I've released a small update which adds the Air Drop feature and Steam Achievements.
Air Drops
Added air drops. You can receive Air Drop Flares as rewards occasionally from The Wave or from Storm Warriors. After the flare is deployed, wait a moment and an emergency air drop will be called to that location.
Achievements
Steam Achievements have been added! Have fun exploring the world and completing these challenges.
[Quality of Life] All recruitment boards are now active instead of just one.
It was a common pain point that the recruitment boards were too hard to find.
Added information that explains how far away the board is from refreshing and a recruit from arriving.
[Bug] Fixed a bug where the survivor recruitment board could show negative values.
[Balance] Increased the duration of emergency flares [4 turns => 8 turns]
I appreciate your time and attention! I am very grateful for the support and feedback.
Thanks ːsteamthumbsupː Ryan
Update 23 - Fixes, Balance & New Support Abilities
Hi there
I've released a small update to address some feedback since the launch. I've receive a ton of feedback, with some people drawing attention to bugs and common pain points. Thanks for this support!
New Support Ability: Focus
Listen closely and try to locate any potential nearby threats. When a survivor does this, the approximate locations of threats will be revealed in a short radius.
This is useful for approaching areas with limited visibility.
Focus costs 1 ability token and is available in low tier workshops, so it is a very accessible ability.
The 'scavenger' preset survivor starts the game with this ability.
New Support Ability: Prepare
Ends the survivor's turn. One action point is spent preparing. After that, any remaining action points will be transferred to the next turn.
Useful for tactically distributing your actions - there are often situations where you can wait a turn but will require more action points the next turn.
Prepare costs 2 ability tokens and is available in medium tier workshops.
Remaining Patch Notes
[Balance] Study durations in the Library are now fixed at 12 turns [14 => 12]. They no longer increase for subsequent library sessions, whereas previously they got longer for each time the survivor studied.
[Bug] Fixed a bug which would prevent a save loading during the World Storm.
[Bug] Fixed a bug where the auto-repair shop would be inaccessible because the barricade could not be reached.
[Bug] Fixed a bug where the scavenging abilities in the ability tree showed information for communicator abilities.
[Balance] Abilities token costs reduced for most expensive abilities. This is to encourage more class hybridisation.
To mark the occasion, here is an update which adds exciting new features. Let's dive in.
The World Storm
An ominous storm approaches on the horizon.
The World Storm is a cyclical event where surreal weather engulfs the map.
Being exposed to the World Storm is dangerous. Survivors will need to use gas masks and take shelter indoors to avoid the effects of the storm.
Some zombies become enraged. This means they are aggressive throughout the day-night cycle, instead of aggressive only during the night like usual.
The World Storm will also create Storm Warriors. These zombies are only active during the storm and represent a new tier of difficult zombies.
The World Storm arrives in phases, with different intensities. At the higher intensities, the effects of the storm are more potent.
Upgradeable Facilities & Blueprints
Items in the workshop or the library must be unlocked. This can be done by upgrading the tier of the facility or through finding blueprints out in the world.
Blueprints are a new loot item that can unlock access to items regardless of the tier of the facility.
For workshops, this means weapon, ammo and utility item productions depend on the level of engineer and tier of the workshop.
For libraries, this means that the abilities that survivors can access are tied to the tier of library.
Active only during the World Storm, though few in number, they are a challenging foe.
These zombies have a chance to drop the highest tier blueprints - which may come in handy for surviving high intensities of the World Storm.
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Riot & Military Zombies
These are variants of regular zombies with added armour protection.
They are able to drop ammunition and medkits.
These zombies are wearing helmets, so headshots will go through the armour system like regular attacks.
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Shadow Zombies
This new variant stands out because they posses a key ability; Shadow Mode.
Shadow Mode alternates on and off every turn. While in Shadow Mode, the zombie cannot be attacked.
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Zombies can now drop loot.
Regular zombies have a low chance to drop standard loot.
Rarer zombies are able to drop ammunition and workshop blueprints.
This provides a new dynamic inlet for survivor loot. However, the main sources will still be from scavenging out in the world.
[Quality of Life] Zombies now have an icon on the HUD which makes it easy to remember if a zombie has been headshot. This applies for zombies which would otherwise reawaken as a crawler.
Reclamation & Renovation
The 'Last Stand' house in the Residential District has been integrated with the reclamation and renovation system. This means you can clear out the area and build facilities inside the house.
Base floodlights will now only activate once an area has been reclaimed.
New Survivor Abilities
There is a new 'Support' category within the library which has three abilities aimed at survivors helping other survivors.
Reduces the cooldowns of all nearby survivor abilities by one turn.
Useful for intense moments when you want to cycle through survivor abilities quickly.
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Leadership
Donate one action point to the nearest survivor.
Great for situations where you need to empower a specific survivor.
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Advanced Leadership
Give an action point to all nearby survivors.
This is the first special tier ability! Unlock it by finding the blueprint from high tier loot.
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[Balance] Reduced the action point cost of the 'Attack and Defend' ability [1 AP => 0 AP]
[Balance] Reduced the action point cost of the 'Sweeper' ability [2 AP => 1 AP]
Game Modes & Difficulty Levels
Survival mode now has three difficulties, Easy, Normal, and Hard.
The are many differences between the difficulties, but some key ones include:
The amount of zombies.
The length of the day-night cycle.
Generosity of starting conditions.
Potency of hazardous rifts
There are now two more supplementary game modes - Peaceful/Exploration and Lock & Load
Peaceful/Exploration
Take your time and explore the world at your own pace.
This is a game mode without zombies and with reduced amounts of hazards and rifts.
Lock & Load
Expect too many zombies to handle - fight to the last moment.
Hit the ground running with a full squad of geared survivors, ready for action.
Significantly increased zombie spawns.
This comes with two difficulty levels: hard and insane.
New Weapons
14 new weapons have been added to the game.
There is now a special tier of weapons. These weapons must have their blueprints discovered from high-level loot locations.
Remaining Patch Notes
[Balance] Made the sweet spot band for all sniper rifles more generous.
[Balance] Buffed shotguns when targeting multiple enemies. More damage is now dealt overall, though damage is still divided amongst targets.
[Balance] Numerous weapon balances to make sure all weapons have a role.
[Balance] Zombie spawns now change over the course of the game
Earlier on, only simpler zombie variants will spawn. As the game progresses, the more difficult zombies will begin to appear.
This smooths out the difficulty curve, making early-game easier and the late game harder.
[Balance] Starting a survival game will only give survivors tier 1 utility equipment.
[Balance] Reduced the spawn frequency and total amount of mobile putrid rifts.
[Balance] The Overdrive event now occurs ever 6 days instead of every 7.
[Balance] Increased the amount of loot spawning across the map to meet greater scrap costs with new features.
[Tutorial] Added these helpful tutorial screens:
[Balance] The World Reset may offer ammo that is above the current engineering tier of your best workshop.
[Quality of Life] Reduced the spawn frequency and total amount of mobile putrid rifts.
[Quality of Life] Headshot mode is now disabled after every attack.
[Quality of Life] Reduced the volume of the Tesla Rift.
[Quality of Life] Scatter weapons such as shotguns can now attack tiles in between zombies, whereas previously tiles had to be within the scatter in order to perform a valid attack.
[Quality of Life] Made the survivor selection visuals and grenade/mine previews much more visible.
[Quality of Life] Made the putrid zombies more obvious based on their colour and putrid glow.
[Quality of Life] When reclaiming an area, the task to clear the zombies from the area will only be visible if you are inside that area.
[Quality of Life] Disabled the ability icons in the survivor hover menu. These were added, but are too often in the way of clicking on survivors themselves.
[Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
[Bug] Fixed a soft-lock that could occur when an aggressive zombie became passive at the same time as having moved to be next to a survivor, not allowing the zombie turn to complete.
[Bug] Increase the stability when loading saves. There were a set of issues that could arise if your computer was too fast, spamming door sounds and showing object pop in.
[Bug] Fixed a bug where leftover inferno rifts would disappear after reloading a save where the inferno beam was already destroyed.
[Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
[Bug] Fixed an edge case where there was an issue when a wide scatter could potentially hit multiple inferno beacons in one attack.[Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
[Bug] Fixed a bug where rebuilding a facility in a reclaimed area would incorrectly require the area to be explored again.
[Bug] Fixed a bug where the overview menu button pointing to the archives was not linked.
[Bug] Fixed a bug where a passive zombie could move through a closed door in some cases.
[Bug] Fixed a bug where you could circumvent the container salvage process through the inventory hotkey in some cases.
[Bug] Fixed a bug where you could not load a game with a save number of 1.
[Bug] Restored the physics explosion to the frag and spike utility payload.
[Bug] Fixed a bug where a task producing the AKS74u would incorrectly create an AK47.
[Bug] Fixed a visual bug where the velocity ejected shells from guns would not respect the direction the survivor was facing.
[Bug] The reload button was visually interactable in the case where you don't have enough ammo reserves to reload when it should not have been.
[Bug] Fixed an audio bug where not all sound effects would not play for the molotov payload.
[Bug] Tidied up visual artefacts with bright objects in the Outskirts district.
[Bug] Fixed a visual map bug where the canal gas in the Putrid Den did not fully touch the northern canal edge.
[Bug] Fixed a bug where the trackable corner would not update until closing the workshop menu during the tutorial.
[Bug] Fixed a bug where the zombie putrid heal ability was not applying as expected.
[Bug] Fixed a visual bug where certain zombie variants were not displaying their correct disappearing animation after death.
[Bug] Fixed a bug where a zombie could spawn in a few isolated tiles hovering over the void rift.
[Bug] Fixed a bug where the survivor recruitment board would say fewer than zero turns remaining before refresh
[Bug] Fixed a bug where the survivor recruitment board may have had issues after loading from a save.
[Bug] Fixed a UI bug where there were duplicates of the ability icons for potential survivor recruits.
I appreciate your time and attention! I am very grateful for the support and feedback through this time in Early Access. It means a lot to me.
Thanks, ːsteamthumbsupː Ryan
Undeadly 1 Week Until Full Launch
Undeadly is one week away from launching out of Early Access and into Full Release!
Here is a quick preview of the World Storm, a major event that occurs in cycles throughout the game. Also featured is a new tier of weaponry, which can only be accessed by finding high level blueprints.
The electric hazard lasts two turns and deals 15 base damage per turn.
Unlike the fire, gas and bleed hazards, there is no way for a survivor to mitigate the electric hazard.
Zombies with armour will take an extra 20% penetration damage when hit with electricity.
This reinforces the gameplay role of electric damage; it is extra effective against armoured zombies.
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[Game] New Mobile Rift: Tesla Rift
This new rift acts in a similar way to the mobile Putrid and Inferno Rifts.
The Tesla Rift is comparatively larger than the other mobile rifts and moves faster.
This is balanced by the electric hazard being shorter lived, so the 'tail' of hazards left behind is shorter for a Tesla Rift.
These rifts starting appearing close to day 6.
[Game] New Zombie: Electric Zombie
Electric zombies emit a trail of electric hazards, much like putrid zombies and inferno zombies.
When an electric zombie takes damage or is attacking a survivor, this will trigger a 'Shock Arc'. A shock arc damages a nearby zombie or survivor and then jumps to them. Shock damage is dealt with each subsequent jump, halving until the damage stops. Use this to your advantage to damage clusters of zombies, but beware, melee is not appropriate for fighting electric zombies!
You can now add a shock explosion payload to mines and grenades.
This has a narrower blast radius than a molotov but a greater hazard coverage inside that area of effect.
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You can add an electric payload to bear trap blades.
This give a high chance to shock a zombie in addition to the bleed and pinned hazards given by the bear trap.
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[Equipment] New Ammo Augment: Electric
Electric ammo has a high chance to shock a zombie. Watch out!
Overview Menu Rework & Extension
The overview menu has been expanded and new sub-menus have been added. A new dot selector now sits at the top of the menu to help navigation.
Added the Library Tab - This offers a simple area to move the camera to the nearest library or open the library menu.
Added the Armoury Tab - Similarly, this is a simple menu to move the camera or open the base container.
Added the Stats Menu - A few gameplay statistics are shown here. These are broken down per survivor or globally.
Added the Archives Menu - This holds all of the tutorial prompts shown throughout the game.
Remaining Patch Notes
[Quality of Life] Survivor automation will only cancel if there is a zombie that is too close to a survivor and it's in their line of sight. For example, automation would previously cancel with a passive zombie on the other side of a wall, which is not a sufficient threat to cancel automation.
[Balance] Zombies on fire will take 20% extra armour damage. This helps make the role of fire damage more consistent; it is extra effective at shredding armour.
[Bug] Fixed a nasty bug that could occur when starting a new game after an update.
[Bug] Fixed a bug where mobile hazard rifts would not refresh their visibility until the rift turn.
[Bug] Fixed a bug where the 'build a facility' quest goal would not load correctly.
[Bug] Fixed a bug where hover menus would not operate correctly if you finished the tutorial in an edge case.
[Bug] The Mosin was not displaying any attributes in the inventory when it should have been.
[Bug] Stopped blood decals occasionally spawning high in the air.
[Bug] Fixed a bug where loading a game through the load menu would instead start a new game in an edge case.
[Bug] Fixed a visual map issue where the road was overlapping on the western edge of the outskirts district.
[Bug] Fixed a visual bug where carried mines would not have the white-coloured highlight when viewed through a wall.
[Bug] Fixed an audio bug where some of the mine activation sounds would not trigger.
I appreciate your time and attention! For reading this far, here is a quick sneak peek - stay tuned for news about Undeadly launching into 1.0 soon!
Thanks, ːsteamthumbsupː Ryan
Steam Cloud Support
Hi there!
Steam Cloud has been enabled for Undeadly. This means your save games will be synced by Steam, allowing you to easily switch between devices and keep your progress.
Thanks, ːsteamthumbsupː Ryan
No Place Like Home (Part 2)
Hi there!
We are continuing to celebrate the 1 year mark of Early Access for Undeadly.
Here is Part 2 of the new major update 'No Place Like Home'.
Part 2 focuses on polishing the map and survivor automation.
[Map] The workshop doors in the autorepair building are now interactable.
[Map] Added doors to the remaining houses in the residential district.
[Map] Added a new spawn location for the survivor recruitment board at the supermarket.
[Quality of Life] Automated Workshop & Medical Bay
Engineers completing tasks and doctors healing patients will now be automated, much like looting and removing barricades.
Part of the automation quality of life improvements.
[Balance] Reduced the scrap cost of building a medical bay [150 => 120]
[Balance] Increased the scrap cost of building an armoury [0 => 40]
[Quality of Life] The starting location for your survivor group now has a wider exclusion zone to prevent zombies spawning too close in a new game.
[Quality of Life] The time taken to build facilities is now displayed as a fraction of days (when the duration is one or more days in length).
[Quality of Life] The facility hover menu is disabled while a replacement construction is taking place to prevent confusion.
[Quality of Life] Using the mitigate hazard ability now closes the ability bar if you are using the key navigation mode.
[Map] Improved the collision and object positions around the last stand house.
[Bug] Fixed a soft-lock that could occur when a survivor dies from their own molotov flame.
[Bug] Fixed line-of-sight leaks in variant B of the burnt house and the fence near the last stand house.
[Bug] Fixed the fence near construction site which had collision issues and line-of-sight leaks.
[Bug] Fixed a clearable barricade that could be walked through by one tile in the burnt house.
[Bug] Fixed a regression from update 19 where some clutter objects were made invisible to the camera.
Thank you for reading this! Your support over the Early Access campaign so far has been really appreciated.
Thanks, ːsteamthumbsupː Ryan
No Place Like Home (Part 1)
Hi there!
Today Marks 1 year of Early Access for Undeadly. Thank you all for your support over this period!
I'm excited to release Part 1 of the new major update 'No Place Like Home'.
Now you can pick from some options for where to set up your base and its facilities.
Let's dive in!
[Game] Reclamation
Some areas of the map can be reclaimed and turned into a base.
[Game] Renovation
Once reclaimed, facilities can be built in that area.
In Part 1 of this update, only a select few buildings are able to be reclaimed. Part 2 will see more buildings become reclaimable.
Further Patch Notes
[Bug] The correct animation is used for interacting with the dropped loot container.
[Bug] Fixed a bug where a survivor's gas mask breathing sound could continue after the survivor died.
Part 1 of the update will release later today. I look forward to expanding 'No Place Like Home' with Part 2. Please be sure to drop any feedback in the Discord server or the in game feedback tool.
Thank you for reading this! Your support over the Early Access campaign so far has been immensely helpful.
Thanks, ːsteamthumbsupː Ryan
Patch 17th March 2024
Hi there
I've released a patch to fix some bugs in the tutorial and improve custom game mode support.
[Quality of Life] Refreshed some basic values like survivor health and action points after saving custom game mode changes during an active game. Note that new games are still required for the full effect of game customisation.
[Bug] Fixed a crash that could occur when navigating the buttons in the survivor screen when in the tutorial.
[Bug] Fixed a bug where the zombies would reveal too early inside the tutorial in some cases.
[Bug] The survivor hover UI now resets when exiting a menu.
[Bug] Disabled access to the tutorial when using a custom game mode.
[Bug] Fixed a navigation bug in the workshop menu which could occur when there were no tasks in progress.
[Bug] Fixed some config values not refreshing in the custom game menu when they should have
[Bug] Fixed a display issue on the HUD when large using custom survivor health values.
[Bug] Fixed a bug where the day-night cycle would not calculate correctly for certain custom values.
[Bug] Fixed a bug where a survivor could continue using their equipped weapon without the required abilities after retraining in the library.