SurrounDead cover
SurrounDead screenshot
Genre: Shooter, Adventure, Indie

SurrounDead

Developer Update - A plan for the future

Hey everyone!

First of all, hopefully everyone has had a good new year and holidays and going into a new year means more updates for SurrounDead. In this dev update I'll be going over near future updates and stuff a bit further than that.

Quests


The base for quests have been added now with the 1.4.2 update. In the background, I've been working on systems for the quests and at a point where I can start adding this to the base game.
As quests get added the story of SurrounDead will get expanded. Find out the inner secrets of 'The Valley' or just help out your fellow survivors by getting them resources, taking out the undead and more.



Ability to remove world objects


Something I've recently started to concept/experiment with is the ability to remove trash objects from around the world map. While this may not be coming in one of the next few updates, it's possible to be added sooner rather than later.



Easier control with world objects


This will be coming in the next update but I've completely reworked the context menu system so that I can easily add more options for the player to interact with. This as well then links to stuff like generators, water wells, etc. Allowing more options for them (Like being able to drink directly from a water well) and easier control or pre-existing options (No keyboard combinations for the generator for example).



Base building - Walls, roofs, etc


More options for how you build a base will be added. From the normal thing of decoration items, etc but one new thing will be modular building. At a minimum, floors, walls, etc will be added.

Bunker/Dungeon revamp


This is one thing I believe is very much needed, bunkers need to have way more depth added to them. With this, systems like the keypad at the Oil Rig, or electrical puzzles at the Laboratory will begin to be added to the bunkers.
In an ideal world I would have this stuff be randomised but I'm promising nothing with random generation stuff, more something I will look into.



Bounties - Random quests


Found in safe zones will be the bounty system. Check the board for bounties survivors need you to do. This could vary from finding a certain item, to hunting or classic kill quests. These bounties will link back into safe zone (More info when this is closer to getting added).
Also, this whole system will basically be an off-shoot to the standard quests but using all the same systems that does.



Settlement system


Also coming, while different to safe zones are settlements. These will be areas where active scavenger survivors will call home. The locations for these will be randomized and different with each playthrough.
These will also be a place to get new quests or trade for rare resources or gear. Give them help and they'll help you.

First person improvements


The main thing with this is proper first person ADS. First person aiming at the moment is quite painful and well the weapon just gets in the way. While this is one way first person will get improved other ways will be improved animations and just a more smoother camera system.

A full updated game trailer


The last game trailer for SurrounDead came out nearly 2 years ago and SurrounDead has changed heavily since then. It has now came for the time that it gets an overdue upgrade to show people what the game is nowadays.

Horde mode


Something more of an arcade mode, but somewhere you can have a quick play and slay waves of zombies in a unique map made only for this mode. The plan is to have it so you can unlock new locations, buy new weapons (Or find them), new equipment, etc. It's somewhere to have simple fun!

Crossbows


You may have already found this weapon in the dev menu. The next steps for this weapon are to create the bolt ammunition and give it some unique animations!



Vehicle upkeep


Coming in one of the next patches will be a revamp to vehicles and how you keep them running. From having to find a key unique to that type of vehicle (eg, Damaged Sedan Key), to fuel cans that you can fill up at the local gas station and vehicle batteries that slowly degrade over time.

More depth to player actions


At the moment, most player events have no animation that is linked to it. In the future, I will be looking at adding unique animations to certain events like; refuelling, eating, drinking, medical, filling up water, etc (One thing to note is that animations for eating, etc would not be overly long or complicated to not drag away from the gameplay).

World electricity/Substations


Take over a substation and provide electricity to a part of the map (Attacks, repairs, etc?)
Something further down the road is the ability to provide electricity for certain parts of the map. This would allow the player to illuminate streets, unlock new objects that can help the player with certain tasks, production, etc. Suggestions for this system also would be welcomed as its still in the concepting stage.

More locked stuff with puzzles


With the addition of lockpicking, more minigames will be added to the game. These won't be just found in high level areas but places like towns or that odd house in the forest.

World events


This would make the radio item actually useful. If you've got that item on you in game you'll start to get notifications about events happening in the world. These can vary from a survivor in need of help, to a military encampment that has been spotted, or a special zombie located somewhere. There are many possibilities for this system.

Multiplayer/CO-OP


The simplest thing to say is, work is still getting done. Not soon however.

And more...



  • Level design: Much of the west and north of the map is unfinished and still needs a lot of work, that is something I am actively working on. Expect new POIs in the near future. As well, a large city will pop up in the future.
  • Companion AI: I am currently working on adding a dog companion to the game that you will be able to find around the map.
  • Motorbikes: Has been on hold recently, but have got them working better recently.
  • Farming: Create a small farm and gather seed packets, this is something I very much want to add, as well as foraging.
  • New items: Always coming, got some fun stuff planned.
  • etc...


Thank you for everything,
Zurvivor

Patch 1.4.4b - Abyss - Hotfix



  • Speed of zombie hit animation reduced
  • Increased chance of finding items in a safe
  • Reduced scale of keycard pickup
  • Increased size of hitmarker slightly
  • Removed Christmas stuff




  • Fixed fishing not working
  • Fixed crash that occurred when stacking items from the vicinity UI
  • Fixed being able to stack items with different durabilites
  • Fixed being able to stack multiple batteries into flashlight, etc
  • Fixed exploit with classified containers
  • Fixed melee weapons never having hitmarkers


In the next couple days, expect a post going over the next features & more getting added to SurrounDead!

Patch 1.4.4 - Abyss - Swimming, batteries & more

First of all, apologies for the delay in this patch and beginning next year expect more frequent updates.

Christmas


With this update comes Christmas content. Expect find Klaus at your local safe zone waiting for you, will he give you a gift?

  • Red Nosed Shotgun added
  • Candy Cane melee weapon added
  • Seasonal decorations at safe zones
  • Seasonal main menu

And onto the update...



  • Water -

    Water deeper than your ankles has finally been added. Look out for secrets in the deep and expect new locations in the water to get added in the near future (Even a flooded town).

  • Swimming -

    With the increase in water depth comes swimming. You're able to swim above and under the water, but be sure to watch your oxygen.
  • Battery system - Flashlights and night vision goggles require batteries to work (You will have to find a new flashlight, etc for this system to work).

  • Radiation filter system - Like batteries, respirators require a filter to stop the effects of radiation poisoning (You will have to find a new respirator for this system to work).

  • New dungeon - Out in the water, an oil rig from before is left to rot. The danger is out there, waiting in the fog.

  • Long melee weapons (eg. Baseball bat or axe) will now stagger zombie AI
  • You can now refill empty water bottles at a water source (Ocean, river) and you will get dirty water that will need to be boiled
  • Re-added tutorial when you start a game. Most will already know how to play so you can just exit to main menu straight away and it won't appear again
  • You can now zoom in the player camera when not ADS or using binoculars (Default: Middle mouse button)
  • The 'Undead Shambler' archetype has been changed to be a sprinter
  • The number on the action bar is now related to the key binding
  • Added a warning to picking up the generator that you will lose all gas in it
  • You can now craft lockpicks at crafting benches
  • Infected archetype now has a sound when it explodes
  • Added camera shake when a noise is made when searching a container
  • Water now has reflections

  • New items:
  • Dirty water bottle
  • Dirty water canteen
  • Dirty water jug
  • Battery
  • Radiation filter
  • Oil rig keycard




  • When searching a container, searching will be paused for a random period of time when a noise is made instead of time being taken away
  • No more scrolling to pickup an item, that is now the first option and second option is to inspect the item's content
  • If your backpack is full when crafting, the item will now be dropped to the ground
  • Night is darker
  • Foggy weather is more foggy
  • Increased distance human AI can attack player
  • Both military respirators now protect 100%, hazmat respirators protects 99% and the filter mask protects 95%
  • Game will always start (New save) with partly cloudy weather type
  • Increased AI spawn delay by 1 second
  • Notifications will no longer display if it is exactly the same as another one currently visible
  • Reduced speed of infected & radiated zombie AI
  • Slightly increased quick search speed
  • Slightly reduced stamina consumption
  • Instead of a container being outlined when close to, it is now replaced with a small magnifier icon
  • Removed some zombie models that we're out of place
  • Reduced lockpick durability
  • Reduced sensitivity of lockpicking
  • Can now exit photo mode by pressing the same key you use to open it




  • Fixed issue with quests destroying themselves when you should of successfully completed it
  • Fixed issue causing an item (eg. From water well) to not be added to the inventory or dropped to the ground
  • Fixed issue where player feet wouldn't animate
  • Fixed a possible crash when ripping an item (Or after drinking one, etc) the item that is dropped to the ground and then attempted to be picked from vicinity crashes game
  • Fixed issue where AI firearms sometimes wouldn't show the muzzle effect or a bullet trail
  • Fixed issue where some containers would still require the player to go through the entire searching mechanic again when looting a container
  • Fixed an issue that could of caused the lockpick to not break when it should of
  • Fixed death of an AI or player where zombies would start attacking each other or nothing
  • Fixed AI navigation at front of prison door
  • Fixed an issue causing refilling vehicle %, etc to stay on screen
  • Fixed bush not getting snow added to it
  • Fixed a collision issue with round quarantine tent
  • Fixed player not correctly snapping to a ladder
  • Fixed alpine backpack not spawning
  • Possible fix for map markers not showing


After Christmas I will be releasing a dev update going over the next updates that will be happening early next year. Until then, enjoy your holidays and keep surviving.
Zurvivor

Patch 1.4.3b - Scavenger - Hotfix



  • Press ESC to exit map




  • Fixed issue with item getting added to inventory flashing
  • Fixed consumables not working in containers
  • Fixed human AI not dealing damage or melee attacking
  • Fixed zombie AI not attacking randomly
  • Possible fix for item not getting consumed (Water well)

Patch 1.4.3 - Scavenger - Looting overhaul

First of all, apologies for the delay in this patch. Expect the next few patches to come out faster than this one.



  • New looting mechanic:



    Added with this patch is the new looting mechanic. With this system it will take a number of seconds to search a container before you open it. With this, you can also speed up the search time by holding the 'Quick Search' key binding. When you are quick searching there is a chance to cause noise, this will attract nearby AI to the location (Also, each time you cause noise the chance to cause it gets reduced). There is also a multiplier in loot difficulty settings to multiply how long it will take to search.
  • New lockpicking mechanic:



    You are now required to actually lockpick containers, etc instead of waiting on a timer to complete. Also, located around the map are new military containers that have to be lock picked. In the future, more will be added to lockpick and new mini games like this.

  • New backpack: Alpine backpack
  • New ice axe model
  • Added difficulty sliders for zombie archetype amount multipliers
  • In the debug menu there is now an 'All' items list
  • Night ambient sound added
  • Quests now display a save icon in the corner if it saves its progress




  • Item list in debug menu now shows item names by their debug/dev item ID name
  • Slightly reduced chance of rain
  • Increased chance of bleed after being hit by a zombie
  • Player hit animation will only play if the player isn't currently doing another animation
  • Radiated zombie archetype now checks what respirator the player has
  • You can no longer enter a vehicle that has 0 health
  • Increased how fast it takes water wells to fill up
  • Increased accuracy of most human AI (Military AI generally have around the same, but a bit more accuracy)
  • Changed how items spawn in the quest containers
  • Max FPS setting changed to a slider
  • Increased power attack stamina reduction
  • Zombie archetypes now have unique names
  • Wandering trader now spawns with a ranged weapon
  • Adjustment to inventory grid slot design
  • Increased human AI equip animation speed
  • Human AI can attack with melee more often/faster
  • Changed description of loot container refill so it makes more sense
  • Improvements to foliage LODs
  • Changed how horde beacons determine how far away AI will spawn
  • Big optimization for containers & AI
  • Optimization to weather textures
  • Added a slight delay after rotating the player (Alternate melee mode)
  • No longer able to loot Wandering Trader after killing them
  • Adjustments to some melee weapon hit detection




  • Fixed issue where bottles, etc wouldn't get added to inventory (Unfortunately bugged slots due to this issue cannot be fixed, as the game thinks there is an inventory item there)
  • Fixed AI jitter when chasing player
  • Fixed issue where melee weapon could get stuck carrying onto damage when not attacking
  • Fixed quests deleting themselves when completed
  • Fixed human AI spawning (This is mainly prevalent in the *REDACTED* Area where AI could be found spawning inside walls causing a not so fun encounter)
  • Change to how save games are deleted, this should fix the lag spike that occurs
  • Fixed issue where vehicles and buildable containers could be wiped due to the refill container settings getting attached to them (It shouldn't)
  • Fixed loot container refill not working
  • Fixed under water getting rain & snow
  • Fixed reloading not correctly choosing mag with highest amount of ammo
  • Fixed not being able to reload a weapon while scoped in
  • Fixed AI going up/down stairs (eg. prison and bunker)
  • Fixed issue where you couldn't complete a quest due to AI already being dead
  • Fixed infestations still spawning near player placed objects
  • Fixed notifications not appearing in game after a player death
  • Fixed AI walking out of safe zone area
  • Fixed some zombie boss spawners spawning 5 bosses instead of 1 or 2
  • Fixed some container dimensions
  • Fixed being able to vault on water
  • Airdrops that land on a steep slope, should now be able to roll/fall down it
  • Fixed container quests not completing task when reached location
  • Fixed issue where you couldn't loot extra animal meat due to buildables being nearby
  • Fixed interaction outline on hangar door
  • Fixed not being able to finish horde beacon
  • Fixed being locked in ADS while player rolling and letting go of ADS binding
  • Fixes/changes to AI spawning for horde beacon
  • Fixed player rotating when melee weapon not equipped if alternate melee mode is enabled
  • Fixed notes location at crashed helicopter random event
  • Fixed horde beacon debug box showing in game
  • Fixed radio not looping transmissions
  • Fixed 'Angling For Beginners' item description
  • Fixed being able to interact with objects while climbing
  • Fixed some floating grass and trees
  • Fixed issue that could of caused your melee weapon to damage the player
  • Possible fix for vehicle, containers, etc having their inventories randomly disappear


What's next?


Swimming (Next patch)



Battery system (Flashlights, etc)


Crafting overhaul


New dungeon & bunker revamp


Quests & bounty board


Settlements


Boss zombie revamp



These other features & more will be outlined in a dev post coming soon!



Zurvivor

Patch 1.4.3 - Scavenger - Looting Overhaul

First of all, apologies for the delay in this patch. Expect the next few patches to come out faster than this one.



  • New looting mechanic:



    Added with this patch is the new looting mechanic. With this system it will take a number of seconds to search a container before you open it. With this, you can also speed up the search time by holding the 'Quick Search' key binding. When you are quick searching there is a chance to cause noise, this will attract nearby AI to the location (Also, each time you cause noise the chance to cause it gets reduced). There is also a multiplier in loot difficulty settings to multiply how long it will take to search.
  • New lockpicking mechanic:



    You are now required to actually lockpick containers, etc instead of waiting on a timer to complete. Also, located around the map are new military containers that have to be lock picked. In the future, more will be added to lockpick and new mini games like this.

  • New backpack: Alpine backpack
  • New ice axe model
  • Added difficulty sliders for zombie archetype amount multipliers
  • In the debug menu there is now an 'All' items list
  • Night ambient sound added
  • Quests now display a save icon in the corner if it saves its progress




  • Item list in debug menu now shows item names by their debug/dev item ID name
  • Slightly reduced chance of rain
  • Increased chance of bleed after being hit by a zombie
  • Player hit animation will only play if the player isn't currently doing another animation
  • Radiated zombie archetype now checks what respirator the player has
  • You can no longer enter a vehicle that has 0 health
  • Increased how fast it takes water wells to fill up
  • Increased accuracy of most human AI (Military AI generally have around the same, but a bit more accuracy)
  • Changed how items spawn in the quest containers
  • Max FPS setting changed to a slider
  • Increased power attack stamina reduction
  • Zombie archetypes now have unique names
  • Wandering trader now spawns with a ranged weapon
  • Adjustment to inventory grid slot design
  • Increased human AI equip animation speed
  • Human AI can attack with melee more often/faster
  • Changed description of loot container refill so it makes more sense
  • Improvements to foliage LODs
  • Changed how horde beacons determine how far away AI will spawn
  • Big optimization for containers & AI
  • Optimization to weather textures
  • Added a slight delay after rotating the player (Alternate melee mode)
  • No longer able to loot Wandering Trader after killing them
  • Adjustments to some melee weapon hit detection




  • Fixed issue where bottles, etc wouldn't get added to inventory (Unfortunately bugged slots due to this issue cannot be fixed, as the game thinks there is an inventory item there)
  • Fixed AI jitter when chasing player
  • Fixed issue where melee weapon could get stuck carrying onto damage when not attacking
  • Fixed quests deleting themselves when completed
  • Fixed human AI spawning (This is mainly prevalent in the *REDACTED* Area where AI could be found spawning inside walls causing a not so fun encounter)
  • Change to how save games are deleted, this should fix the lag spike that occurs
  • Fixed issue where vehicles and buildable containers could be wiped due to the refill container settings getting attached to them (It shouldn't)
  • Fixed loot container refill not working
  • Fixed under water getting rain & snow
  • Fixed reloading not correctly choosing mag with highest amount of ammo
  • Fixed not being able to reload a weapon while scoped in
  • Fixed AI going up/down stairs (eg. prison and bunker)
  • Fixed issue where you couldn't complete a quest due to AI already being dead
  • Fixed infestations still spawning near player placed objects
  • Fixed notifications not appearing in game after a player death
  • Fixed AI walking out of safe zone area
  • Fixed some zombie boss spawners spawning 5 bosses instead of 1 or 2
  • Fixed some container dimensions
  • Fixed being able to vault on water
  • Airdrops that land on a steep slope, should now be able to roll/fall down it
  • Fixed container quests not completing task when reached location
  • Fixed issue where you couldn't loot extra animal meat due to buildables being nearby
  • Fixed interaction outline on hangar door
  • Fixed not being able to finish horde beacon
  • Fixed being locked in ADS while player rolling and letting go of ADS binding
  • Fixes/changes to AI spawning for horde beacon
  • Fixed player rotating when melee weapon not equipped if alternate melee mode is enabled
  • Fixed notes location at crashed helicopter random event
  • Fixed horde beacon debug box showing in game
  • Fixed radio not looping transmissions
  • Fixed 'Angling For Beginners' item description
  • Fixed being able to interact with objects while climbing
  • Fixed some floating grass and trees
  • Fixed issue that could of caused your melee weapon to damage the player
  • Possible fix for vehicle, containers, etc having their inventories randomly disappear


What's next?


Swimming (Next patch)



Battery system (Flashlights, etc)


New dungeon & bunker revamp


Quests & bounty board


Settlements


Boss zombie revamp



These other features & more will be outlined in a dev post coming soon!



Zurvivor

Patch 1.4.2d - Beginnings

Poll for new looting mechanic: Poll Link





    New items:
  • Empty water bottle
  • Empty water canteen
  • Empty water jug

  • You can now refill empty water containers at the well
  • You can now search the debug menu items list for specific items
  • Once a canned consumable is consumed, a 'Can' junk item will be added to the player's inventory
  • Once a water consumable is drank, an 'Empty' variant of that consumable will be added to the player's inventory
  • Replaced keycard doors at airfield with a different entrance
  • Increased water well capacity to 2000




  • Stomp attacking has been binded to shove key
  • Improved ladder detection




  • Fixed issue where AI would randomly lose sight of player
  • Fixed issue where AI on a horde beacon would not go towards the horde beacon itself
  • Fixed animal AI behaviour
  • Fixed elimination quest not counting deaths of AI in quest
  • Fixed an issue that may have stopped airdrops
  • Fixed AI spawners in prisoner
  • Fixed some zombie spawners spawning AI in house walls
  • Fixed pipe description being a duplicate of Kukri weapon
  • Fixed infestation not removing radiation after being destroyed
  • Fixed infestation zombie not moving towards infestation area
  • Fixed floating trees near Whitewood
  • Fixed floating prop in Whitewood hospital
  • Fixed passive skill book multiplier carrying over from death and permadeath mode
  • Fixed vehicle in ground near Lawrence Creek

Patch 1.4.2c - Beginnings - Fixed interacting with traders & more



  • Areas with landmines now have a notification to give the player a warning
  • Added 'Large Laboratory Backpack' and 'Spec Ops Coyote Backpack'




  • Geiger sound now fades in and out once taking radiation damage. Once damage is taken it will take 15 to 20 seconds for the sound to fade out, if more damage is taken this timer is reset.
  • If alternate melee aim is enabled, the crosshair will change when equipping the melee weapon
  • Improved flashlights & vehicle headlights
  • Removed halloween vendors and AI




  • Fixed interacting with traders, etc after a death causes the UI to not show and the player to be soft locked until a restart of the game


  • Fixed NVG position on a tactical helmet
  • Fixed alternate melee mode not rotating player to face camera direction
  • Fixed geiger counter still not stopping after death
  • Fixed Camping Axe not being able to cut down trees
  • Fix to scaling of debug menu
  • Fixed being able to vault/climb at 0 stamina
  • Fixed wandering traders not wandering
  • Fixed occurrence where AI would still be able to hit player after death
  • Fixed entering and exiting free camera (Photo mode) removing mouse cursor

Patch 1.4.2b - Beginnings



  • Player stomp now has its own keybinding (Default: Left click)
  • The player can now craft a splint
  • Hospital building in Whitewood is now furnished




  • Swapped archetypes of the infected and radiated zombies
  • Adjustments to vehicle handling, etc
  • Increased volume of player footsteps
  • Zombie archetype that deals radiation damage in its radius will not deal damage to the player until rad damage is at 0.
  • Removed vehicle getting damaged by objects (It was annoying, only damaged if hitting AI, which has been increased slightly)
  • 'Rad area' zombie archetype special effect will now check for line of sight to the player. If player is behind a wall that covers the sight of the player, you will not be dealt any rad damage




  • Fixed 'rad area' zombie archetype special effect still carrying on after death (Damaging the player)
  • Fix to player spawning (New save)
  • Increasing radiation protection will now properly control the volume of the geiger counter sound effect
  • Fixed issue where dying does not stop the geiger counter sound effect
  • Fixed not being able to damage turrets
  • Fixed issue with depth of blur
  • Fixed collision on hospital building
  • Fixed safe zone UI staying on screen after exiting to main menu
  • Fixed Cerberus not recognising Cerberus mags when reloading
  • Fixed flying up ladders fast

Patch 1.4.2 - Beginnings - Beginning of quests & more

Halloween


With this update comes some Halloween additions. This stuff will be purchased via a Halloween vendor and by next update will be gone. All items you will still be able to use however!

  • Cerberus (Legendary variant of Guardian rifle)
  • Cerberus mag
  • 4x pumpkin heads
  • Zombies have a chance to spawn as a 'Haunted' archetype. They have the chance to drop the pumpkin heads.
  • Other spooky additions

Weapons will still be able to be found around the world once the vendor is removed.
And onto the update...



  • Beginning of the quest system / Secret Intelligence Laptop:


    While this update only has a very small portion of the quest system. A lot more work has gone into the the system 'behind the scenes' allowing the creation and design of quests to be smoother in the future. With the following patches expect survivors who are in need of help and a radio broadcast, reaching out for help.
    With this update, you'll be able to find 'Intelligence Laptops' in high tier areas and on AI human bosses. These laptops once scanned will lead to either a guaranteed legendary drop or a human AI camp. Once these quests are completed you will be rewarded for completing them. Expect more events to be added to this feature.


  • New POIs; Whitewood Town and miscellaneous surrounding buildings


  • Zombie archetypes; Each zombie type (Roamer, crawler, radiated, dog & infected) now have an archetype they can spawn as. These archetypes are distinguished by how they will visually look different to their normal counter-part. Each one has a unique thing about them, from extra health due to armor or radiated blood that damages the player. Be on the look out.


  • New Journal UI


  • Debug menu; Once enabled (In gameplay settings) you will be able to access the debug menu, enable noclip, spawn items, etc.


  • Passive skill books; You are now able to find and receive books that the player can read. On reading these books, you will get a multiplier on the specific passive skill that book is related to.


  • Passive skill magazines; On reading the magazine, adds a certain amount of XP to the selected passive skill.



  • New items:



  • Survivor (Legendary weapon)
  • Deadeye (Legendary weapon)
  • SPAS-12
  • MP7
  • MP7 Mag
  • Famas
  • Noise Maker
  • Kukri
  • Pipe (melee weapon)
  • Camping axe
  • Tools cabinet (Used to store crafting materials)
  • Small Survival Backpack
  • Secret Intel Laptop
  • Spec Ops Helmet (laboratory)
  • Can opener
  • Military Night Vision Goggles
  • Civilian Night Vision Goggles
  • XP Book Fitness
  • Xp Book Strength
  • Xp Book Toughness
  • Xp Book Sneaking
  • Xp Book First Aid
  • Xp Book Reloading
  • Xp Book Marksmanship
  • Xp Book Thief
  • Xp Book Fishing

  • Specific helmets now have the option to add night vision goggles to them (If you already have a helmet like this, you will need to find a new one)
  • Loot all button added to loot containers
  • When close enough/looking at a crawler you are able to stomp on them with a normal melee attack
  • New vehicles; Truck & Flatbed Truck
  • You now require a can opener to consume canned meals
  • Geiger counter sound whenever you go below 100% radiation protection (The lower you get, the louder it gets)
  • Added a concrete mixer loot container
  • Fitness passive skill now affects the time it takes to start regaining stamina
  • 2 new markers to place on map
  • Added option to select if quick save creates an entirely new save slot
  • You can now rip clothing to receive a random amount of cloth
  • New player spawn locations
  • Functioning shooting range targets added to shooting range
  • You can no longer attack while in safe zones
  • New UI when looking at notes
  • Zombie bosses will now lock onto your position and head towards you (eg. if you're sniping them)
  • Litter on ground added to built up areas
  • New difficulty option (Peaceful - No zombies, etc)




  • Improved player melee hit detection
  • Increased two handed melee animation speed
  • Increased time between zombie attacks (Was 1s, now is a random time between 1.5s and 2s (Also, making one zombie easier, but multiple still a problem))
  • Reduced zombie attack hitbox range (Halved)
  • Increased player melee attack hitbox range (Doubled)
  • Reduced stamina drain from melee weapons
  • Change to how zombies find the location of the closest attackable target (Before it would get all of the objects in game that a zombie could attack, it now just gets the current perceived objects at that time)
  • You will only melee attack when attacking binding is released (For power attack)
  • Black market vendor will always spawn at the safe zones, and have a 100% chance to sell credits
  • Improved vehicle handling
  • Regenerating stamina won't start straight away, there will be a slight delay of 1s before it starts (Dependent on fitness passive skill)
  • Weapons that would normally be fully-automatic, now start in that fire mode
  • Increased player max passive skills level from 15 to 20
  • Damaging a world object now shows damage numbers
  • Improvements to difficulty preset changing system
  • Increased passive skill XP earnt for doing the certain activity (Thief & fishing heavily increased)
  • Improved accuracy of friendly/neutral AI
  • Player will now start with a worn knife & a rag
  • Rework of zombie/animal visual perception (Sight)
  • Slightly randomized main menu scene
  • Adjustments to some crafting recipes (eg. reducing amounts needed for fences, due to these being repeatable objects)
  • Player will only hold melee weapon in 2 hands when aiming with it
  • Change to UI when picklocking, refilling, etc
  • Improved flashlights
  • Items that can harvest resources are now shown in its stats
  • New rocket launcher firing and explosion sounds
  • Reduction in default chance of random events & infestations spawning
  • Reduced time that bleeds will last for (light bleed now takes 5 to 10 seconds to stop & heavy bleed takes 10 to 15 seconds to stop, from around 30 seconds previously)
  • New loading screen images
  • Reduced player footstep volume
  • Slightly increase sun intensity
  • Multiple optimisations to lighting, LODs, game mechanics and objects




  • Fixed being able to whistle through radial menu even if not unlocked
  • Fixed flashlight not being able to be turned on through radial menu
  • Fixed issue causing AI to spawn even though they were unable to (Causing them to stay in game at the centre of the world)
  • Fixed unequipping a weapon from another slot while one is currently equipped, causing the player to not be in the combat state any longer
  • Fixed flashlight sound when spawning in playing
  • Fixed cancelling mid way (For example pick locking) that it doesn't stop the animation
  • Fixed stamina going below 0%
  • Sleeping will correctly fast forward the date to be the next day, etc
  • Fix to horde beacon spawning AI even though it couldn't (Possible cause for not being able to complete it)
  • Fixed climbing up a ladder where player wouldn't be to centre of ladder model
  • Fixed starting clothing be equipped if player reloads a save where you had a clothing piece unequipped
  • Fixed not being able to get out of laboratory due to power being off
  • Improved collision of player loot box to stop occurrences where it would fall through ground
  • Fixed sorting button on crafting UI highlighting all items
  • Fixed bird noises while in buildings/underground
  • Fixed being able to damage dead AI
  • Fixed enemy health UI staying on screen after AI death
  • Fixed shotguns not using effective range into damage calculation
  • Fixed entering area UI showing twice then disappearing
  • Fixed respawn screen stats being wrong
  • Fixed door with zombies banging on it being able to be heard far away from its actual position
  • Fixed loading screen using the same game art
  • Fixed normal zombies being able to damage boss zombies
  • Fixed shotguns not making any bullet holes, etc
  • Fixed optimization issue with some containers
  • Fix to player hitbox
  • Fixed enemy health UI staying on screen after opening photo mode


What's Next?


With the next update/s you can expect;

  • More events for the intel laptop system; To put it simply, more will be added with the next couple updates.
  • Settlement system; While there are safe zones, settlements will be added. While some of these will be randomized and spawned in during the first time they are loaded, some (Beginning with 1 settlement) will be known as a 'Permanent Settlement'. These settlements will tie heavily into the quest system and other systems will be added to them that the player can control.
  • Expanding quests; More quests will be added to put it simply. Behind the scenes work has gone into the system so that adding these will be easier as time goes on. You'll be able to find settlement & safe zone leaders who will give you quests, radios that call out for you, survivors in need of help and more.
  • Bounties; In the safe zones there will be bounty boards, from these boards there will be a set of quests that are randomized (From a pre-made set). From killing a bandit leader, to finding an item, hunting, etc.
  • Human Ai will move to the location of where they were shot from even if from a long distance away (Needs testing, already implemented for zombie bosses).
  • A lot more is still planned!


Thanks you, Zurvivor