- nowhere map: removing some invisible walls - nowhere map: zeds can sometimes spawn with their knees in the floor - nowhere map: some rubbish is floating - nowhere map: players are able to get out of map bounds - sounds: zombies last death rattle is delayed for a few seconds after it's killed - inventory: some keys cannot be stored in backpack - sewers map: the last safe room near the finale had some attachments but the player can't interact with them - minor bugs
Chapter 3 is here!
Dear survivors, we're glad to announce that Chapter 3 is finally here!
"You are almost at the end of your journey, just a little bit more and we'll see each other in person..." (Jeremy Stanford, infection day 409)
Getting through the sewers was hard? Wanna breathe fresh air? It's time to face a new challenge! A new city is waiting for you... and... you will love it!
Today, we're deploying the first part of chapter 3, delivering: - Nowhere city map - 4 new missions (Nowhere, Jailhouse Dead, To Protect And To Kill, Black Friday) - 22 new zeds - 16 new achievements - 2 hours of new gameplay, fully enjoyable in solo or coop with your friends!
We're also releasing a huge enhancement that should boost GPU performances: ๐๐ผ low-end GPU should have a boost in frame rate, players with mid to high-end GPU should be able to push the supersampling higher without losing fps.
Check the full changelog below to see what else we're adding/fixing to enhance your playing experience!
Last but not least, while downloading the new update, take some time to read the following Nowhere first-timers' guide ๐
Top things to see and do in Nowhere๐คฉ
1. Take your time for some some sightseeing
2. Visit your best friends
3. Socialize with your neighbours
4. Become an apprentice electrician
5. Skip the line at the grocery store
6. Help the guys at the warehouse
7. Animate the party with some extra fun
8. Digit some random numbers...
9. Practice with Hattori Hanzล's blades๐คบ
10. Do some sport and keep in shape
11. Meet the officers and the convicts from the local prison
12. Help the marathon runners at the refreshment points
13. Become the new Babe Ruth
14. Take a juggling lesson at the local academy
See you in NOWHERE!
Special thanks ๐
Special thanks go to our testers Elaineah, Mike, Wolfwind (and his family), SpaceB, LdG-Leo, Phil4853, Jbyrd505 and to all who helped us for free! We love you guys!
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New features & tweaks: - story mode: chapter 3 first drop - core: graphics performance boost - core: enhancing steam download and patching times - controls: player can swap primary hand grip just grabbing the weapon with the other controller - graphics: tweaking weapons material to avoid pitch black effect at night - graphics: tweaking avatar's skin material to be more realistic and hands gloves to be less dark - weapons: reducing heavy melee physic inertia - hell street map: new light setting - shotgun: reducing projectiles impact sound volume - core: porting to Unreal Engine 4.25.1
Fixed bugs: - backpack: backpack is difficult to open - core: fixing a crash affecting map loading - steam: fixed a bug causing crash trying to start a mission when offline - sounds: missing footsteps sound when player goes up a hill - santa carla map : fixing a glitch in motel external wall - main menu map: fixing cardboard boxes collisions profile - weapons: Dark Flake wrong grip position - graphics: removing floating shadow from hanging zeds - weapons: fixing brain slicer level of details - physics: some objects don't have gravity client-side - audio: missions start sounds are missing client-side
To get in touch with us, just drop a line on discussions forum or join our discord channel. As usual, feedback is always welcome!
Nowhere
Hotfix
Just a small hotfix to address a few bugs:
- weapons: weapon randomly missing fire/bullet hit in multiplayer - weapons: slider should not pull back when a gun is holstered or dropped - shotgun: reloading shotgun client-side leads to missing shots - beretta: rear sights doesn't have both glowing points at a distance - tablet: player tactical tablet can't switch play mode to survival - graphics: forearm can sometime spin around when the hand is in a specific position - minor bugs
In order to pinpoint new bugs, we're also deploying a new logging and crash reporting system
June update!
Salut survivors!
Another release focused on improving the overall game experience and fixing bugs reported by the community.
Chapter 3 localization has been completed and 4 missions are actually fully playable in our dev environment, we'll release them to Steam beta branch in about three weeks.
Stay tuned!๐
Chapter 3 sneak peek
Just a few images from the incoming chapter 3...
Grabbing zeds
Wanna get closer to Zs? ๐ Now you can stun them grabbing their head, what to do after... it'is up to you ๐คทโโ๏ธ
New machete melee
Russian localization
ะัะธะฒะตั ัะตะฑััะฐ! SURV1V3 subtitles and menus are finally available in Russian! To switch the game language, just go to the junction sign, shoot "game options" and then "game language" arrows until you get it. Having any feedback on the new translation just let us know! ๐
Weapons realism
Thanks to a couple of users, we've made some improvements and bug fixing on weapons realism: - you will be to able to see the armed bullet in chamber when moving the slide - the "realistic magazine release" options (off by default) will let you detach magazine from weapons as expected (eg. AK47 will require you to keep release mag button while grabbing the mag with the other hand) - charging handle will behave as expected for each weapon - weapons slides will move faster when firing - bullets should penetrate hats or glass mask ... and many others, check the full list below!
We're also fixing a lot of bugs, including a crash affecting map loading Check the full list below!
Enjoy!
New features & tweaks:
- localization: Russian localization for subtitles and menus - gameplay: player can grab zeds' head - weapons: new machete melee - gameplay: raising player stamina (x4 sprint time, x2 recover) - sounds: player footstep sound loudness is depending on his current speed - M9: slide is now moving faster for more realism - AK47: when emptied out, the AK47 charging handle won't lock back anymore for more realism - controls: when using realistic mag release option, player is now supposed to keep the release mag button pressed while removing the mag - graphics: adding a static shadow to all zeds - graphics: removing blood emission when dismembering hands - survival: level 40, 50, 60 Steam achievements
Fixed bugs:
- zeds: zeds should not collide with cars' doors on spawn - zeds: zeds should not damage players when stabbed - weapons: zeds' hats should not block bullets - weapons: cannot see the bullet in the chamber of M416, AK47, SVD - controls: crafting machine's touchscreen can't be used after setting grip area size under 100% in-game options - controls: hands' grab area is not accurate (especially when using small grip area size) - AK47: random sights calibration issues - M416: mag should fall when detached using realistic mag release option - graphics: skateboard object is still floating above the gripped hand - gameplay: radioactive zed shouldn't damage players once dead - survival: crafting machine is spawning some objects outside the lid - tablet: some text elements going off the margins
To get in touch with us, just drop a line on discussions forum or join our discord channel. As usual, feedback is always welcome!
May update!
Ciao survivors!
This release is focused on improving the overall game experience. Being totally focused on chapter 3, we're still working on players' feedback enhancing and fixing specific game aspects.
We'd like to share with you a couple of updates about chapter 3: - chapter 3 will take place in the city of Portmain, also known as Nowhere, - chapter 3 will be the last chapter and it will include 7 missions, deployed in 2 phases - we'll start releasing 4 missions (Nowhere, Jailhouse Dead, To Protect And To Kill and Black Friday) - Nowhere city design is almost complete, we're finalizing buildings' interiors - the first 4 missions are completed and we're testing them internally - localization tasks are going on as scheduled - Nowhere city will be playable in Survival mode too (in a subsequent release)
Chapter 3 release is close.... in the next weeks, we'll start revealing more details! Meanwhile don't forget to drop a review and share your thoughts with us!
Stay tuned!๐
Performance enhancements
Being a VR coop free-roaming game, performances are always under our microscope. In this release, we're deploying a couple of enhancements that should stabilize frame rate on systems with low-end GPU. Santa Carla and Prologue maps have been improved too in order to reduce overall GPU workload.
New options
Following community feedback, we're deploying 2 new options to customize players' experience.
Many users are unhappy with how big the "grab" boxes are while many others were previously unhappy not being able to reach objects on the floor. We decided to let you tweak the size of these regions, just enter "grip" options settings and change "grip area size".
Considering the size of our maps, we thought that adding manual redirected walking will be a nice addition for the user having at least a mid-size play area. Manual redirected walking is a way to change space orientation using hmd orientation, check out this video to learn more. To enable it in SURV1V3, just go to "movement" options and change "turn method" in "hmd redirection". This new setting is in beta, having any feedbacks just let us know! ๐
Zeds visuals
Do zeds have an active blood circulation? Uhm... maybe not, but seeing arterial blood splash when a limb is cut off is always sooo satisfying๐คฃ we added them to all limbs and we also texturized all bones to be more believable.
We're also fixing a lot of bugs, starting from a crash affecting Cosmos Elite users (thanks to JoshDominguez and Aethor for their patience!) Check the full list below!
Cya!
New features & tweaks: - core: GPU performance enhancement - core: level streaming optimizations - options: adding "hmd redirection" turn option (manual redirected walking) - options: grab area size can be changed in game options - tablet: mission objects won't be highlighted in the map when carried by the player (for the sake of clarity) - graphics: zeds bones textured with blood - graphics: arterial blood is emitted whenever a limb is dismembered - graphics: desktop window can be resized pressing M and resolution is stored in game settings
Fixed bugs: - core: fixing crash when playing with Cosmos Elite (workaround waiting for a fix from Valve & Epic) - core: fixing some rare crashes - graphics: fixing a bug causing desktop window to not go full screen - graphics: some buttons become black once pressed - shovel: fixing grip angle - melee: fixing "Last Dawn" and "The Pacemaker" grip inertia - gameplay: removing wrong message from Jeremy when spawning in Santa Carla - tablet map: mission objects won't be highlighted when carried by the player (for the sake of clarity) - prologue: fixing some flying barrels - santa carla: player is able to crouch through motel office's windows - trials: when finishing the Big Bird trial, the game load up Big Bird mission again but at "The Last Garden" map - zeds: killing a zed can rarely freeze it in the air
To get in touch with us, just drop a line on discussions forum or join our discord channel. As usual, feedback is always welcome!
I want to stab them!
Hi again survivors! we hope you guys are okay! Today we're releasing some important enhancements that should make using melee even more satisfying, we've also reworked Santa Carla city adding objects, weapons and ammo in the new house's furniture and enhancing overall performances. We also enhanced zeds visuals adding dynamic wounds and a new despawn logic! Last but not least we fixed a couple of nasty bugs causing crashes in multiplayer sessions (thanks for your patience!)
... and what about chapter 3? We're moving on quickly despite the new map is huge and full of explorable places... In a couple of days, we'll be starting missions localization and we'll post some new sneak peek really soon!
Stay tuned!๐
Melee enhancements
Melee are definitely one of the most reworked area of the game! A couple of releases ago we've added the ability to hold them with two hands, then we've added weight and inertia and now we're adding the ability to stab zombies! Stab their head and crack it like a melon or drag them until they die! We're also fine-tuning physics for a couple of weapons available in survival mode. Looking forward to your feedback! ๐
Zed visuals
Hitting a zed with a gun or a melee will finally generate a blood wound on their body! All zeds parts can be now used to challenge your ability to aim at a distance๐ Last but not least, you won't see any other zed despawning in front of you once dead: despawning logic has been reworked so they won't disappear until you'll be sick of raging on their body!
We're also fixing a crash affecting multiplayer sessions and a couple of other annoying bugs! Check the full list below!
Cya!
New features & tweaks: - melee: melee physics tweaks + melee penetration on zeds - graphics: dynamic blood wounds on zeds - graphics: new zeds despawn logic - controls: adding a new locomotion option to let players move in the direction pointed by the controller - santa carla: adding more objects in santa carla houses - santa carla: performance enhancements - core: level streaming enhancement, should reduce performance drops when moving around - core: Unreal Engine 4.24 porting - sounds: adding 30 secs delay in all looping emergency audio messages (in order to not bother too much)
Fixed bugs: - core: fixing random crashes in multiplayer sessions - core: the "main menu" is way non-performant - gameplay: zeds shouldn't respawn in story mode (except for specific situations) - options: missing Chloe image in the character selection menu - tablet: points of interest are not always updated on time - graphics: fixing some objects grip - versus mode: boss zeds don't drop reward objects when killed by an explosion - gameplay: sometimes is impossible to go out of the water with the teleport locomotion
To get in touch with us, just drop a line on discussions forum or join our discord channel. As usual, feedback is always welcome!
Hotfix
Just a small hotfix to address a couple of bugs:
- zeds: zeds arms shouldn't go through the doors - longbow: arrows seems to translate instantly when hitting some surfaces - shotgun: removing consumed mesh for shotgun shells boxes in order to not confuse players - saw: wrong grip position when detaching it from the backpack - tablet: session button should be enabled in prologue missions - minor bugs
New houses interiors and zombie physical animations
Ciao survivors! while developing chapter 3, this month we're releasing a number of graphic enhancements: explore the city of Santa Carla and enjoy new houses interiors, new roads textures, animated body bags and much more! ๐
We've also reworked zombie physics enabling zed arms, neck and head reaction to physical impulses and, therefore, improving melee interactions.
See you soon!๐
Santa Carla graphical enhancements
We're releasing a number of new graphical enhancements transforming the whole city: - new house interiors: we totally reworked house interiors adding new furniture, diversifying them, enabling interaction with drawers and doors - new texture for streets and house external walls, to add a more consistent post-apocalyptic effect - animated bodies bags, aren't they scary?
Hope you like it! Let us know!
Zombies physical animations
We're enabling physical animations for zeds arms and chest. The result is a more realistic interaction with objects and melee for all zeds. This enables a future release that will address melee physics.
We're also fixing a couple of bugs reported by you! Thanks again for reporting!
Cheers!
New features & tweaks: - santa carla: houses interiors redo - santa carla: streets graphics enhancements - santa carla: animated dead body bags - zombies: physical animations - zombies: turning up zeds' footsteps volume by 120% - zombies: reducing damage by 20% - controls: melee grip angle setting in the options menu - gameplay: the player can start tutorial from the first boot touch screen
Fixed bugs: - core: fixing a couple of rare crashes - weapons: fixing special M416 slow grab animation - gameplay: zeds shouldn't cause any damage when dead - 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!
Survival season 2 and chapter 3 sneak peek
Hi survivors! this month we're releasing survival mode season 2, unlocking 30 new xp levels with new weapons, magazines and helmets! ๐
We're actually focused on chapter 3 development! Many of you asked for an estimated time of arrival but, unfortunately, we can share it at this moment. That said, almost all missions buildings are completed and we're going to start very soon missions implementation while completing map design (streets, foliage, houses, etc...). Nowhere city will be twice as big than Santa Carla and we're taking our time to make it unique!
See you soon!๐
Survival season 2
SURV1V3 survival mode is unique! Free-roaming, full day & night cycle, hunger & thirst system, crafting, bosses to overcome, special drops, weapons and players skin, storage system.
... and now you can finally reach level 60, unlocking new skills, weapons, magazines and crazy hats & helmets! Have fun!
Major GPU performance improvements
We're deploying a couple of performance tweaks that will boost game GPU peformance. In our internal tests with a GeForce GTX 1080, we recorded a 15% performance gain. All users should benefit from this update!
Vive Cosmos support
Some users reported problems with the game default configuration for Cosmos hmds. Prologue map has been customized to take into account Cosmos controllers and all problems should be solved now!
Chapter 3 sneak peek
Nowhere will be not only huge, but it will also have a number of unique, fully explorable places! Just some images from the coming police station of Nowhere city!
We're also fixing a number of bugs reported by you! Check the full list below!
Cheers!
New features & tweaks: - survival: season 2 - controls: vive cosmos official support - core: CPU and GPU performance enhancements - graphics: animated dead body bags - melee: tweaking melee inertia - teleport: player shouldn't be stuck by small objects (e.g plank or cardboard) along roads
Fixed bugs: - graphics: pinky finger compenetrating when gripping (e.g. katana grip) - controls: helmets left behind by dead players can't be picked up - prologue: removing Gatling guns sitting inside the military camp (they should be no longer in service since a LONG time) - graphics: fixing player arms wrong rotations - core: fixing a couple of rare crashes
To get in touch with us, just drop a line on discussions forum or join our discord channel. As usual, feedback is always welcome!