Hey, train drivers! I'm happy to announce the start of the open testing phase for version 17 of the game. Thanks to the closed testing, all critical bugs have been fixed, and the game is almost ready for release. However, I’d still like to conduct a large-scale open test to try and uncover any issues that might not have appeared during the closed testing.
I strongly recommend backing up your current saves before starting the testing.
The password to access the testing branch: RQNElNUMmCP0Bm
Right-click on the game title.
Click "Properties".
Select the "Betas" tab.
Enter the access code for the test.
From the drop-down menu, choose the test version.
CHANGELOG
Improvements
Added 2 new locations
In one of the new locations at the survivors' base, NPCs have been implemented—players can interact with them, receive quests, and uncover the story, allowing them to progress further in the plot
Designed battle scenes between humans and zombies in all old locations
Hunger, thirst, and sleep indicators have been placed above the quick slots
Added a map with the option to display the player and train in the difficulty menu (default key: M)
Map names are now displayed on each map
Added a quest log (default key: J)
Door states (open/closed) are now saved when loading the game
Broken doors no longer reset after loading a save
Implemented new models for dead-end railway tracks
Added farm tractors to the swamp farms
Added 4 new music tracks: 2 daytime themes and 2 train themes
Added colliders under cars in the supermarket boss parking lot to reduce the chance of the lever getting stuck under vehicles
Reduced the volume of wooden crate openings
Reduced the volume of the smelting furnace sound
Decreased the number and volume of crow caws
Increased the initial fuel in the locomotive’s tank from 326 to 396 to reduce fuel depletion before players reach a refueling point
Removed grass from the floors in some houses in the urban location
Added several water bottles to the kitchen in the first location to ease survival in the early game
Changes
All workbenches are now automatic
Renamed text prompts on storage containers from E to Q
Changing the sprint key from Shift no longer affects item splitting in the inventory
Fixed Bugs
Removed grass from some houses in the swamp location
Day of Toilet Zombie Heads.
Hey, drivers! In the Halloween event, I wrote that I would try to periodically spoil players with new events. The last big update is a good reason to pamper you again, so I'm announcing a one-day but very important event, the day of toilet zombie heads. Destroy 30 toilet zombie heads and receive an incredible, useful and rare item that can be crafted in one of the workbenches.
The event will start at 12 am in your time zone.
Version 17 update news
Hey, machinists! Work on the update is nearing completion and I decided to share the work done. The last news was dedicated to the characters, and this news will affect the environment.
This time, all events will take place in the steppe zone. I studied the existing cities in this zone to try to recreate the atmosphere as close to the real one as possible.
I also decided to create completely new buildings for this zone, from public buildings to private residential buildings. I have long been dissatisfied with the overly simplified buildings in the game and decided to start changing the approach to their creation. In the future, at least, residential buildings will be finalized to varying degrees in all old locations.
A trifle, but it has long been suggested to create a letter base for creating signs for the name of a building, for example, to indicate a police station or other buildings. Finally, this was implemented in the upcoming update.
BEWARE OF SPOILERS! Below will be presented multiple screenshots of the future location. If you want to keep the look of the survivor base and its surroundings a secret, you should stop here.
Christmas decor elements
Hey, drivers! Happy Christmas to all and good luck next year! During these Christmas days, until the end of the sale, themed decorations and decor items will be available to create a festive mood on your train.
Update 16.5 Alpha
CHANGELOG
Improvements
Reduced the brightness of the environment for tunnels and basements by 50%.
Implemented support for monitors with an aspect ratio of 4:3.
The Y-axis invert setting has been replaced with a checkbox.
100% Japanese localization.
100% German localization.
100% Spanish localization.
100% Polish localization.
100% Ukrainian localization.
Bug fixes
Localization of slider values is applied immediately.
Fixed the blocking of the robot when entering the supermarket gate in the city location.
Halloween event
Hey, drivers! I invite you to take part in a small Halloween event.
Smash Halloween pumpkins to reveal themed decorations for your train. You will also find some content and memes dedicated to Halloween.
Redesign of the Locomotive and release of the soundtrack.
Hey, drivers! A few months ago, a player Arling wrote to me with a proposal to model a new improved train and create modifications for it. In the process of discussing the redesign of the train and its improvements, I realized that Arling has an incredible imagination for unusual technical solutions for various equipment. Some technical changes were made to the old locomotive, the interior was completely redesigned, as well as improvements and full armoring of the hull. You can see the result of our work below.
We plan to extend our cooperation. In the plans, at least a redesign of the car platform and all game workbenches, and then we'll see. The probable time of implementation of this locomotive is the 18th version of the game.
I am also glad to announce that today the soundtrack for the game was released. If you liked the music from the recent update and want to support the development, this is a good way to do it.
Hey, drivers! The work on the main part of the music for the game has unexpectedly finished. Considering the importance of the work done, it was decided to release an additional separate update dedicated to music. Musical themes were developed for various game situations. An individual musical theme sounds day and night, on a train or in a tunnel, when fighting a boss or ordinary zombies. Each melody was carefully developed with the composer, taking into account its purpose. At the moment, the game has 16 unique compositions, but gradually 5-7 new musical compositions will be added for those game situations in which the player spends more time than usual, in order to diversify the musical range. Also, for individual adjustment of the atmosphere, the player has access to the pause setting between playing musical themes.
There were also suggestions to implement aiming with firearms by holding down the right mouse button and activating the run by pressing the run button once, without having to hold it down all the time. Now these settings are optional. The settings are temporarily located in the mouse menu, but will eventually be moved to the theme menu.
Lighting in buildings, shadows and basements has been improved. Previously, objects in the shadows did not reflect light and appeared flat, this has now been fixed. Also, in complete darkness, the player will no longer be completely blind, instead, the player will barely be able to distinguish objects and walls around him within a couple of meters.
Example of vision in complete darkness.
Examples indoors.
When developing the base for version 17, I realized that the game uses home kitchen furniture to decorate restaurants and canteens. This may seem insignificant, but I decided to fix it anyway.
You may notice that the music update is quite heavy. The update was unexpected and unplanned during the development of update 17 and the game already has most of the content for version 17 of the game.
Composer Viktor Khomyak is working on the music for the project. You can see his other works at the link below. Victorkhomiak
CHANGE LOG
Improvements
Music for different game situations has been implemented.
Music and sounds are muted when switching to the pause menu.
You can optionally activate aiming from firearms only while the button is held down.
You can optionally enable running with one key press.
Most plant textures have been optimized.
The status of the locomotive's rear searchlight is saved when loading.
When loading the game, the effect of effects such as healing, regeneration, poisoning is saved.
When loading the game, the headlamp status is saved.
When consuming items, the movement of items in the inventory is temporarily blocked, which helps to avoid a number of bugs.
The designation of mouse buttons in the control settings menu has been fixed.
The chance of rainy weather has been reduced by 50%. The duration of weather has been reduced by 30%.
Kitchen furniture in restaurants has been replaced with professional ones.
Bug fixes
Fixed the ability to install an item in a slot for firearm upgrades.
Fixed a bug where the ability to interact with the environment disappeared if the player exited the workbench with a blinking cursor for selecting the number of items to produce.
Fixed a bug where the tank was not filled with rainwater if the priority tank was in the form of a planned building.
Fixed a bug in the city location where the asphalt disappeared underfoot on some sections of the road.
Fixed a bug where the glass in a large window broke without sound.
Fixed a bug where the glass did not break from a grenade explosion.
Fixed walls without collisions in farmhouses.
Development news for version 17.
Hey, drivers! I promised that I would find time for development news and I have something to share with you.
At the moment, all the key characters have been written and preliminary models have been developed. This is not the final version, the images will be modified or even partially redone. I won’t reveal the roles of the characters on the base in order to leave some intrigue, I’ll just post it as a continuous list without description.
As a bonus, I’m posting screenshots of new locations. A new biome will appear in the game, it will be the northern prairies.
Update 16.3 alpha
CHANGE LOG
Improvements
Updated shots of all firearms on robot turrets.
If the shotgun was unloaded, then after reloading the character will fire a cartridge into the barrel.
Added Spanish localization.
Updated German localization.
Updated Polish localization.
The crosshair is displayed when the character is holding a knife or interacting with the beds.
The material of the zombie fireman's helmet has been replaced with polymer.
Added aiming settings for firearms.
Zombies follow the sound of grenades and barrels exploding.
The description of the sleeping bag indicates the installation method.
Base robot speed increased by 25%.
In the swamp location, the compensator for the rifle has been replaced with a compensator for the AKM, since this is now a more relevant improvement.
Increased the trigger range for the city boss, which will allow the robot to enter the boss area before the gate closes under certain conditions.
Two empty canisters are placed in the base building in case the canisters are not generated in cars and the player does not have the opportunity to drain the fuel at a gas station.
Corrected mistakes
Fixed a possible cause of a bug where zombies were crawling towards the player with a sleep animation.
The character no longer uses first aid kits or provisions in active slots when using fists.
Fixed a bug in which the animation of chambering a cartridge after firing a shotgun was not played every other time if the player quickly clicked the shot key.
Fixed a bug in which the trigger on a revolver would break if you quickly press the shot button immediately after firing.
The collision for the railing of the high entrance staircase of a multi-story building has been returned.
Fixed an unexpected ability to enter the workshop in the swamps through the gate.