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.
Zurvivor
SurrounDead - Labor of Love Steam Awards 2024
Hey everyone, Steam Autumn Sale is here, Steam awards are here and an extremely good looking 2025 to come. As we come to the end of 2024, if you feel SurrounDead is worthy of being voted for, I'd be grateful if you do!
Good luck surviving and look forward to the future!
Zurvivor
What's happening before the end of the year?
Hey everyone, Just a quick update on what is happening at the moment.
When is the next update?
First of all, apologies for this update taking longer than I thought. However, the plan is to have this update before the end of the year (Most likely slightly earlier than that so I can enjoy the holidays however). Progress has been mainly focused on the inventory system and some other features that I look forward to people seeing.
What will this update have?
Reworked Inventory - It won't have all quality of life changes implemented yet or items but the base will be there for me to go on and add your suggestions for this update and future ones. New items are getting added, many changes and a handful that were not used or were useless have been removed.
Durability System - Firearms, melee weapons, armor and specific weapon attachments will all have durability. This will add a level on top of the game that hopefully players will really like while not being annoying. With that, you can completely disable durability or increase/decrease a multiplier that changes the durability reduction amount of them.
Randomized Item Stats - Firearms, melee weapons and armor all have randomised stats that generate when they are spawned. You can easily check the stats by hovering over the item or inspecting it.
Infestations System - The reworked infestations system will be implemented with the update and with a lot more coming out for it in following updates. Expect a system that is more engrained into the world, but also if you don't want that you'll be able to completely disable this.
DLSS & FSR/Frame Generation - To begin, adding these doesn't mean I'm going to give up with other optimizations for the systems in game, but it is just 1 system being added that can benefit lots of players from low-end to high-end. I am also looking at other upscaler systems to give player's multiple options and DLSS frame generation too.
& More - More minor stuff will be in the update that you can look forward to.
What's planned for next year?
A lot is planned. The roadmap will be getting some changes (Multiplayer is still staying where it is however). There will be 1 other thing involved that some people have been asking for (Not related to game updates) that I'll hopefully announce then too. So, look forward to that and hearing what is coming in 2025!
Zurvivor
Inventory remake/rework progress and experimental testing when?
Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Stats & weapon malfunction chance
So to begin with a controversial feature; weapon malfunctioning is coming to the game but what does this actually mean?
As you shoot your weapon, the chance of malfunctioning slowly increases
This can be remedied by using a weapon cleaning kit on the weapon
On hard and above it is activated by default but you can disable it in the difficulty settings and change how fast the malfunctioning chance increases with a multiplier
This is all still WIP
Next, as seen in the screenshot you can see how "good" your weapon is via the stats/progress bars. This system also carries over to melee weapons, helmets and body armor at this moment in time.
Experimental testing
Stuff is starting to look better for the remade inventory but it still needs some extra stuff and many new items (There is only like 15 at the moment). With that what I will say that at this moment it is not long until I start open experimental testing for everyone to try and see how it expands as I add and change more stuff via community feedback.
Next to do with all this
At the moment I am currently sorting out the mass list of weapons in game, sorting out their stats, if they should be in the game, etc. For example the M4 (The larger version of the M4CQB) is being removed and replaced by the M4 FDE. Also, adding features like disabling backpack in backpack is still needed and once this is done I will be looking at the community requested features on the the Google Forms link I posted a few weeks back. The changes I add will be shown in the experimental build when it is released.
More info on all this will be said at the end of this week also.