)
  • Updated shooting range location and change to Ellwood tower building/s
  • Improved recoil system
  • DLSS & FSR
  • AI and general optimisations to game systems
  • ... & more still to be added


What's next for 0.7.0?



  • Bug fixes
  • New infestation system
  • New POIs
  • New/change/improve items
  • New random events


How do I access the experimental version?



  1. Right click Surroundead in your steam library and go to properties
  2. Next go to "Betas" and next to "Beta Participation" choose "experimental - testing"


Zurvivor

Developer Update - 2025 & The Update

Hey everyone,
This update outlines the next update and a refined roadmap.

An Apology


I said I was going to get this update by before Christmas. I'm not going to be able to for 2 reasons; one, I'm currently not happy with how it would of been released, with it being a full rework of the inventory (Which I heavily underestimated the work on) I don't want this having multiple issues and would rather sit down and keep improving it. Two, while I will still be working on the update over the current days and weeks around Christmas and New Years I'm going to be spending some time with family and friends, simple as, not much more to it then that.

So, when is it you ask? January, over the next 1 to 3 weeks I'll be able to lock down a more precise date and start with a long overdue experimental build before stable.

The Roadmap




Phase 1



  • The majority of phase 1 is coming out in the the first major patch in January, with the possibility of it including the bunker additions too and if not that will be released shortly after.

Phase 2



  • Building a settlement system - This system will tie into quests but revolves around upgrading a settlement from ruin to glory. More information in the future.
  • Reworked human AI/Other AI - Human AI is meh. It does what it needs to do, but not very well. I'm going to completely remake them so the system works smoothly and allow some various actions the AI will be allowed to perform.

Phase 3



  • Vehicles - This is more of a "layering" system for the vehicles. From physical modding to enhancing general specifics, or even a towing system for trailers and more.

Phase 4



  • Lore - I'm going to keep adding to the notes, radios and some new systems but with this you will see a full fleshing out of the lore and what happened to this place.
  • Character perks & traits system - From the occupation you chose, to specific features about your character, this will all come together to a more in depth character creation and life of your character (I do not plan on forcing you to start a new character to reap the benefits of this system).
  • World electricity system - Go to the power plants and electrical substations, clean them out and keep others out to provide electricity and goodies to selected locations.

Phase 5



  • Multiplayer - Simple as. The penultimate ending to coming out of early access.
  • And more...


Finally, thank you. Apologies I couldn't end the year on a high but we move into the new year with a whole lot to look forward to.

Zurvivor