Surv1v3 cover
Surv1v3 screenshot
Genre: Shooter, Simulator, Adventure, Indie

Surv1v3

April update!

Hi survivors, release 0.9.2 is here!

As you all can see, the latest releases are all about improving and refining existing mechanics and fixing reported issues: we're preparing for the game's official launch! 😎
After more than 70 releases since the first early access launch in January 2018, we hope the next one will be the One Point Zero 😇

But don't be afraid... once 1.0 will be released, regular updates won't stop, so keep supporting us and giving your feedback! To prove it... just a little preview: with 1.1 we'll open Nowhere city to the survival mode!!

We're also glad to share with you the game's official launch trailer! Please comment!!

[previewyoutube="XNGl5Ct3r4g;full"]

So what about 0.9.2 release??
We TOTALLY redesigned the backpack, trying to address your suggestions about its behavior, style and usability. The code should also reduce CPU workload when playing coop sessions with low-end CPUs.
Last but not least, Santa Carla has been completed ...finally!
Enjoy the new sewers center and some tweaks here and there.

And what about the reported issues? We fixed more than 15 bugs! 😎
Check the full changelog below!

One special note for users reporting crashes: when you submit a crash report please add some notes that can help us understand what you were doing right before the game crashed, this can help us a lot in pinpointing any new bug!

Enjoy!😉

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your help! 👍

New backpack and inventory logic


"I want to drop a specific magazine from my belt and I need to remove all of them to find it"
"I can't check if I have a melee on my back"
"I'd like to have more slots in my backpack while progressing in the story mode"
"The backpack is not 100% reliable..."
"Sometimes the game doesn't grab the right magazine for the rifle I'm using!"


A very short selection from feedbacks about the inventory collected from steam forum/reviews and from our discord channel.

We can really say... we addressed all of them!
The new inventory logic is smarter, faster, nicer and 100% reliable!
But we don't want to spoil too much, just try it and let us know! 😉

Just a note for those having already started/completed the story:
to add backpack slots in story and trial mode you are supposed to collect a new backpack collectible in every game's map. To find them just follow the tablet map!









Santa Carla & graphics enhancements


With the new sewer center area and some tweaks here and there, Santa Carla is finally complete 😍
Hope you'll like the final result!





- we're also turning on humvees headlights, reducing vehicles reflections and replacing the old ambulance model in all maps:





Hope you like it, let us know! 😋

Enjoy!

New features & tweaks:
- inventory: backpack graphic redesign
- inventory: backpack usability redesign
- inventory: new collectibles to add backpack slots in story and trial mode (up to 6 slots)
- inventory: denying sidearms grab when crouched to avoid gripping them while crouched and trying to grip something on the floor
- Santa Carla map: sewers center redo
- Santa Carla map: replacing military base doors with sliding ones
- Nowhere map: turning on humvees headlights
- graphics: new ambulance model
- graphics: tweaking/reducing reflections for some vehicles
- graphics: tweaking humvee shadows
- graphics: enhancing trees collision profile
- tablet: adding audio feedback on touch to the tactical tablet
- tablet: swapping new oculus controllers image in the help section
- physics: client-side throwing
- prologue mission: adding a timeout if player is not able to put arrows from the quiver to the backpack
- core: adding more details about the game status to crash reporter data

Fixed bugs:
- graphics: screen shouldn't resize when set to full screen when loading a new mission
- inventory: stretched/freezed arm when reloading a weapon
- inventory: fixing arrows glitch when extracting them from backpack client-side
- inventory: distance must be taken into consideration when trying to grab between compatible magazines (assisted clip grip setting)
- Tutorial mission: radio message shouldn't be interrupted when attaching walkie talkie
- Tutorial mission: underbarrel flashlight outline doesn't turn off on specific situations
- Main map: missing zombies
- Prologue map: player can get stuck crossing the bridge
- Santa Carla map: zeds can't enter the church and the motel's rooms
- Santa Carla map: fixing restaurant ceiling lighting
- weapons: hitting a weapon with a melee should spawn metal particles (instead of plastic)
- collectibles: skin action figures lerping slowly to player's hand
- core: fixing a rare crash related to grab function
- melee: fixing pipe wrench grip position and hand pose
- physics: hit sounds are played only for some seconds when object is not held by a player (avoiding playing hit sound effects repeatedly)
- zeds: brutal butcher red smoke is not disappearing client-side
- graphics: removing freeze effect from some dismemberment particles
- inventory: repacking bullets from one magazine to another should work only when holding both mags
- minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

Hotfix

Just a small hotfix to address a few bugs:

- core: fixing a crash when dealing with arrows, magazines or shotgun shells
- core: the game will never start in full screen to avoid crashes on some hardware configurations
- sounds: walkie talkie is not working (can't hear players voice in multiplayer sessions, just static noise)
- devices: correct oculus quest 2 hmd detection when playing with SteamVR (why are you using steamvr? start it directly from VD! Using oculus sdk, it will be much smoother!)
- graphics: grabbing things from the backpack can cause some glitch/flickering when playing in a multiplayer session
- weapons: grabbing an arrow from a dead zombie can lead to inconsistencies (e.g. arrows falling when nocked)
- crash reporter: TimeSinceCreation value in the crash data reported should be a float value
- minor bugs

March update!

Hi survivors!

Listening to your valuable feedbacks (thanks guys!!), once again, we're deploying a new release with many new features and bugs fixed! 😎

Another step forward in the redesign of Santa Carla, reworking the motel area and the main garden park, but also enhancing overall GPU and CPU performances.
We're deploying a new grab logic offering finer control over all interactions, improving physical replication for clients and adding a new highlighting system telling users which objects can be grabbed.
That should allow novice users to approach the game controls with less difficulty, being also rewarding for skilled players.

Check the full changelog below!

Two special notes for users reporting crashes:
- we finally managed to fix a crash related to physics (crash occurring during normal play)
- we pinpointed a crash affecting very specific configurations, event if we were not able to replicate it, we're deploying a new fix that should address this rare issue


Enjoy!😉

PS: while downloading the new update, please spend 1 minute of your time leaving a review!
This is a 2 guys project... and we need your help! 👍


Santa Carla graphics enhancement


Along with an important optimization improving both CPU and GPU performance, we also worked on: 😍

- the big motel area has been heavily revised: the motel office and the motel rooms have been revamped adding dirt and debris, new textures and new furniture with drawers and doors that can be opened





- the garden park has been revamped too: new lighting with large and small lampposts, new textures, garbage and abandoned objects



- bus stops: all those structures have been totally reworked, adding destructible glasses and more accurate collisions (you can now sit and take a rest while you wait for your bus!)





- cars headlights: we are illuminating a little bit the streets turning on the lights on many abandoned vehicles



Santa Carla is not yet completed, in the coming release we'll rework a few other locations.
Hope you like it, let us know! 😋

Controls: grip outline


We have completely re-coded the grab logic, allowing for a more precise object detection and adding an outline that highlights objects that can be gripped based on the current position of the hands.
It should help you to be more precise when grabbing things, but if you don't want distractions, you can disable it by accessing game options (grip options > grip outline).



Enjoy!

New features & tweaks:
- Santa Carla map: motel office and rooms redo
- Santa Carla map: garden park redo
- Santa Carla map: enhancing CPU and GPU performances
- Santa Carla map: bus stops have new collisions and destructible glasses
- Santa Carla map: more vehicles will have headlights on illuminating the streets
- Last Garden and Hell Street maps: new environment color tones (reducing blue saturation)
- Main menu map: adding hats and relative how-to instructions
- The Wall mission: new wall destruction logic
- graphics: reducing bloodstains reflections on all maps
- graphics: new logo lighting in main menu map
- graphics: updating oculus rift cv1 with oculus rift s/quest decals
- controls: new real-time outline highlighting objects that can be grabbed (can be disabled in controller options)
- zombie: the head is weaker once the zombie is dead, grabbed or penetrated with a melee (aka we want gore!!)
- accessibility: crouch offset shouldn't be related to floor offset setting
- Nowhere mission: adding a green outline to fuses holders
- core: adding new details to crash data reported by the crash reporter (helping us addressing any emerging crash)

Fixed bugs:
- core: fixing a crash caused by game physics
- core: crash on startup with DXGI_ERROR_INVALID_CALL or E_INVALIDARG
- physics: replication issues causing strange client-side grip behavior
- settings: fixing an issue causing savegame corruptions
- inventory: hidden objects in the backpack shouldn't trigger hand pose changes (e.g C4 modular bomb)
- sounds: stuck weapons can produce looping impact sounds
- multiplayer: keypad interaction logic can lead to server-client desync
- Survive mission: key snap volume shouldn't be visible once the key is snapped
- Nowhere mission: fuses can be snapped in the same position multiple times, bricking the mission
- Sewers map: reducing colored outline thickness
- Nowhere map: prison turrets glasses not obstructed by fog

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

Hotfix

Just a small hotfix to address a few bugs:

- weapons: arrows can lead to a backpack corruption
- weapons: arrows don't attach to some surfaces
- weapons: arrows hit sound looping when penetrating some surfaces
- weapons: fixing incorrect impact effect for the special stunning beretta
- weapons: uzi with underbarrel laser is way difficult to reload
- oculus quest: fixing green screen effect when using virtual desktop
- minor bugs

February update!

Hi survivors!

A new big update for the Survival mode!
In addition to the previously published airdrop event, we're releasing 2 brand new events: DEAD MAN WALKING and KILL&COLLECT 😎

The graphic redesign of Santa Carla goes on: this time we've reworked the two military bases, the car park area, the construction site and hell street! ... and, as always, all reported bugs have been fixed!

A special note for Oculus Quest and Quest 2 users, we finally managed to solve the green screen issue playing prologue mission with Virtual Desktop and the wrong controller detection when playing with SteamVR!

Enjoy!😉

PS: while downloading the new update, please spend 5 minutes of your time to leave a review!
This is a 2 guys project... It can really help us! 🙏

Survival mode


Enjoy two new random events and new legendary weapons to collect!
Survival mode is now plenty of things to do! Having any feedback just let us know! 🧐

Dean man walking event


"How about crossing the city with a zombie-luring synchronizer in order to take it to a haunted house?" (Jeremy Standford, infection day 410)

Three main ingredients:

  • 2 antennas scattered around the city that must be synchronized,
  • a synchronizer to be carried from one antenna to another,
  • and a gutsy guy eager to try his hand at this feat...

all seasoned with the usual fucking zombies trying to eat you alive...





Kill & collect event


"I need your help! You have to grab some objects as you move around and bring them back to the point marked on the map, I don't have much time, you better hurry!" (Jeremy Standford, infection day 410)

Run through the city to collect objects and help Jeremy with his research!





Santa Carla graphics enhancement


Enjoy the news: 😍

- construction site: the area where you face the final boss of Santa Carla has been revised by adding some abandoned buildings under construction, areas of uncultivated grass and new, more detailed, textures on the surfaces!



- the abandoned military base has been revamped inside by changing textures and objects to make it look dirtier and looted, same for the outside now looking totally abandoned



- the military base has been revised with new textures and some openable furniture, while new details such as garbage and abandoned objects have been added on the outside



- the small car park of Santa Carla has been revised too with new details and new lighting!



- Hell Street's initial parking lot has also been revised with new details/textures/openable furniture!



- main menu map: removed the old mirror and added a new, more polished, screens area





Santa Carla is almost complete, in the coming release we'll rework the sewers center and the park area.
Hope you like it, let us know! 😋

bHaptics TactSuit


Last but not least, integration with bHaptics is now completed!
We've added many new feedbacks for TactSuit (e.g. weapon recoil) and fully implemented Tactosy for arms and Tactal mask integration.
Thanks to bHaptics guys for their support!



Weapon enhancements!


Last but not least some enhancement on the weapons side: 💀
- zeds' head will explode only when hit with specific projectiles, with a new algorithm based on weapon relative stopping power
- arrows won't detonate zeds' heads and will attach. When dying (yes they are already dead I know 😂), arrows will remain attached to zed's body, for more realism.
- melee will last longer before breaking

Enjoy!

New features & tweaks:
- survival mode: kill&collect event
- survival mode: dead man walking event
- survival mode: adding thrilling music during special events
- Santa Carla map: construction site redo
- Santa Carla map: abandoned military base redo
- Santa Carla map: main military base redo
- Santa Carla map: car park redo
- Hell Street map: redo
- main menu map: changelog and mirror area rework
- controls: bhaptics 1.0 release (enhancing tactot and adding tactosy for arms and tactal feedback)
- options: snap turn is now set by default during first boot
- zombie: zeds' head should explode only when hit with specific projectiles (algorithm based on projectile relative stopping power)
- arrows: arrows shouldn't detonate zeds' heads and shouldn't detach when zeds die
- melee: raising special melee weapons mileage
- sights: adjusting AK47 scopes calibration
- sounds: helmets (and headphones) sounds volume attenuation
- weapons: adding an optimization with scopes that should reduce GPU load

Fixed bugs:
- weapons: the transfer of bullets from a normal to an extended magazine should take into account the capacity of the target magazine
- objects: snapping an object (eg. fuses in nowhere map) can lead to backpack corruption
- zombies: fixed a bug preventing zeds from following the player when using manual redirected walk
- multiplayer: when a client leaves a session, his inventory doesn't fall to the ground
- Santa Carla map: some stairs couldn't be climbed easily
- core: fixing a crash in the crash reporter (lol)
- oculus quest: green screen when playing prologue mission (with Virtual Desktop)
- oculus quest: when playing with steam vr (instead of native oculus sdk) game incorrectly recognizes touch controllers as wmr
- survival: server gets client's inventory when closing the game from main window (local savegame is overwritten with client savegame)
- survival: airdrop event client-server desync
- sounds: weapons attachments should play hit sounds when hitting floor or any other surface
- gameplay: zombie stew effect should stop when using heal spray

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

January update!

Hi survivors!

First of all, do you like the game's new cover and logo?
Approaching the final release we'll progressively update all game's assets 😎



The graphic redesign of Santa Carla is almost complete: this time we totally reworked the Monster Joe site, the dinner, the quarantine center and the two gas stations. Enhancing graphics we're also working on performances, removing many bottlenecks.

Big update for Survival mode too: new airdrop events will randomly drop around the city giving you new challenges and new rare weapons to collect!

Enjoy!😉

PS: while downloading the new update, please spend 5 minutes of your time to leave a review!
This is a 2 guys project... It can really help us! 🙏

Santa Carla graphics enhancement


Enjoy the news: 😍

- Monster Joe site's exterior has been reworked, looking more abandoned, being illuminated with new lights and boosting GPU performances







- the diner: overall textures enhancements, added garbage and debris to give the right feeling







- gas stations have been completely replaced, looking more polished and refined and enhancing overall illumination





- quarantine zone has been reworked as well, changing barracks' doors, enhancing laboratory interiors, adding garbage and new lights





Santa Carla is almost complete, in the coming release we'll rework the military base, the construction site and the sewers center.

Hope you like it, let us know! 😋

Survival mode


"You got yourself a fucking gift on your way! Go to the point marked on the map... NOW!
I don't have much fuel, so move your ass! I ain't throwing shit if I see any fucking zombies below, so you better wipe them out!"
(Jeremy Standford, infection day 410)

Survival Airdrop is coming!!! 💣
Enjoy the new random event, adding more challenges for you and your friends. Run where Jeremy tells you and defend the area until he manages to parachute a supply crate containing new special weapons!







We also added a small explanation for survival mode new joiners: Jeremy will introduce the basic logic and give you some tips to get the best out of this mode!

From this version, the zeds will be more resilient, move faster and have improved hearing and sight at night, so pay attention out there! To help you we're adding a digital clock to your forearm tablet. 😎

Last but not least, we've removed the xp point cap so you can fight for the top of the leaderboard 🤬
(the level cap is still in place)

Better zombies!


Zombies are now smoother and more responsive and the attack detection system has been reworked so they will cause damage only when performing an attack action. 💀

New options!


We added some new options:
- audio "below normal" setting for gunshot sound volume,
- new 'floor offset' options to adjust floor height manually (body section)
- for the sack of clarity moving the playing position option from the movement section to the body section of the game options menu 🧐

bHaptics TactSuit


Last but not least, we're adding early support for bHaptics TactSuit.
Thanks to CharlieLima and bHaptics guys for their support!



Enjoy!

New features & tweaks:
- graphics: new logo and new cover
- Santa Carla map: monster joe site redo
- Santa Carla map: dinner redo
- Santa Carla map: quarantine center redo
- Santa Carla map: gas station redo
- survival mode: airdrop events
- survival mode: Jeremy will introduce basic logics for first-time players
- survival mode: zeds will be more resistant, will move faster, will have improved hearing and sight at night
- survival mode: forearm tablet shows the current time of day
- survival: removing xp points cap (level cap is still in place)
- zombies: attack logic redo (zeds will cause damage only when performing an attack move)
- zombies: smoother and more responsive turn animations
- zombies: reducing footsteps sound's volume attenuation at distance and raising volume by 50%
- options: audio "below normal" setting for gunshot sound volume
- options: new 'floor offset' options to adjust floor height manually
- options: for the sack of clarity moving the playing position option from the movement section to the body section of the game options menu
- graphics: doors won't obscure player vision while opening/closing
- graphics: full-screen configuration won't reset anymore to windowed mode when starting game or loading a new map (to resize game window press 'M')
- hospital map: performance enhancement
- how to survive mission: adding longbow explanation
- tablet: adding story mission number in the mission selection menu
- core: bHaptics vest support (early support)

Fixed bugs:
- graphics: zeds arms (still) going through doors
- graphics: weapon slide animation animate at a low frame rate when manually moved
- graphics: hand shouldn't change to pointing pose when overlapping a hidden object (eg. tablet in the backpack)
- graphics: flickering arms on specific poses
- graphics: holo with magnifier scope shows 2 dots when the mag is lined with holo
- arrows: using the trigger to close a backpack containing arrows will grab an unusable arrow
- communications: walkie talkie is not visible when attached to hips (from the options menu)
- nowhere map: fixing some graphical glitches
- hospital map: moveable objects falling to lower floors
- prologue mission: pistols shouldn't be outlined if a player already holstered one of them before
- tablet: survival mission selection shows an empty map name

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

December update!

Hi survivors!

Another release aimed at enhancing your playing experience! 😎

Another step forward in the graphic redesign of Santa Carla: this time we reworked all the houses' interiors, giving the feeling of a more abandoned and ruined city.
As usual, we've also worked to add many new functionalities, check the full list below!

Enjoy!😉

PS: while downloading the new update, please spend 5 minutes of your time to leave a review!
This is a 2 guys project... It can really help us! 👍


Santa Carla graphics enhancements


[I]"Santa Carla should be way more ruined!!"
[I]"more than 400 days are passed... houses should be aged accordingly"

Yeah, you were right... enjoy the news: 😍
- new houses look more abandoned, ruined, looted and plundered, some have been fortified as shelters, some have been haunted and others used as prisons for zeds
- all furniture in all houses can now be opened to search for supplies, weapons, ammunition and useful items
- house lights have been completely revised and improved
- gardens bushes have been replaced with new, more realistic, foliage!

Hope you like it, let us know!






















Pipebomb is here!


It's little, it's simple, it's deadly... ☠️
We're proud to introduce the new pipe bomb that many of you asked for. 💣
Beware! It can hurt you and your teammates, use with caution!



All controllers are now supported!


VR market is increasing and a new controller type pops us every month
We've added native support for:
- Reverb G2 controllers
- Oculus Quest controllers (while launching the game with SteamVR, using -hmd=SteamVR launch option)

We've also added an option (under Controller section) to manually override controller type (disabling auto recognition)🧐



Radioactives should explode!


Boom! Nothing better than blowing those zed up 👍


Enjoy!

New features & tweaks:

- Santa Carla map: house interiors redo and general graphics enhancement
- graphics: reducing clipping distance (user will be able to look in close at something like a wall or a scope)
- weapons: new pipebomb
- audio: new footsteps sounds
- controls: the tablet returns to the player's back when dropped
- controls: reverb G2 controllers support
- controls: oculus quest controllers support with steam vr (-hmd=SteamVR launch option)
- gameplay: zeds hear players voice depending on its loudness
- options: changing player height increment from 1 to 5 cms per click
- options: players can force manually controller type (disabling auto-recognition)
- zeds: radioactive zed will explode when a bullet hits his tank
- graphics: simple objects (dishes, boxes, etc) will lerp to player hand when grabbed
- inventory: clients will load the last saved checkpoint inventory if joining a mission compatible with it

Fixed bugs:

- audio: game audio chat is cutting off voice under a specific (too high) loudness threshold
- graphics: magazine collectibles textures can be extremely pixellated in tablet extra section
- tablet: buttons can randomly blink when changing tablet page
- graphics: zeds shouldn't stretch their arms/neck when opening/closing a door
- weapons: a few weapons do not replicate recoil in multiplayer sessions
- Big Bird mission: survival mode objects shouldn't be visible while playing trial mode
- Die Alone mission: backpack should be closed and empty before the mission final step
- survival: leaderboard not showing player score when under position 1000
- survival: the office door at the end of the quarantine yard get stuck once the button is pressed
- story: survival mini-bosses shouldn't spawn in story mode
- graphics: landscape with low-resolution textures
- language: fixing language detection for chinese and russian
- minor bugs

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!

November update!

Hi survivors!

Approaching the game's official release, we're still working hard to improve your gaming experience 😎
We continue to enhance Santa Carla map, this time replacing the old cemetery with a brand new zone! According to your requests, we've also worked to add many new functionalities, check the full list below!

Last but not least, we're also fixing over 25 bugs (thanks for your patience! and special thanks to all users that reported them and helped us nailing them down)

Enjoy!😉

PS: while downloading the new update, please spend 5 minutes of your time to leave a review!
It can really help us! 👍



Santa Carla graphics enhancements


The old cemetery was one of the first zones implemented in Santa Carla and many of you told us it was the worst part of the city... we've totally redesigned it and we hope you'll appreciate what we achieved!😍
The motel area, being one of the most demanding for GPU, has been reworked too in order to maximize game performances.











New tablet UI


The tablet user interface has been completely reworked to be more polished.
We're changing buttons colors, positions and animations. 👍



Realistic Holo with Magnifier


This is something many of you requested since early access launch.
Magnifier can be finally removed to face middle-range combats. 🧐
To toggle it, just use your hand as you would do in real life.



ForceTube VR rifle support (ALPHA)


We're adding native support for Force Tube VR.
Feeling each of your shots will let you enjoy an even more immersive experience
https://www.protubevr.com/en/gunstock/182-forcetube-rifle-.html
Please note that this is still in ALPHA, we'll fine-tune it in the coming releases.
Having any feedback please drop us a line!



Enjoy!

New features & tweaks:

- Santa Carla map: cemetery remodeling
- Santa Carla map: motel graphics enhancements
- tablet: tablet user interface reskin
- weapons: magnifier can be toggled on/off from the holo with mag sight
- weapons: all rounds are rendered in magazines (accordingly to the remaining quantity)
- controls: ForceTubeVR native integration (BETA)
- controls: reducing backpack attach distance
- controls: changing Vive wands logic for teleport action (to teleport player is now supposed to click on the touchpad)
- controls: removing primary grip switch capability to avoid confusion when handling weapons
- controls: sign explaining bow fast shooting is more comprehensible
- The Wall mission: tweaking metro gates timings and zeds quantity
- core: porting to Unreal Engine 4.25.4

Fixed bugs:

- core: client-side crash when completing a mission
- weapons: nocking an arrow can cause weird bow grip (fast shooting is not affected)
- survival mode: items cannot be stored in personal crate
- survival mode: crafting machine is not working
- graphics: dropping objects can cause corrupted hands pose
- L86: ammo shell is ejected in the wrong direction
- graphics: Uzi and AK47 explosive magazines won't show as unlocked in tablet extra menu
- inventory: modular bomb can be partially visible when stored in player's backpack
- inventory: modular bomb can miss its battery when loading a checkpoint or starting a mission
- tablet: the index finger may not extend, preventing tablet interactions
- controls: fixing flashlight grip position/angle
- Santa Carla map: floating boxes
- Santa Carla map: gas cans at construction site don't respawn in survival mode
- Nowhere map: player can get stuck in the boxes
- Nowhere map: randomly missing zeds on metro platform
- Nowhere map: mattress floating over the railroad tracks
- Nowhere map: floating debris on hospital entrance
- Nowhere map: player can get out of city bounds (subway)
- Nowhere map: subway floating weapons attachments (magazines, underbarrels, etc)
- Deep mission: Jeremy shouldn't warn players when they try to put weapons attachments without having the magazine (no radio coverage)
- Die Alone mission: final boss shouldn't despawn when a player dies and respawns to the nearest safe house
- Die Alone mission: the player should not keep his weapons when spawning in the dark room
- Hell Street trial: Jeremy's helicopter does not land randomly
- Hell Street trial: client can see helicopter flying with rotors off
- Big Bird trial: helicopter should kill any zombie underneath when landing
- Big Bird trial: entering helicopter cockpit shouldn't block player view
- Big Bird trial: player can see zeds spawning
- Big Bird trial: electrical cables shouldn't push players out of the helicopter
- minor bugs

To get in touch with us, just drop a line on discussions forum or join our discord channel.
As usual, feedback is always welcome!






Story mode is finally complete!

Dear survivors,
your journey is almost over! The last 3 missions are finally here!

"You're almost there..." (Jeremy Stanford, infection day 410)

You'll be able to play through two big new portions of Nowhere map: the subway and the Portmain's hospital. Prepare to face a new boss fight and to meet... Jeremy.
Will he find a cure for V1V3?







Check the full changelog to see what else we're adding/fixing to enhance your playing experience! 👍

Last but not least, while downloading the new update, take one minute to discover

the magazines repacking feature!



Do you always find yourself low on ammo? Tired of wasting rounds around?
From now on, you'll be able to transfer rounds from one mag to another!
Just hold them close and press the release mag button: rounds will move from source mag to target mag with a little haptic feedback.



----

New features & tweaks:
- story mode: chapter 3 final drop
- weapons: magazine repacking (transferring rounds from one mag to another)

Fixed bugs:
- graphics: hanging zeds are too shacky
- multiplayer: melee weapon can stuck in a zombie and prevent the player from moving at normal speed
- multiplayer: client can see misplaced objects when consuming quiver or shotgun ammo box
- multiplayer: duplicated objects spawn client side
- multiplayer: player death is not correctly handled on very high latency sessions (sometimes causing strange ghost effects)
- bow: fast shooting randomly stops working (pulling trigger on bow hand and trigger to quick fire arrows doesn't pull out arrows)
- teleport: player can get stuck on the corpse of a dead zombie
- hell street trial: weapons are despawning too fast in hell street trial
- graphics: flickering flies particle
- controls: secondary grip release doesn't work with index controllers when using realistic grip (also affecting steam bindings 'custom_drop_l/r')
- controls: can't use teleport while holding longbow

To get in touch with us, just drop a line on the discussions forum or join our discord channel.
As usual, feedback is always welcome!







August update!

Hi survivors!

While developing the final missions, here another release focused on improving the overall game experience and fixing bugs reported by the community.

Enjoy!😉



New L86 light machine gun


Another weapon added to all maps, this is going to be the most powerful available in the game!







Explosive arrows


Any hunters out there? 🤷‍♂️
A new deadly addition for the bow and arrow lovers 😍





Always run option


Tired of clicking in order to run? Just enable the new "always run" option (under movement menu)
It will let you run just using your thumb/joystick.

Setting for lefties


We decided to remove the "change mode button" from the controller bindings (you can still remap it manually using Steam binding UI) and we added a dedicated option (under controller options > dominant hand) to switch left and right controller.
This should cause less confusion for right-handed persons (switching controller mode accidentally) and should be less tedious for left-handed persons. 👍

Despawn time


We reduced overall despawn times for weapons/magazines and objects to enhance performances during long playing sessions. Despawn time is now based on object type (unuseful things will despawn earlier than useful ones), mission objects will never despawn, despawn in Trials mode is x10 faster than Story and Survival mode.


We're also fixing a lot of bugs, check the full list below!

Enjoy!

New features & tweaks:

- weapons: L86 light machine gun
- weapons: explosive arrows
- performances: reducing 25% objects despawn time when playing Story and Versus mode, 90% when playing Trials
- movement: always run option (options menu>movement>always run)
- controls: new setting for lefties (options menu>controller>dominant hand) and removing change mode button from controller bindings
- core: porting to Unreal Engine 4.25.3

Fixed bugs:

- inventory: loading a checkpoint can result in a broken inventory
- inventory: some keys cannot be stored in the backpack
- nowhere map: invisible walls
- nowhere map: players are able to get out of map bounds
- nowhere map: some rubbish is floating
- nowhere map: city is missing bows and arrow (only available in the country part)
- nowhere map: armory door in the police station can be opened without inserting security code
- nowhere map: player in a locked safe house can escape breaking a window
- jailhouse dead mission: fixed a bug that could brick the mission when killing the police sergeant
- sewers map: the last safe room near the finale had some attachments but player cant interact with them
- sewers map: zombie floating over the pool
- sounds: zombies last death rattle is delayed for a few seconds after it's killed
- zeds: zeds can sometimes spawn with their knees in the floor
- controls: grip button options not working when using index controllers
- bow: bow can become unresponsive or behave weirdly
- minor bugs

To get in touch with us, just drop a line on discussions forum or join our discord channel.
As usual, feedback is always welcome!