Zone 22 cover
Zone 22 screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Zone 22

The Truth

Hello everyone.

Guessing that a lot of you are pissed at me and I understand that, you have every right to be.

The truth about the development of this game and what happened is as follows.

I worked on this game for 2 years, alone, and I hit the brick wall 2-3 weeks after release. No matter how much I tried to work on the game I just couldn't. Developing something for that long and then have it all shatter is not that easy to face mentally or emotionally. Also, shove in some health problems, depression and you have a recipe for disaster.

I tried to make something in an engine which at the time could not handle the scale of everything, poor design decisions made me realize that fixing the game would probably take the same amount of time it took to make it. Updating the game to a newer version of Unity 4 broke the project, and I had my backups but they would only work on Unity 3.

So I basically just ran, like a coward. I didn't want anything to do with the project or look at it as it made me ill, ashamed and disapointed.

Is there a future for Zone 22? Don't know, I'm going to be honest here. I have no clue if I'm going to pick up the project again. I still have all the assets, better equipment and Unity 5. And this new version of Unity sure as hell can handle what the original vision of Zone 22 was.

So that's it. Perhaps someday your stomachs might jolt when an update for Zone 22v2 gets pushed out. I sure hope that will happen.

//Carl

Zone 22 - Update

Hello everyone! Working hard on a big update, the reason I haven't updated the game so often recently is because I'm redesigning, well everything. So animations are getting redone, UI elements, gameplay aspects, Quests, inventory, map size etc. The game right now is too slow which ultimately makes everything boring. I wanna make the gameplay aspect fast, fun and rewarding. Stay tuned people!

Patch Notes EAV1.1.8

[Added]
-new material to some of the buildings
-A Yes / No option will show up upon exiting a workstation
-Sound effects when navigating the workstation computer
-Ladders to the watch towers
-A proper keyboard to the Gear Inspection workstation
-a new tutorial which shows up when you've leveled up for the first time
-Buying things for the apartment decreases your stress level within your home significantly
-a new material on the ramp in the beginning of the game

[Fixed]
-a bug where the mouse would lock in the office workstation
-some stretched out textures
-a bug where the hackable panels would label you as a villain and not reset your status
-a bug where certain fences would label you as a villain and not reset your status
-When typing a report for a faulty object in the GI workstation, the player will be frozen until the report is complete
-civilians will now avoid the player in their path, guards however won't
-a rare audio bug which would cause certain sounds to be heard over the entire zone
-a bug where certain vital animations wouldn't play

[Tweaked]
-Changed position of certain overlapping guardtowers
-Increased the chance of finding food in trashcans

[Removed]
-the corpse moving part in the beginning of the game
-Some floating civilians
-Some assets which isn't and never was visible to the player

The next update 1.2 will have more exiting stuff guys, I promise. It will include 2 new workstations and more. Stay tuned!

New Patch incoming next week!

A new update will roll out next week. It'll come with a brand new workstation that I'm working on. The patch will also fix bugs and add some other stuff aswell.

I'm also working on a Website for Nordic Legacy, which will include a blog where I will provide a more in depth look at the development process of the game itself.

Stay tuned!

Patch Notes EAV1.1.5b

[Added]
-Searching trashcans locks you in place with a stop search option

[Fixed]
-A bug where one of the trashcans was unreachable
-A bug where certain actions could be performed through walls
-A bug where certain objects could be picked up which wasn't supposed to be picked up
-A bug where 4 brands would be subtracted for no reason
-A bug where one of the quests would punish the player upon completing the quest
-A bug where 'A Tough Choice' quest would cause a weird camera bug for some players

[Tweaked]
-Rearranged some guards positions
-Decreased size of some spinning cylinder rings

Just a minor update fixing some bugs. Also might add what I'm working on that'll bring some changes to the game.

[Working on]
-Complete redesign of the intro
-Complete redesign of the Sabotage system
-More workstations
-Improving animations

Stay tuned!

Hotfix incoming

Will release a hotfix soon for a couple of nasty bugs. The build requires further testing though so it might be a little while.

Patch Notes EAV1.1.5

[Added]
-Collider to the jeep
-Collider to the second jeep
-Collider to a couple of the buildings
-Colliders to the workoffices computers
-Colliders to the mills crane
-Colliders to the poles that's connecting the two factories
-New materials and textures to the interiors of the workoffice
-Added chairs and table assets to the workoffice
-You can now find more types of food in trashcans
-A new navmesh has been implemented. The AI will now chase you in every corner
-When rebelstrength is increased a texture will show up notifying you about it
-Whenever a Civilian is killed, rebelstrength will decrease
-A new tutorial within the rebel hideout

[Fixed]
-A bug where sometimes the assets in workoffice would disappear
-A bug where you could run away from trashcans and still perform the search action
-A bug where you couldn't walk up the fuel tanks stairs
-A bug where the AI would walk through certain objects
-A bug where the AI freaked out in certain areas
-A bug where the Chop or Move buttons did nothing in the Mill workstation
-A bug where the boxfill workstation would break
-A bug where one of the tutorials never loaded properly

[Tweaked]
-The position of certain assets that overlapped walls
-Positions of some Civilians
-The chance of finding food in trashcans has been increased slightly
-The workstations no longer reduces notoriety every second but attending work reduces notoriety by 10
-When a certain attribute is increased the texture will only show up for 3 seconds instead of 5

[Removed]
-Poles in the workoffice
-Some unnecessary assets such as useless signs, platforms etc
-A couple of civilian slackers

Update incoming!

Either tomorrow or the day after that. Big update that fixes many bugs and adds some new stuff! Stay tuned.

Patch Notes EAV1.1.4

[Added] A new tutorial near the park

[Added] A grunt sound will be heard upon being shot

[Added] A couple more patrolling guards

[Added] A set of doors to NaziHQ

[Added] A texture now shows up in the pause controls menu showing the actual controls

[Added] More megaphones which pukes out more propaganda each and everyday!

[Added] A Swastika symbol to NaziHQ

[Added] A bonus system, if you behave for 3 days without fault a cash reward is handed out to you

[Fixed] The megaphone pole texture is more nice and crisp

[Fixed] Darkened the windows on the NaziHQ building

[Fixed] A bug where the log in the mill spawned and animated in the wrong place

[Tweaked] Throwing a rock now happens instantly

[Tweaked] Days go by faster

[Removed] The brown blocks on the garages windows

[Removed] Some stupid ugly bushes

Patch Notes EAV1.1.2 - New AI system is here!

[Added] - New guard AI system. It's a lot easier for the player to escape the guards and run home to safety

[Added] - A health system that determines if you're going to get caught or not

[Added] - Muzzle flashes to the guards weapons

[Added] - New gunshot sound

[Added] - A more reliable branding system, it's impossible to get branded twice

[Added] - a health option in journal

[Added] - working reduces notoriety

[Added] - Notoriety decreases daily by 20

[Added] - Alarm sound that activates upon being caught

[Added] - Eating food also restores HP

[Fixed] - a bug where the loot crates just stayed on the message "Not Enough Strength"

[Fixed] - a bug where the loot crate lable you as a thief and never removing the tag

[Tweaked] - Cleaned up some scripts (improves performance slightly)

[Tweaked] - The execution cutscene now starts at the break of dawn

The AI has been improved a lot. The guards aren't perfect yet though, they need to have a run state and better animations.

The cooking system has to wait, I had to rewrite the entire AI and it took up a lot of time and it was way more important.