SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Patch 1.4.6b - Modularity



  • New clothing items: Hunting Vest
  • New craftable buildable: Shipping container
  • Foundation pieces remove harvestable trees and stones when they're spawned
  • Footstep sounds for snow and puddles
  • Added ability to view roadmap in main menu UI




  • Tools are now back underneath centre inventory tab and inventory UI fills up a larger portion of the screen (This will come in handy in a future patch)
  • Vaulting now has footstep sounds when the player interacts with the ground
  • In the gun range infestation, it is now easier to get to the pile of undead
  • Adjustment to firearms so when rotated they all face upwards instead of downwards
  • Backend change to save game code
  • All pause menu pages can now be exited with the escape key. Same for main menu and other UI pieces
  • Can now close journal with Escape key
  • Adjusted values that the radio volume buttons change
  • General adjustments to weather probability




  • Fixed laptop quests not behaving correctly
  • Fixed UI issue with looting containers
  • Fixed rotating snappable modular buildables if for example the foundation is snapped to the surface rotation
  • Fixed not being able to zoom camera in and out while sprinting
  • Fixed 'Roll' not showing in keybinds
  • Change to possibly fix random issue where attachments don't show in their inventory icon
  • Fixed being able to shoot while using binoculars
  • Fixed classified containers not having the the lid of their container sometimes
  • Fixed wolf mount item not being a wolf
  • Fixed setting 'Search Time Multiplier' to 0 breaks looting of containers
  • Fixed vulkan support not working

Modular Building Experimental Patch

18:00 - 19 Feb

  • Fixed inventory not saving on new saves


Hey everyone,

Today I'm releasing an experimental build of the modular building patch, which you can find in the betas tab.
This patch is still very undone and more content, QOL stuff and fixes are going to get added over the next week or 2 at max.

Some of the stuff this patch contains is (ASAT 19th Feb);

  • Modular building - At the moment this is only available in the debug menu and I will be adding these to the crafting tables and possibly spawns in the loot table
  • Enhanced Input - I'm now using the new 'Enhanced Input' that Unreal have added. I expect there to be issues to begin with but for the future this is a good addition as it will make controller bindings easier to implement
  • Optimization - A lot of optimization to textures, animations, the landscape and more have been done in this patch. Also work is starting to be done to further improve memory usage. Please report back if you're experiencing better frames
  • Fixes - From the last update, a lot of issues occurred due to a change I made in the engine which ended up breaking other parts. With this most of these should now be fixed and more is going to get added as time goes on with this testing
  • More incoming - Keep an eye on this post and the discord for additions that are coming to the testing branch :D


And again, thanks you everyone, and I'm also looking at releasing a sort of roadmap visualised plan for what I'm doing with SurrounDead.

Developer Update & Patch 1.4.6 News

To fix keybindings:


https://steamcommunity.com/app/1645820/discussions/0/4206994023683171172/


Hey everyone,
I'm looking at getting the modular base building update out to the experimental steam branch next week. Expect more information about this on the discord before it gets released for the start of testing.


This is just the beginning of building and more objects are getting added everyday to allow more intricate and complex buildings.

Also, with this a quick hotfix has been released;

  • Fixed human AI not acting normal
  • Fixed not being able to load ammo into mags if it had more than one round in it
  • More lenience for building collision
  • Changes to scaling and color of legendary weapons (Prior hotfix)
  • TSR anti-aliasing added back
  • Sky/shadow optimization


Expect news soon!
Zurvivor

Patch 1.4.5 - Emergency Hotfix

Apologies for the bug with invincibility. Issue was caused by some item stats (Damage reduction/protection) resetting to 0 causing all damage if one of these items were to be equipped to be 0.
Also, placing water well on landscape fixed.

Look forward to the base building update next, I look forward to your new bases!

Patch 1.4.5 - Vitality - Hipfire, QOL & critical bug fixes

Updated game engine to UE5.3



  • Hipfire - You're now able to hipfire your weapon without aiming. Fight off your foes quicker and more effectively at close range
  • Upgraded legendary weapons - Upgraded weapon models and new weapon attachments unique to these weapons. Be on the lookout also as certain legendary weapons only spawn at specific areas or factions
  • Headshot mode - Body damage is significantly reduced when enabled
  • You're now able to place items directly from the ground, no longer having to search for it in your inventory every time

  • Airdrops will now drop between 1 to 3 drops per flyby




  • Change to pausing of game; game will now properly pause game (You can pause and go away for 1 hour and no stats will decrease), but with this when 'save game' is selected it will boot you out of the pause menu back to the main game (Un pausing the game basically)
  • You can now build continuously as long as the item is in the same container or stack
  • You can place a buildable in a location like a window as long as some part of the mesh is touching the surrounding objects
  • Scroll wheel now controls rotation of an object and holding shift while scrolling will move object up and down
  • You no longer need to equip a specific melee weapon to salvage scrap metal
  • You can now push/stomp AI by clicking the shoot/melee key binding when no item is equipped
  • Zombies will no longer spawn directly next to subway travel points
  • New & improved GPS model
  • Heavy body armor no longer restricts sprinting but only reduces the speed
  • Increased amount of puddles
  • Adjustment to vehicle physics when in air
  • Adjusted speed/acceleration of slower vehicles
  • Improved depth of field effect
  • Hitting harvestable resources now has camera shake
  • Slight increase to brightness in underground areas (Will still be quite dark)
  • Changes to night vision
  • Increased visibility with scopes (Black marks reduced, etc)
  • Reduced filter efficiency of military respirator and increased efficiency of enhanced military respirator
  • Increased maximum time for AI respawning (From 100 mins to 120 mins)
  • Adjustments to minimum and maximum field of view settings due to issues higher FOVs can cause
  • Optimized all animations




  • Fixed invisible item slots on loading of a save by adding a check into the system that spawns items in your inventory
  • Fixed issues that happen when there is no space in inventory while reloading
  • Possible fix for map markers not showing
  • Fixed fishing causing invisible spots in inventory
  • Fixed empty water bottles having a thirst value
  • Fixed firearms not showing up in vicinity
  • Fixed consume sound when refilling from a body of water
  • Fixed issue where dropping, unequipping, etc stops player movement
  • Added a check to water wells so after loading a save they shouldn't be getting the wrong amount of water
  • Fixed an issue with checking for nearby walls when shooting by changing what type of objects its checking for
  • Fixed crosshair showing when interacting with a container and moving away from it
  • Fixed not being able to loot a container even after you removed a buildable from the vicinity
  • Fixed physics bug when game is paused
  • Fixed overlap of scope and AI health bar
  • Fixed audio issue when game is paused
  • Fixed projectiles (Grenade launcher, etc) killing player when shot


What's Next?


The base building update is next and here's quickly what to expect;

  • Modular building - Modular building pieces for your base
  • Revamped crafting - Remade UI and more intractability with it like adding a fuel source for a campfire
  • And more

Developer Update - Next Patch

Hey everyone,

Next patch will be released next week and includes some of the following;

  • Upgrade to UE5.3
  • Hipfire - The ability to hipfire a weapon is finally being added, allowing quick evasive action while firing
  • Upgraded Legendary Weapons - Most of the legendary weapons have been given a visual upgrade and the ability to add specific attachments that are built exactly for them
  • Fixed invisible item slots - Loading up a save with invisible item slots is now fixed
  • Fix to broken saves - At a minimum, if you have a save that doesn't load, give it a try now as it may be fixed
  • And more


What's still to be done?



  • Crafting multiple items at once
  • Improved loot tables - Backend changes have been made for easy changing on loot tables
  • Unique items in loot tables - More backend changes have been made for the easy ability to add specific items to certain containers and AI in different locations and event. With this, certain legendary weapons will only be found in different locations/events
  • Headshot only difficulty - In this difficulty headshots are the way to kill the infected. Aimed shots are what you want
  • And more


What next?



  1. Base building update - Modular building, improved and deeper interaction with buildables
  2. Map update - The North West of the map is what will be worked on next; from new POIs, a new town, the port and an "Infected Deadzone"
  3. End game/bunker update - Bunkers will be unique to each location, incorporating puzzles and more
  4. Vehicle update - Vehicle keys, refuelling at pumps, vehicle parts like batteries, spark plugs, etc
  5. Quests - From finding survivors in need of help, to settlements needing resources, more will be told soon
  6. And more as time goes on ;)


The above is in the order of what update I intend to do next.

Again, thank you and apart From this big stuff still to happen this year and more!

Patch 1.4.4d - Abyss



  • Vehicle trader - Find the vehicle trader in The Valley. He's able to sell you stuff for upkeep of your current vehicle or a brand new vehicle you haven't found yet
  • Trash bin buildable - Throw items into here you want to destroy
  • New vehicle - Charger (Go find it)
  • Tagging enemies with binoculars - You're now able to tag enemies with your binoculars, this tag will last indefinitely unless you lose line of sight for longer than 60s

  • New harvestable rock type, the old one is not harvestable any longer
  • New binoculars UI/texture
  • You can now toggle if player placed lights cast shadows to increase performance
  • Added a cap of 36 skill points (Will increase as skills get added)




  • Improved generator system as it will now every second check if an object requires power, if it does the object will be powered on
  • Changes to crafting recipes, some include:
  • Nails now cost 1 scrap metal for 3 nails
  • Objects like simple fences, reduced in materials, etc

  • Reduced recoil of all legendary weapons
  • Zombie can now attack with their left arm, or both. Be careful
  • Remade trash pile collisions so they're easier to manoeuvre on for both player & AI
  • Improved accuracy of shoving and stomping AI
  • Change to human AI shooting to hopefully improve performance when present
  • Reduced human AI spawns near new player spawn areas
  • Reduced pickup timer from 2s to 1s
  • Improved visibility for what context option is selected while interacting with an object, etc
  • Cursor is centred whenever lockpicking is started
  • Increased player turret damage
  • Smoke will stop on a destroyed vehicle when there is no scrap metal left to harvest
  • Reworked code for how AI name/health bar is shown to the player




  • Fixed not being able to add items by dropping them over a container when 'Backpack in backpack' is disabled
  • Fixed issue where placing an object that required power, you would have to power off and on the generator
  • Fixed vehicle fuel and repair UI staying on screen
  • Fixed battery charge going to 102%
  • Fixed batteries not charging after reloading a save (You will have to save and reload once for this to take effect)
  • Fixed dead player crate flying away on death
  • Fixed subway zombie spawns
  • Fixed UI for sleeping
  • Fixed animal meat bag name and flying away from death location
  • Fixed eliminate quest near Whitewood with objects being in ground (Due to using wrong meshes)
  • Fixed interact UI not being removed when exiting to main menu
  • Fixed sleeping advancing days by 2 instead of 1
  • Player now correctly stops fast swimming when stamina hits 0
  • Fixed an issue with a light that could of caused it not be powered on after loading into a save
  • Fixed a raycast setting that could cause weird spawning from the horde beacon
  • Fixed sensitivity if you died while aiming down sights
  • Fixed crosshair appearing after closing journal while in a vehicle

PATCH NOW RELEASED - Patch 1.4.4c rolled back for now

Patch has now been released



Apologies to anyone affected by new patch. While I have now fixed the game breaking issues, I will be working on adding extra polish to this patch and have a release later today (07/01/24). Again, apologies for any players that were affected by this patch.

Patch 1.4.4c rolled back for now

Apologies to anyone affected by new patch. While I have now fixed the game breaking issues, I will be working on adding extra polish to this patch and have a release later today (07/01/24). Again, apologies for any players that were affected by this patch.

Patch 1.4.4c - Abyss



  • Battery charging station: Drop batteries you need charging into the station and as long as it has power going to it, all batteries inside will get charged

  • Improved context menu allowing for multiple options for the player to choose from

  • Change to horde beacon system: AI will now spawn in a close proximity to the beacon, however in that proximity you're not able to place buildables so the AI at least have some space to spawn and chase the player
  • You can now craft a new radiation filter by using 2 existing radiation filters
  • Added water wells to towns around the valley
  • You can drink directly from a water well
  • New item: Car battery added




  • Interaction UI is now static
  • Lockpick containers and tool required containers not act like normal containers that they save if they've been searched and will respawn loot after a certain amount of time (If enabled)
  • When ammo is at 0, UI for current ammo will be red
  • You can now craft molotovs without a crafting bench
  • Increased chance to find rope
  • Increased chance of finding polymer at high tier military locations
  • Reduced area that classified container marker will disappear at
  • Change to how resetting skill points is done




  • Fixed issue of being able to hear water where you shouldn't
  • Fixed molotov audio having a slight gap between it looping the sound
  • Fixed issue with not being able to use a spawn point until you have reloaded that save
  • Fixed setting respawn point on a sleeping bag
  • Fixed picking up a battery/filter and it's durability getting changed and stacked to another similar item
  • Fixed issue where if you didn't change anything in the character creator, you would spawn with the options of your previously saved character
  • Fixed not being able to drop items from a vehicle's storage
  • Fixed an issue with context menu that would result in wrong option being chosen
  • Fixed an issue with getting in a vehicle
  • Fixed containers not saying they are looted after reloading/starting a save
  • Fixed zombies not being able to walk through player placed barbed wire


What's Next?

  • Upgrade to UE5.3
  • New dungeon - The Hotel
  • Vehicle upkeep & gasoline revamp
  • Snap base building (Building pieces)
  • Map expansion
  • Bunker/Prison revamp
  • After this, look forward to full on quests