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;
Nearly all items in the game will be able to be dismantled a specialised workbench (This may change on how you dismantle them)
Improve item stats at a specialised workbench
Nuclear power station POI
Reworked bunkers and new Laboratory
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.
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
Improve your weapons stats, improved human AI, etc and more
Then quests... ;)
Etc... Check the roadmap
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?
Right click Surroundead in your steam library and go to properties
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.