SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Dev Update - What's Next?

[p]Hey everyone, this is just a quick update and outlining of what is happening and what is next for Surroundead.[/p][p][/p]

What's happening currently and what's next?

[p]Tomorrow I will be away for 10 days. With that, do not expect any updates to come out and at most you may see me active on discord or reddit primarily.
[/p][p]After this leave, the next major part to happen is the rework to bunkers. Giving them all unique layouts, instead of the same copy pasted layout there currently is. Also coming is a brand new POI near to the airfield. A large and non working nuclear power plant, left to rot by both the zombies and bandits who use to call it home. Also, look forward to the "Deadzone" finally getting added to the game. This large area will offer up new challenges for the player and I look forward to talking more about this and just what to expect.[/p][p][/p]

What happens after this?

[p]Now, once this is finished we move onto the next phase. . . Quests! From adding the settlement building system to just talking to survivors, accepting bounties, quests (obviously) and more. This will be something that adds a whole other level to Surroundead and a lot more content for yourselves. Look forward to more info the closer we get.[/p][p][/p][p]Finally, thank you so much for all the buzz around Surroundead recently. While I'll be away still feel free to send me a message with suggestions, bugs and more.
I really look forward to getting back to dev work in the next 2 weeks to add more stuff for everyone to play and enjoy.

Again, thank you.[/p][p]Zurvivor[/p]

Patch 0.7.1c - Preparation

[p]Patch released again with primary issues resolved[img src="https://clan.akamai.steamstatic.com/images/40660249/787586e4927efd2554e738661109275ea7b70149.png"][/p]
  • [p] All loot containers now save their contents on reload with what was in them. Until the refill timer is finished it will have the same loot (No change to marking as a storage container and only works when disabling loot regeneration on load)[/p]
  • [p] Traders (Not Wandering Trader) replenish all items being sold at 10am everyday[/p]
  • [p] Brand new Wandering Trader visual design/appearance[/p]
  • [p] Traders have some randomised lines[/p]
  • [p] Misophonia mode added to gameplay settings[/p]
  • [p] Added attachment repair option to context menu[/p]
  • [p] Added coordinates to debug menu[/p]
  • [p] Vehicles now produce a sound when landing on the ground (From after a jump, etc)[/p]
  • [p] Added player option to decide what direction to roll in if no input is pressed[/p]
  • [p] New items added:
    • [p] Black Ops MP5[/p]
    • [p] Black Ops USP[/p]
    [/p]
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/40660249/4e1ec8edc2141e34469dc243ce78bc4bfc6d14d1.png"][/p]
  • [p] When building, your last rotation is now saved for easier building[/p]
  • [p] When moving a buildable, the collision of it is disabled[/p]
  • [p] Buildable safe now allows wallet and keycards[/p]
  • [p] Whne using a crowbar to break open a door, durability is reduced by 10%[/p]
  • [p] Money stack increased to 5000 from 1000[/p]
  • [p] Adjustments to footstep attenuation[/p]
  • [p] Reduced damage to vehicles from AI even more[/p]
  • [p] Building outline now glows making it easier to place at night[/p]
  • [p] Changes to blood moon event[/p]
  • [p] Ammo crates now accept same items as the ammo tin[/p]
  • [p] Ammo tin (And crate too) can accept landmines[/p]
  • [p] Slight increase to the minimum time it can take for a zombie to repeat an attack[/p]
  • [p] Zombie crawler default speed slowed down[/p]
  • [p] Increased amount of scrap metal you can get from a salvageable vehicle[/p]
  • [p] Vehicle going underwater does not automatically cut the engine any longer[/p]
  • [p] Player will no longer take damage inside a vehicle when it's under water (Damage when vehicle reaches 0 health)[/p]
  • [p] Player can get in a vehicle even if its health is 0[/p]
  • [p] Increased power that player pushes a vehicle (But has a 2s cooldown)[/p]
  • [p] Slightly reduced generator volume[/p]
  • [p] If no input is pressed, roll direction will follow the player's direction[/p]
[p] [/p][p][img src="https://clan.akamai.steamstatic.com/images/40660249/d5c77bbdaecc5880c7ef29176bddcbee6abded30.png"][/p]
  • [p] Fixed enabling loot regeneration on startup not actually working[/p]
  • [p] Fixed issue where if a receiving item had a full container the item dropped over it would replace that item, and if it wasn't supported it would replace it and create a ghost item slot[/p]
  • [p] Fixed issue with trading (Mainly when using credits) where item displayed did not match how much it actually costed[/p]
  • [p] Fixed navigation issue where AI would stop moving towards you if you were on top of an object, etc[/p]
  • [p] Fixed zombie AI instantly forgetting where you are as soon as they lose visibility of target (Unless you make a noise)[/p]
  • [p] Fixed wandering trader sometimes not spawning at safe zone when player spawns there[/p]
  • [p] Fixed cursor while lockpicking not being locked to the game[/p]
  • [p] Fixed secondary infestatation spawner at New Richland[/p]
  • [p] Optimised code for vehicle fuel and health (Should hopefully resolve some issues)[/p]
  • [p] Fixed some buildable lights showing they could be interacted with to turn on or off (When they shouldn't)[/p]
  • [p] Fixed player being able to push vehicles around with just their body[/p]
  • [p] Fixed press to loot not working on airdrops[/p]
  • [p] Fixed katana swing speed being too low[/p]
  • [p] Fixed random infestations spawning at 0,0,0[/p]
  • [p] Fixed not being able to place razor wire[/p]
  • [p] Fixed some special/unique crates being able to refill loot[/p]
  • [p] Fixed scoping out causes headwear to appear even if set to hidden via gameplay setting[/p]
  • [p] Fixed not requiring a can opener if you just place the item in your hotbar[/p]
  • [p] Fixed combat music just playing even though you're not in combat[/p]
  • [p] Fixed not being able to use plastic bottles to refill at water wells[/p]
[p][/p][p]Dev update tomorrow about the upcoming week (I'm not here or at a PC) and what content is coming next for SurrounDead when I'm back.[/p][p][/p][p]Zurvivor[/p]

Patch 0.7.1b - Preparation



  • Hold space (or rebind the key) to float upwards while swimming underwater
  • You're now able to repair muzzle attachments with a weapon repair kit
  • You can skip dialogue by clicking now (Also Space Bar & Enter)
  • AI spawners (Non human) have a randomised spawn amount (eg. a spawner that use to spawn 5, can now spawn between 2 and 8 for example)
  • Added option to difficulty settings to reset vehicles/vehicle spawners
  • Keys added to building to rotate an object 90 degrees
  • Items that when placed block AI spawns now have a stat saying this
  • Display plaque added where you can display items on it
  • New items added:

    • Display Plaque





  • The base durability a muzzle attachment depletes has been increased heavily (You can reduce/increase this with the difficulty setting)
  • Increased default depletion of weapon and armor durability
  • Medical balancing - Rags, bandages and large medkit health stat have been nerfed and painkillers and small medkit buffed (For new looted items)
  • Items the player cannot craft are not highlighted, while ones you can craft are
  • Currently selected craftable item is displayed next to "Required Items"
  • Reduced crafting amount of .300 and 50cal
  • Improved/more freedom when disabling snapping mode while building
  • Trader dialogue lines have been streamlined
  • Speed that items dropped (Physics) has been slowed down. This should improve collision accuracy and stop instances where they fall through the ground
  • Improved looting progress bar visibility
  • Can now find the camping lamp at industrial areas
  • Optimized zombie pathing to player location when attacking
  • Containers can now be added to the clothing cupboard
  • Improved muzzle detection for checking if a shot will hit a wall or not
  • Slightly reduced volume of helicopter crashes
  • Reduced damage vehicles take




  • Fixed player fall damage not working
  • Fixed disassembly workbench items flashing after closing the menu and leaving those items inside it
  • Fixed issue where snapping would become broken (After looking at other buildables while trying to place)
  • Fixed issue after vaulting player seems to be bopping up and down while walking, etc
  • Fixed Robe saying it had container slots
  • Fixed not being able to use W & S properly to change dialogue options
  • Hopefully fixed issue where interaction options would be wrong for the object/NPC you are interacting with
  • Fixed normal silencers and sights on Valkyrie being in wrong position
  • Fixed an issue with the normal foundation where even though it has snapped correctly, the game thinks its overlapping and so can't place it
  • Fixed attacking while journal is open
  • Fixed quite a few buildables not giving resources after being disassembled
  • Fixed doors not snapping into doorway of buildable walls
  • Fixed not being able to place short walls above another wall with a floor
  • Fixed a possible issue where after reloading a save you wouldn't be able to remove saved player markers
  • Fixed building angle saying 99m before rotating
  • Fixed a possible issue that could give incorrect vehicle health/fuel numbers


With this patch you can see changes to durability. I've made these changes as the current values were just way too low. I also hope these default values now aren't too high and make stuff "unfun" (Allthough you can change it in difficulty settings). These default values will change dependent on community input.

Look forward to next patch!

Zurvivor

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