Hey, train drivers! This is an important update that fixes an old critical bug causing the entire train to collapse into the locomotive, after which players were unable to enter the train. If you encountered this bug and put the game aside due to being unable to enter the locomotive, you can now load this save and continue playing.
CHANGELOG
Improvements
A text indicator for the recently implemented gas station in the latest location has been added.
Bug Fixes
Fixed the bug causing the entire train to collapse into the locomotive.
Update 17.6 Alpha
CHANGELOG
Improvements
Disabled collisions for helmets and shields of dead zombies, as players were getting stuck in these elements during critical moments of the game.
Bug Fixes
Fixed a bug where robots and zombies couldn't pass certain areas in the tunnel under the church in the new location.
Fixed the ability to jump in water.
Fixed the ability to combine sprint and jump, which resulted in a high jump.
Fixed the ability to double jump.
Fixed a bug where the limbs of some dead zombies disappeared in front of the player.
Update 17.5 Alpha
Hey, train drivers! Well, I finally decided to implement jumping in the game, but let me clarify right away, the jump is currently quite small and can be used as a tool for players to escape silly traps that occasionally occurred for some players. I assume that this feature might be used to hide from zombies in inaccessible places, but I expect there are very few such places. I also do not rule out that in the future, jumping will become a full-fledged game mechanic.
Since players have had the ability to build cars and place light sources, there has been a problem with severe frame drops if many light sources are on in the train and the player is in or near the train. Therefore, it was decided to develop a light source optimization system for the train. Optimization works by disabling shadows at a close enough distance from the player, which is practically unnoticeable due to a smooth effect. Depending on the number of light sources in the train, the efficiency of optimization in my tests ranged from 20 to 70%.
While watching players’ playthroughs of the new location on streams and from messages from some players, a problem with fuel depletion for the flamethrower was identified. This was due to the fact that refueling stations disappeared after the location with the train station. Therefore, it was decided to place a refueling station in the new location, on the road between the residential area and the supermarket.
The game has a special save "Location Start", created so that the game saves when entering a new location, allowing players to revert to this save in case of encountering a critical bug instead of starting the game from the beginning. It was found that this save could be overwritten not only when entering a new location, and this has been fixed.
This is likely the last update for version 17 of the game, after which I will begin actively working on update 18, dedicated to redesigning the locomotive and improving it by increasing armor.
CHANGELOG
Improvements
Added a small jump.
Implemented light source optimization for the train.
Saves are now sorted by date, making it easier to find the latest save.
A refueling station has been added to the new location on the road between the city and the shopping center.
The robot turret no longer fires prematurely when turning towards a zombie, which often resulted in misses.
Localization updated for the warning about having a modifier in an item if we want to use it in construction.
Added 1 new melody for the train theme.
Sleepiness onset slowed by 15%.
Bug Fixes
Fixed the ability to enter the cabinet texture for the Caboose.
Fixed a common bug where the environment was incorrectly displayed in boarded-up windows.
Fixed a bug where the special save "Location Start" was overwritten not only when the player first entered a new location.
Update 17.4 Alpha
Hey, train drivers! Overall, this is a regular small update with bug fixes and improvements. Notably, a bug was fixed where there was no difference in lighting between a scrap flashlight and a regular flashlight. Now, each subsequent flashlight found will be brighter and have a wider beam angle than the previous one, whether the flashlight is mounted on a helmet or held in the player's hand.
CHANGELOG
Improvements
Korean and Ukrainian localization is 100% complete.
Added several missing lines for Simplified Chinese localization.
Increased the number of zombies that can be skipped to complete zombie-killing quests. For Mark from 5 to 10. For Stanislav from 3 to 6.
Increased the chance to find brass scrap by 60%.
A sawmill has been placed in the swamp workshop.
The condition for dealing increased damage in stealth mode with a dagger is now that the zombie must not see or hear you at the moment of the strike. Being in a crouched position at the moment of the strike is no longer necessary.
Reduced the volume of the following effects: bullet impact sounds for all surfaces, regular shotgun firing sounds, robot walking sounds, robot crossbow reloading sounds.
Improved the description of the turret combined with a lamp and medical block.
Bug Fixes
Fixed a bug where there was no difference between a scrap flashlight and a regular flashlight.
Fixed a bug where the flashlight continued to shine if the player removed it from the helmet slot.
Minimized the chance of a bug where, after killing with a melee weapon, the zombie would fly high or jerk violently.
Fixed a bug where the depletion of ammunition placed in the quick slot would cause the icon to freeze at zero without the ability to delete it.
The kitchen refrigerator handle no longer stays in place when the door is opened.
Fixed the unexpected appearance of a dead firefighter zombie in front of the player in one of the houses in the new location.
Update 17.3 Alpha
Hey, train conductors! Unfortunately, some players are still encountering a bug that breaks autosaves, and I have yet to figure out the cause. The bug also had an unpleasant consequence: after the autosave broke, all subsequent saves stopped appearing. Since autosaves are usually at the top of the list, all saves visually disappeared, making players think they were erased. This has been fixed; now saves will display even when an autosave is broken. You can identify such a save by the missing date and version. I also ask you to send me screenshots of the autosave failure if you encounter this, as it will speed up the resolution of this issue.
CHANGELOG
Improvements
Increased sniper bullet damage by 33%, from 60 to 90. When hitting the head, the damage will be 180.
Fixed Errors
Fixed the blocking of save display if one save in the folder is recorded with an error.
Fixed incorrect descriptions for all languages for train car wall spikes without a doorway.
Update 17.2 Alpha
CHANGELOG
Improvements
Boxes have been placed under the breakable staircase in the swamp location to minimize player damage from falling.
Improved the positioning of shotguns and the Winchester in the character's hands while running.
Fixed Errors
Fixed a bug where only a few zombies needed to be killed in quests involving zombie killing.
Fixed a bug where the geometry of objects was not correctly hidden in the windows of some houses (known cases).
Fixed an error in the key settings for the English localization where it was "Level Up" instead of "Lever Up."
Update 17.1 Alpha
Hey, train conductors! Over the past few days, there have been several reports of a serious bug breaking saves, including autosaves. Since this is a critical issue, I've decided to release an urgent update. The problem was that at a certain point, the game would start saving with an error, and if the player didn't stop the game, all autosaves would be overwritten and possibly corrupt the rest. This has been fixed; now, when the system detects a save error, the game stops overwriting autosaves and displays a large notification window about the issue:
Example of notification window.
If a player receives such a notification, they should stop, take a screenshot of the notification, and send it to me (the developer) by any available means. After that, they should go to the menu without saving the game (as saves are likely no longer being created). Check the last working autosave and also send this autosave to me (the developer). Given that autosaves are created at short intervals, this will help me identify the cause of the failure, and the player will hardly lose any game progress. Also, if you have any guesses about what might have happened during this short period and what could have led to the failure, describe your assumption to me along with the attached files.
CHANGELOG
Improvements
100% Slovak localization.
Implemented restrictions for missions involving killing zombies in a specific area. For Mark's mission, killing 120 out of 125 zombies is enough to complete the mission. For Stanislav's mission, 55 out of 58.
Fixed the descent from fallen shelves in the far part of the Supermarket in the new location.
Removed grass from the floor of the last house with armor in the swamp location.
Removed grass from the first container to the right of the barrack in the starting location.
Fixed several levitating zombie corpses.
Fixed Errors
Fixed an error where, if a crash occurred, the game would start saving with an error, replacing all autosaves with broken files. Now autosaves will not be replaced, and a message about the save game error will appear. In this case, the player should stop, take a screenshot of the message, and send it to the developer by any means. Then check the operation of the last autosave and send this save to the developer to identify the causes of the save game error.
Update 17.0 Alpha
Hey, train engineers! I’m happy to present Update 17, dedicated to new locations and the implementation of NPCs into the game. This has been the longest and most technically complex update in the game’s history. I had no plans to drag out development this long, but it was necessary to implement a large amount of new content and complex features simultaneously, as the integrity of the story would have fallen apart if these features were added gradually or separately.
But let’s go step by step. The main addition of this update is 2 new locations with a new prairie biome. The first location is a transitional zone from the swamp biome and currently contains no points of interest for the player. Such locations will now appear regularly, as they allow players to enjoy the journey and scenery from the window. In the future, players will also be able to hunt animals (which will be abundant), collect herbs for brewing drinks, and even fish — if I manage to implement that feature.
The second location already includes a survivor base and other interesting places that we will visit as part of the story, receiving tasks from NPCs. According to the lore, the base survived due to serious fortifications, but the residents suffered heavy losses and need your help. For now, we can interact with key NPCs to receive quests or general information aimed at explaining the events after the major zombie attack and partially before it. In the future, I will try to make the remaining base residents interactive to improve immersion. I’ve also tried to create a sense of life on the base: NPCs follow schedules, go to their workplaces, and return to their apartments at night. Non-quest NPCs engage in specific activities, from guarding the perimeter and repairing equipment to caring for the wounded in the local hospital.
With the introduction of NPC-given quests, a quest log has been added, where descriptions of current quests appear alongside small map images and other elements designed to simplify the completion of each task.
Given all the above, completing quests would be extremely challenging without a detailed map showing key points. The map has long been a popular request, but now it has become a necessity. By default, the player and locomotive are not displayed on the map, but you can enable this option in the difficulty settings.
As tradition dictates, the new location includes new types of firearms and melee weapons, firearm upgrades, new outfits, a collectible figurine, and soundtrack vinyls.
Starting with this update, I plan to maintain 100% localization for most of the most popular languages. As before, if your language is not supported, you can assist with localization using a dedicated tool — I’ll greatly appreciate your help, as localization is a crucial part of the game.
CHANGELOG
Improvements
Added 2 new locations.
In one of the new locations, at the survivor base, NPCs have been implemented with whom the player can interact and receive quests. Completing these quests will reveal the story and allow the player to progress further in the plot.
Battle scenes between humans and zombies have been set up in all old locations.
Hunger, thirst, and sleep indicators are now displayed above the quick slots.
Added a map with the option to enable player and train display in the difficulty menu. By default, it is activated with the M key.
Each map now displays its name.
Added a quest log. By default, it is activated with the J key.
100% localization for the following languages: German, Dutch, French, Spanish, Polish, Czech, Russian, Japanese, Simplified Chinese, Turkish.
The state of open or closed doors is saved when loading the game.
Broken doors do not restore after loading a save.
New models of railway track dead ends have been implemented.
Farm tractors have been added to farms in the swamps.
Added 3 new music themes: 2 daytime themes and 1 theme for the train.
Colliders have been implemented under cars in the supermarket parking lot with a Boss to reduce the chance of the lever getting stuck under cars.
Reduced the volume of opening wooden crates.
Reduced the volume of the smelting furnace sound.
Reduced the number and volume of crow cries.
Increased the initial fuel in the locomotive's tank from 326 to 396. This should reduce instances of running out of fuel before reaching a refueling station.
Several bottles of water have been added to the kitchen of the first location to ease survival in the early stages of the game.
More sand piles have been placed in the first location for resource gathering.
The resource of each sand pile has been increased by 100%.
Beaches with sand piles have been added for the airplane location, and beaches have also been implemented for new locations.
Added several text triggers in the first location intended to further reveal the story and the player's future tasks, as well as a mini stealth tutorial.
Character dialogue voiceovers have been removed and replaced with sound effects.
Key models have been improved.
Changes
All workbenches are now automatic.
Renamed text slots on storage from E to Q.
Changing the run key from Shift does not remove item splitting in the inventory from this key.
Bug Fixes
Fixed melee weapon aiming after switching from firearms.
Fixed a bug where text colliders overlapping part of the wagon prevented workbenches from being placed.
Removed grass from some houses in the swamp location.
Plans for Future Updates
I rushed the release a bit to catch an important themed sale, so most of the bug fixes accumulated from the previous version and other improvements will be implemented in small updates dedicated to version 17. I also plan to devote significant time to optimizing the game, as many objects without LOD were identified. A major effort to implement LOD in all game objects will begin for the 17 update but may extend into the 18 update. The 18 update will focus on redesigning the locomotive and implementing a system for installing armor and other upgrades for the locomotive. This update is planned to be small and should be completed in a month or slightly more.
Open testing of game version 17
Hey, train engineers! This is the final test update—I’m starting preparations for the official release. Estimated release time: 2-3 days.
CHANGELOG
Fixed a bug where door states were not saved in the first locations.
Fixed melee weapon aiming after switching from firearms.
Visiting the church before accepting the quest no longer requires revisiting it after obtaining the quest.
The map no longer shifts beyond its boundaries.
Added smooth map zoom.
Removed character dialogue voice-over; replaced with sound effects.
Terrain now extends when approaching the edge of new locations.
Open testing of game version 17
CHANGELOG
Fixed a bug preventing players from reversing out of the new location back to the previous one.
Implemented 100% localization for German, Dutch, Spanish, and Simplified Chinese.
Added more sand piles for resource gathering in the first location.
Resources per sand pile increased by 100%.
Added beaches with sand piles to the airplane location and more sand piles in new locations.
Reworked NPC death animations.
Added text triggers to the first location to expand the plot, clarify player objectives, and introduce a mini stealth tutorial.