Briarwood Maze – a hedge maze behind a burnt-out manor, in the Shop for 1,600 coins
Solid hedges – no shooting through them, only grenades thrown over the top
Eight ways in and loops everywhere, and the maze is on the minimap
The Groundskeeper – Briarwood's boss: bursts out of a hedge, vaults over the hedges onto a ring by you, sends briars through the hedges at you
Boss music for the Groundskeeper – an out-of-tune music-box waltz
Achievement – Pruned: defeat the Groundskeeper
Game-changers – a fifth upgrade row, one per weapon, earned after the signatures
Deadeye, Porcupine, Wildfire, Ricochet Rounds, Shatterpoint, Explosive Belt, Breaching Blast, Shrapnel Storm, Firestorm, Singularity, Hellfire Rain, Orbiting Blades, Razor Wire, Re-Arm, Absolute Zero, Overload, Napalm, Lightning Rod, Thunderstrike, Supercell, Orbital Strike, Seekers, Event Horizon, Pinball
Game-changers column in the Tab upgrade view
Legendary skins built into their theme – a dragon's head, a crown and cape, a halo, a wobbling egg, a mirror ball, a storm cloud and more
Legendary kills – zombies turned to gold, burnt to ash, frozen and shattered, sucked into a void, lit up by lightning, turned to crystal, dissolved to stardust, sent to heaven or popped into confetti
Animated hotbar backgrounds for Legendary skins
Invite Friends card – on the title screen, pause menu and lobby, with the friends you've played with lately
Host & Invite Friends – opens a lobby, then your friends list
The host's friends skip the lobby passcode
Entrances – every boss lands near your team, with a glowing ring where it's about to land
The Abomination leaps in through the nearest gate
The Gravelord bursts out of a nearby crypt or open grave after the bell tolls
The Yardmaster bursts out of a boxcar on the passing train
The Stormbringer leaps out of the river after lightning strikes your side
Bodies – zombies leave their own bodies, in their own skin, clothes and hat
Skeleton and mummy eyes – bigger and glowing
Minigun – a new barrel spin that sounds like spinning metal
Reduce flashing – also dims muzzle flashes, explosion lights and hit flashes
Capped high scores show as 999,999+
The game over banner stays up longer
Wrecks carrying over into a new match on the same map
Rail Yard lamps breaking apart instead of falling over
The Bridge's side wall breaking like a road barrier
"Thanks!" called out without a revive
Bodies left hanging in mid-air
Minigun rounds cutting out with more than one Minigun firing
The minimap showing during the opening shot
Heavy guns not kicking the camera
Darker nights – pools of lamplight, glowing zombie eyes, and fires and muzzle flashes that light up the dark
Map colours – each map has its own night colour
Blackouts – big blasts knock out the lights around them for the rest of the wave
Opening shot – the camera sweeps over the map with its name and story at the start of every match
Map stories – a backstory for every map, on the title screen and in the opening
Ending – the camera pulls away from your last stand with a line for the map you fell on
Boss entrances – the Abomination smashes through a gate, the Gravelord bursts out of a crypt, the Yardmaster jumps off the night train, the Stormbringer climbs out of the river
Breakables – cars catch fire and explode; barriers, sandbags, barricades, lamps, headstones and pumpkins break
Fuel tank – the Rail Yard's tank leaks fire, then explodes
Battle scars – scorch marks and blood stay all match, and fires smoulder
The night builds – a helicopter searchlight and skyline explosions on The Block, thicker fog in Gravewood, sparks and burning boxcars in the Rail Yard
Weather – ash, leaves, soot and rain drifting across each map
Bosses and brutes shove cars out of their way
Runners vault over barriers, sandbags and cars
Gates rattle when zombies climb out near them
Zombies flinch when shot and get thrown by blasts
Deaths match the weapon – blown apart, charred, shattered or dropped
Bodies stay a moment, then sink into the ground
Shell casings from the Sidearm, SMG, Minigun and Shotgun
Ringing ears after a blast right next to you
Horde murmur – grows as more zombies gather off screen
Layered music – builds as the fight heats up
Echoes, footsteps by surface, distant life on every map, and the night train's wheels and rumble
Callouts – speech bubbles with a beep: "I'm down!", "Big one!", "Behind you!", "Clear!"
Health rings under every survivor, with a limp and a blood trail when badly hurt
Revive close-up
Blood around the screen edges at low health, and a red glow toward whatever hit you
Edge warnings for an off-screen boss, a boss charge, an exploder and incoming acid
Screen and HUD – Screen shake, Reduce flashing, Immersive HUD, Survivor callouts
Main volume – moves all four sound sliders at once
New wind and rain for every map
Sound settings – in their own group
Immersive HUD on by default – the hotbar and score fade back until you unlock, upgrade or switch weapons
Sound first – after the first train or crypt of a session, the sound comes before the banner
Heavy guns kick the camera, big blasts punch it in
The night train shakes the ground as it passes
Minigun – a light screen shake while it fires
Ion Cannon – a punchier firing sound
The Stormbringer sometimes not making tidal waves
The BOSS WAVE banner always naming the Abomination
Rain still playing after leaving The Bridge
Team score not matching the players' scores added up
ADDED
- A boss for every map. Each one has its own look, roar, music and moves, and they come on the same boss waves as before. Every move is telegraphed, and your walls block most of them.
- Gravewood: The Gravelord. Bone spikes burst up in a line towards you, wailing souls drift after you, and its roar raises skeletons.
- The Rail Yard: The Yardmaster. Glowing circles under you, then the ground erupts in fire and keeps burning. It throws three rail spikes at once, and its roar brings brutes with the runners.
- The Bridge: The Stormbringer. Lightning strikes the circles it marks, a wall of water sweeps down the deck and knocks you back, and its roar calls runners out of the rain.
- The Block keeps the Abomination. Every boss gets its own "DOWN" banner when it falls.
- 28 achievements that unlock on your s&box profile. Each one pays 100 to 1,000 coins into your bank (harder ones pay more), with a banner when you earn it.
- Shop → WEAPONS: 4 new weapons.
- Buzzsaw (Frags, Cool, 400 coins): throws a spinning blade out and back, slicing every zombie it passes both ways.
- Wrecking Ball (Rockets, Rad, 800 coins): a huge iron ball that rolls through the crowd, then bursts.
- Ion Laser (Arc Rifle, Wicked, 1,400 coins): a cannon that shoots beam as you charge it up, upgrades to a tri-beam in game.
- Tesla Coil (Tripwire Mine, Savage, 2,200 coins): plant a coil that zaps up to 3 nearby zombies every second for 18 seconds.
- Signature upgrades: a fourth row of upgrades at the top of the streak, a different one for every weapon, Shop weapons included.
- Shop → WEAPON SKINS: 70 skins for the Shop weapons, five each, in a new SHOP WEAPONS section.
- The Bridge is longer and in the middle of a thunderstorm: rain, puddles, lightning that lights up the whole deck, thunder, and new map art.
- A see-through lock over locked maps, weapons and skins.
- Power-ups show on the minimap with their own symbol (a bolt for Adrenaline, a heart for Max Health, a runner for Speed Boots and so on).
- Menu buttons have their own sounds.
- Every Shop weapon has its own sounds now.
- Tesla Coil: a loud crackling zap, a hum while it's running, and a fizzle with sparks when it runs out.
- Buzzsaw: a whirring blade in flight, a bite on every zombie it cuts, and a clink when you catch it.
- Wrecking Ball: a cannon boom, a rolling rumble, and a crunch for every zombie it flattens.
- Prism Laser: a bright zing, plus a glassy ping and sparks every time it bounces.
- Flamethrower roar, Cryo Sprayer hiss, Flare Gun thoomp, Scrap Cannon clatter, Storm Caller thunder, a Minigun motor that spins up and down, a Black Hole drone in flight, and a shattering bottle for Firebombs.
- Zombies catching fire or freezing over make a sound.
- Boss attacks have their own sounds: bone spikes cracking out of the ground, souls bursting, rail spikes clanging, and the Stormbringer's wave roaring and crashing into walls. Each boss roars in its own voice.
- Adrenaline, Speed Boots, Max Health and Armor each have their own pickup sound, and Double Points and Frost chime when they run out.
- Co-op assists keep your combo going: each one adds 1 and resets the combo timer.
- Walls are half height: you shoot over them, zombies still can't climb them, and they still block zombie and boss attacks.
- Acid spitters are much less accurate. They're still sharper on Medium and Hard.
- New Nail Gun sound.
- New sound when a power-up runs out.
- The survivor sounds human when hurt: four short grunts instead of a zombie growl, and a pained cry when going down.
- The Gravelord's souls are fairer.
- Any shot, blast, blade or ball pops them.
- They only home in for a moment, then fly straight, so you can sidestep them.
- Several Gravelords take turns instead of all firing at once.
- They glow ghostly green.
- The Tesla Coil and Frost Mines show their own hologram when you place them, and the Tesla Coil has no tripwires.
- The Tesla Coil's zap had no sound you could hear.
- A Tesla Coil could blow up like a mine when destroyed or caught in a blast. Now it just shorts out.
Two new maps, unlocked with coins:
Gravewood (1,200): an overgrown cemetery. Crypts burst open mid-wave, the dead rise from open graves, the chapel bell tolls every wave, skeletons from wave 3 and mummies from wave 5, and headstones you can shoot over
The Rail Yard (2,000): a freight yard where the night train tears through every minute or so. Get off the tracks, or lure the horde in front of it. Explosive fuel barrels are put back every wave
Map picker on the title screen, plus map choice on Play Solo, Host Co-op and in the lobby
Separate leaderboards for each map
The Shop: spend banked coins on maps and weapon skins
50 weapon skins, 5 for every weapon, gadget and grenade, in five rarities: Cool, Rad, Wicked, Savage and Legendary. Higher tiers add patterns, glowing parts, pulsing glows with coloured shots, and particle auras
A spinning gold coin next to your coin total
Join Discord button on the title screen
Gunshot volume setting
Your coins now buy things
The title screen's coin counter now opens the Shop
The HUD moved up now that the logo is gone
The "DEAD BLOCKS" logo in the top left of the HUD
Easy, Medium and Hard difficulty, each with its own leaderboard. The other match options now sit in a “Custom rules” dropdown, and changing them makes the run unranked.
Medium and Hard:
You have less health, and upgrades take longer to earn (twice as long on Hard).
There’s no laser line to the crosshair.
Zombies spread out to surround you.
Armored elites with glowing purple eyes turn up.
Spitters aim where you’re heading.
The boss attacks more often.
Power-ups dropped by zombies:
Adrenaline: shoot about 40% faster for 15 s.
Speed Boots: run 30% faster for 15 s.
Armor Vest: has its own bar and cuts the damage you take until it wears out.
Max Health Up (rare): +10 max health for the rest of the match, up to +50.
Coin Pouch: +25 coins.
Team pickups that help everyone:
Double Points: score and coins count twice for 20 s.
Frost: every zombie moves at half speed for 8 s.
Shockwave (very rare): blasts away every regular zombie near you.
Coins: earned from kills and coin pouches. Half of what you earn is banked between matches, ready for map expansion and unlocks coming soon.
Skeletons (wave 6+): fast packs that fall apart and pull themselves back together unless you smash the bones or blow them up.
Mummies (wave 7+): wrap their bandages around you, slow you down, then drag you in. Shoot the cloth to break free.
A game over screen:
It shows the wave reached, team score, kills and revives.
Each survivor gets a row: score, coins, kills, best chain, revives, downs and upgrades.
The top scorer in co-op gets an MVP badge.
The host picks Play Again, Back to Lobby or Main Menu.
Lobby codes: every co-op lobby gets a 5-character code.
Invite Friends shows the code with a Copy button.
Friends type it on the Join screen.
Lobbies hosted by your Steam friends get a FRIEND tag and sit at the top of the list.
Spectate your teammates while you’re down. Click to switch between them.
When a teammate goes down, a “NAME is down!” alert pops up with an alarm. Skulls mark downed survivors on name tags, the team list and the edge-of-screen markers.
Twin Rockets and Triple Barrage upgrades: fire 2 or 3 rockets at once.
A bigger combined explosion when lots of things blow up together.
Blood spray and a soft hit sound when your shots land.
New boss sounds for the fireball and the charge, plus an “ABOMINATION DOWN” banner.
Players who join a match already going start with the team’s average upgrades, not just the pistol.
Press Enter to chat in co-op. It’s now on the controls card.
Zombies now claw their way up out of the ground near the walls, never right next to you.
Your weapons now fire over your own walls.
Fuel drums and mines can be placed about twice as far away.
A darker boss death: a dying roar, a ground-shaking collapse and a tolling bell.
New weapons wait in their slot instead of switching you to them.
A volley of rockets or a chain of drums now hurts a teammate like a single blast.
Arc Rifle toned down a little.
Team list health bars show how much max health your difficulty takes away.
Smaller, tidier menu and pause buttons.
Med kits glow green to match the minimap.
Difficulty descriptions spell out every change.
The boss’s floor smash had no sound you could hear.
Solo Medium and Hard started you at 100 health instead of 90 or 80.
A teammate’s name could show up misspelled.
The team list could overlap the wave number.
The med kit “+” on the minimap was off-centre.
The Steam friends list popup for invites, which could freeze the game. Use lobby codes instead.
Zombies no longer walk in through the gates.
The automatic restart after game over. The host chooses what happens next.
Coins can’t be spent yet.
If the host leaves, the lobby closes.
Spectate a teammate while you’re down: click to switch who you’re watching
Blood spray and a light hit sound when your shots land
New boss sounds for the fireball, the dash and its death, plus an “ABOMINATION DOWN” banner
Big combined explosion when lots of things blow up at once
Players who join mid-match now start with the team’s average streak
Difficulty descriptions now spell out the health and damage changes
“ENTER Chat” added to the controls card
Solo Medium and Hard now start you on the right health (90 and 80, not 100)
Laser sight line on Medium and Hard
- Difficulty modes: Easy, Medium and Hard, each with its own leaderboard. All existing scores count as Easy.
- Medium and Hard: tougher, faster and bigger hordes, a bit less health, fewer med kits, and weapons take longer to unlock (about 25% on Medium, about 50% on Hard).
- Minimap showing you, teammates, zombies, bosses and med kits (green +). M turns it on/off, N moves it between three spots.
- Off-screen teammate markers with name and distance. Downed teammates flash red.
- Combo counter next to your name, with a timer bar.
- Host can kick players from the lobby or pause menu (kicked players can't rejoin until the lobby closes).
- "Invite Steam Friends" button in the lobby and pause menu.
- Players page in the co-op pause menu.
- "Suggest an Idea" in the pause menu and lobby: send ideas straight to the developer.
- New animated main menu and new logo.
- New boss music.
- H shows/hides the controls card.
- New settings: minimap on/off, minimap position and controls card.
- Arc Rifle reworked into a lightning railgun: the beam goes through up to 4 zombies and lightning jumps between nearby zombies. It never hurts teammates.
- Shotgun hits harder from the start, has a shorter range and fires faster with every upgrade.
- SMG range reduced.
- Mines, fuel drums and walls can be placed much faster.
- Bullet tracers are now short streaks that fly from the gun.
- Spitters have a shorter range, sometimes miss, and show a green marker where the acid will land.
- More bosses: 1 on wave 5, 2 on wave 10, then one more every 5 waves (up to 5). Each boss is slightly weaker when they come in groups.
- Revive bar now shows on every player's screen, and the downed player sees who is reviving them.
- Match options moved into a "Custom rules" dropdown, and any rule you've changed is highlighted.
- "Reset to Defaults" added to the Solo, Host, Lobby and Settings pages.
- Bullets now stop in the first zombie they hit, including zombies right up against you.
- Wall debris when a wall breaks is much smaller.
- Health crates no longer cast a big shadow on the ground.
- Testing console commands no longer work in the published game.
- "SMG: Armor Piercing" upgrade (replaced by "SMG: Heavy Rounds", a damage upgrade).
- Old full-length bullet tracers.
- Combo display in the top-right corner (it now sits next to your name).
- The lobby closes if the host leaves (no host migration yet).
- Kicking, friend invites and the shared revive bar are new and haven't had much co-op testing yet. Please use Report Bug if anything acts up.
- Medium and Hard leaderboards start empty. Be the first!