Areas
19 changes in this update

Added

2 changes
  • Added Source style (Garry's Mod) FOV with a toggle for people that prefer the old fov method

  • Added scrolling to the scoreboard when there's too many people

Improved

12 changes
Misc
  • Broken barricades now respect the original rules, less than 4 nails means the prop gives instantly when broken, with 4 nails you have a 5 second grace period

  • Adjusted the spacing between nails, now it's more forgiving and similar to how it was originally

  • Improved the detection for repairing/hitting zombies so it's less frustrating

  • Various adjustments to the height of props to feel realistic

  • Dialed back slowdown when shooting zombies in the legs

Optimization
  • Optimized various HUD elements

  • Optimized the survivor bots behavior to use less resources

  • Optimizations to various menu elements

  • Optimizations to traces & actions that the players/bots can do

  • Optimized 3D2D elements like team tags and the barricade info

  • Heavily optimized ragdolls, effects and gore system

  • Various other optimizations so they use more efficient functions

Fixed

4 changes
  • Fixed planks having excesive HP by accident

  • Fixed hammers not being able to break glass

  • Improved a stutter associated to the custom localization system

  • Removed references to assets that didn't exist anymore

Known Issues

1 change
  • Zombie bots might misbehave at high playercounts due to conflicts in their tactics/behavior, will fix when i get the time!

2 changes in this update

Fixed

2 changes
  • Fixed a bug that didn't let the game compile

  • Fixed barricades sometimes taking unexpected HP values

Added

3 changes
  • You can get money for healing and repairing now, even better if you're that role!

  • New opacity filter for people that are too close to you so you can see better

  • New nametags for the people that you're aiming at to know who they are

Improved

2 changes
  • Improved performance on high playercounts (in specific flashlights & corpses)

  • Various performance enhancements

Fixed

3 changes
  • Fixed that dead player zombies/human bodies didn't despawn after death leading to crippling FPS drops

  • Fixed wrong nail positions on the plank barricades set at the start

  • Fixed HP bar displaying percentage instead of HP points so zombies can see their actual HP

Known Issues

1 change
  • In some situations the opacity shader for people might misbehave if you see them partially

Improved

1 change
  • Improved & adjusted how holding props can feel and added fine tuning for further adjustments

Added

3 changes
  • When hovering over a nailed prop now it highlights the nails that it has

  • Now the barricading mechanic follows how barricading was before, nailing props together welds them and nailing against walls, ceilings and floors freezes them.

  • Now crouch jumping works similar to how it was before in Garry's Mod

Improved

3 changes
  • Barricade UI is more intuitive on what each bar & symbol means

  • Smoothed the camera a bit so it doesn't feel choppy when going up stairs & similar

  • Adjusted sizing of various props

Fixed

1 change
  • Fixed players being incorrectly sized according to what they chose in the character creator

Known Issues

1 change
  • The props might feel a bit choppy when being held mid-air, going to have to smooth it out a bit

3 changes in this update

Added

2 changes
  • Experimentally added two new weapons, the AK and the Deagle to help bridge the gap between the tiers of weapons, i still need to rebalance the whole economy but more weapons help bridge some gaps and make it more fun in general

  • Added a credits button in the main menu for licenses

Known Issues

1 change
  • Using the default M4 and USP animations as reference for the new guns temporarily since it takes a long time to make custom animations for them

Added

4 changes
  • You can now dismember limbs with more granularity

  • Zombie armor is now visible and more intuitive, you need higher calibers to penetrate it that the veteran can see.

  • Temporarily i will use the tactical vest & helmet to show that mechanic but when i get models in for the zombies their skin will be the armor itself in some cases.

  • Temporarily added a text above the shop until i add a mechanic to show where it could be

Improved

1 change
  • Improved hitboxes in a pretty big way, there's a lot more granularity on what can be hit (more hitboxes in general) and how much damage it could do depending on their weak spots

Fixed

3 changes
  • Fixed bug that made zombies T pose for a couple of frames after dying

  • Fixed some hitboxes being misaligned that caused some bullets to miss

  • Fixed some hitboxes still staying after removing a limb

10 changes in this update

Added

2 changes
  • Ported back some post processing effects present in the original Source 1 engine

  • Tools now give you free ammo when bought and it's clear in the inspector too

Improved

4 changes
  • Zombie vision is more clear & bright so it acts as a flashlight replacement

  • Shop is a lot more clear

  • Improved the black & white filter on low hp

  • Improved the glass shader & texture to bring it up to the game's standards

Fixed

4 changes
  • Fixed some issue with the impact reaction of zombies, now they react based off the bones hit instead of the one found in their animgraph

  • Fixed some issues that arose with the quadratic falloff of light of the engine

  • Fixed some gore decals being misplaced

  • Fixed the gore system to be more in line with what's specified

Areas
5 changes in this update

Added

3 changes
Misc additions
  • You can now press the flashlight key (F) to activate Zombie Vision to see clearly

  • Now zombies see the heartbeats of the humans

  • Added hint for phasing through barricades using the phase (Z) key

Improved

1 change
  • Improved & organized the shop and loadout to make it more intuitive and less cluttered (will do more passes in the future!)

Fixed

1 change
  • Fixed some UI stuff on the end rounds statistics

Areas
11 changes in this update

Added

5 changes
Shop & Loadout Interface
  • You can now refund purchases in the loadout & shop interfaces

  • You can search & filter whatever you need much easily

  • You can now buy individual mags or fill the reserves of a caliber directly from the shop & loadout interface

  • Added QoL features to the shop such as instant-buy

  • Added some SVG ammo icons for easy & quick identification of calibers

Improved

6 changes
Shop & Loadout Interface
  • The shop and loadout interface are way cleaner and intuitive, it still needs more passes but it's a good first iteration on a interface that was pretty bad before

  • The "Loadout" part of the shop interface is more clear and refers to what the player posseses

  • The "Shop" part of the shop interface now supports filters, search and clearly separates weapon types, calibers and if it's a primary or a sidearm.

  • The "Inspector" part of the shop interface offers a better look at what the gun is capable of, as well as supporting a fast and efficient comparison between what you have and what you want to buy

  • The tools, grenades and deployables are now grouped under a "Equipment" tab instead

Misc
  • Switched .357 caliber to .44 to support other weapons

Added

1 change
  • Hint when you're near a shop to buy

Improved

6 changes
  • Engineer bot barricading behaviour is a bit more lenient on the way it handles props

  • Survivor bots now defend outer barricades much better

  • A lot of survivor bot enhancements so they play like an average player

  • Zombie bots now path smoothly towards nearest humans

  • Zombie bots now support newer behaviours

  • Bots overall are less robotic (needs tweaking)

Fixed

2 changes
  • Hammer viewmodel producing a shadow while using the flashlight

  • Other small bugfixes

Added

4 changes
  • Changed trader position temporarily, it is now inside for now until i add some stuff that is missing!

  • When someone is inside the prop it will be indicated with a new shader & will be solid once nothing is inside

  • Flashlight added for humans using the flashlight key

  • You now go slower when holding heavy props (still needs tweaking)

Improved

4 changes
  • Prop holding shader is now way better, you can see the prop itself while holding it instead of a gray box

  • Now the props have different mass numbers to achieve parity to how it was before

  • Prop holding behaviour is different to try to achieve parity to how it was before

  • Changed recoil & sway values for various guns

Fixed

3 changes
  • Fixed shooting through props held by teammates, now they go through normally

  • Fixed hipfiring near teammates no longer makes your bullets go in the wrong direction

  • Fixed bones getting messed up when the host has low performance

Added

5 changes
  • Lag compensation for multiplayer stability & feel, it should feel very smooth even on high ping & packet loss!

  • If you don't buy a gun in the loadout it will automatically buy it for you (if you got the money), optional in the future!

  • If people join late now they receive a default loadout for their role (with preference to their default loadout in shop)

  • Controls for the prop control displayed on the UI directly instead of being hidden

  • Shader for when you're holding a prop so it's easier to see & barricade

Improved

4 changes
  • Shooting zombies, UI like the shop and loadout, shaders, it's all cached when you enter the game, it's super smooth now!

  • A lot lot of multiplayer improvements, (almost) everything is networked correctly and synced with the host

  • When people join now the bots don't leave so new players can learn from them

  • Adjusted zombie spawn intervals so it's more balanced

Fixed

4 changes
  • Fast zombie pounce & climb behavior is now fixed

  • Now bullets can pass through everything that is not props/map geometry without being a wasted bullet

  • Fixed a lot of networking issues with the clients such as them being able to phase through barricades without pressing Z & more!

  • When clients leave now they drop everything to the ground

Improved

1 change
  • Various syncronization refinements to multiplayer games, it should at the very least be stable enough for games

Fixed

3 changes
  • Not being able to reset the round after winning/losing

  • Clients on a host server not being able to buy or interact with their inventory

  • Various stability & replication improvements

Known Issues

2 changes
  • The clients on a host server can pass through nailed props without using the phase key (engineer props pretty sure)

  • Main menu leafs might have missing textures, can't replicate

Added

2 changes
  • You now get weaker as you get to down to low health, so you'd have to get healed to regain your strength again

  • Your clothing & skin tone now gets rendered in all of the first person viewmodels correctly

Improved

2 changes
  • Refinements to barricade logic to the engineer bot

  • Complete sound sync with all of the weapons

Fixed

2 changes
  • Bonemerged tools & weapons correctly display under veteran vision

  • Engineer bot no longer can repair through walls

Known Issues

2 changes
  • Multiplayer seems to be broken as of 29/09/2026, will be up & working ASAP!

  • Fast zombie bots can have incorrect pounce & climbing behaviour in some rare situations

Added

2 changes
  • You can now 'trust' people straight from the lobby screen

  • You can now chat & use voice in the lobby screen

Improved

3 changes
  • Streamlined lobby creation, it now instantly hosts a lobby when pressing it & has common default values

  • Balanced zombie bot count according to a floor of 3 players

  • Various optimizations

Fixed

1 change
  • Lowered volume of metal ricochet when hitting armoured zombies

Known Issues

3 changes
  • Fast zombie can misbehave during the pounce behaviour

  • Magnum has an incorrect model displayed during veteran perk vision

  • Engineer doesn't have LoS check for repairs yet

Added

5 changes
  • First iteration of the gore system

  • Better hit feedback on zombies & humans

  • Visible hit feedback when you get hit by a zombie

  • Humans killed by zombies now revive as fresh dead in the same place, still needs refinement

  • Re-added bullet holes & decals for hitting stuff

Improved

2 changes
  • Animations for all weapons now fully utilize their animgraph parameters

  • Optimizations to far zombie bot pathing

Fixed

1 change
  • Fixed animation bug with the shotgun while reloading

Known Issues

1 change
  • Fast zombies sometimes get stuck due to conflicts in their pounce behavior

Improved

2 changes
  • Barricade planning behavior and placement for engineer bots.

  • Overall bot improvement for new players.

Fixed

3 changes
  • Bots getting stuck mid-air on certain map spots.

  • Props not adquiring the right mass after being overwritten.

  • Barricade phasing having an incorrect value.

Known Issues

1 change
  • Bots may get stuck in rare situations, further playtesting may be needed.

Added

2 changes
  • Temporary UI element for displaying bot behavior to the human team

  • Interface for picking zombie classes if turned

Improved

2 changes
  • Survivor bots now have more nuance in their strategies & behavior to aid new player experience

  • Barricade phasing now has a fixed speed and is more consistent

Fixed

2 changes
  • Player controlled zombies correctly have different action sets compared to humans

  • Third-person camera correctly behaves in relation to what your character is seeing

Known Issues

1 change
  • Bots could still possibly misbehave in rare edge cases