Added

13 changes
  • The Biome: a new open-world map. A valley ringed by mountains, with fuel stops, padstals, depots, workshops and farmsteads connected by roads. Every run lays it out differently.

  • Six biomes to spin for: Garden Route, Karoo, Boland, Highveld, West Coast and Jeffreys Bay. Each has its own landscape, trees, weather and building style.

  • Jeffreys Bay: a surf town between the mountains and the sea. Every house in town can be entered and searched.

  • Roadside encounters: roadblocks, pull-offs and padstal stalls between locations, with cover, loot and enemies.

  • The Gulf: a drivable car. Bring the squad along as passengers and haul big loot in the boot.

  • Fuel Run job: bring two jerrycans home.

  • Grab The Case job: recover the confidential case.

  • Rescue The Hostage job: free them and lead them home, on foot or by car.

  • Borrowed Time: open-world runs start with 5 bonus minutes. The clock shows yellow while you're on borrowed time and red once you're spending your own.

  • Furniture searching: open furniture from the inventory screen, search each drawer and door, and drag shift click or drag items into your inventory.

  • Squad revive: if the whole squad goes down, the host can spend banked time to bring everyone back.

  • Ambient sound for the open world: wind, cicadas, forest, rivers and surf, muffled when you step indoors.

  • Minimap shows roads, the exit, your car, and the hostage once you've found them. Press M for the full map.

Improved

7 changes
  • The world gets harder the longer you play and the bigger your squad, with better loot and tougher enemies to match.

  • Characters have updated animations, and jumping is back.

  • Rooms in a house are decorated individually.

  • Distant buildings, trees and bushes stay visible to the horizon, at better performance.

  • Large maps load quickly without freezing.

  • The inventory makes room for big pickups automatically.

  • Good loot no longer randomly spawns on the floor

Fixed

3 changes
  • Shop tier no longer resets after returning from a map.

  • The mouse cursor no longer comes unlocked during play.

  • The Bandits threat is now readable on the spin screen.

Fixed

1 change
  • Foliage shader would appear through walls

12 changes in this update

Added

3 changes
  • Zombies drop ammo and broken melee weapons

  • Enemy drops glow (within 8m)

  • Punch/swing at the floor

Improved

6 changes
  • Zombies die to headshots

  • Body and head shots stagger, bigger guns stagger longer

  • Armour reduces stagger

  • Gunners drop guns less often

  • Faster spin and doors (could be annoying if you started the game a lot)

  • Faster, smoother levelling (leveling took way too long to ever feel the effects)

Fixed

3 changes
  • You no longer slide/jitter when walking over corpses

  • Radiation over the whole map, now only a few rooms/spots

  • Pistol headshots not staggering

13 changes in this update

Added

4 changes
  • Gas station map, procedural, never the same twice

  • Fists, punch combos, haymaker on right click, shoulder barge while running

  • Dive instead of jump

  • Minimap shows enemies in rooms you've been in, arrows for the rest

Improved

4 changes
  • Thugs aim like humans now, they lag behind you and miss sometimes

  • Squads don't all rush you at once anymore

  • Way more loot, cupboards actually have stuff in them now

  • Cupboard cameras are improved

Fixed

4 changes
  • Kitchen corners blocking cupboards

  • Knocked over enemies getting stuck on the floor forever

  • Radiation following you to the next map (modifiers stayed/unintentionally)

  • Grabbing a gun you already have now takes its ammo instead

Removed

1 change
  • Jumping

Added

2 changes
  • Zombies and Thugs turf wars

  • Lazy loaded resources to hopefully improve loading times

Improved

1 change
  • Thug gearing, they can now start with pistols instead of boring baseball bats

Fixed

1 change
  • Modifiers did not do anything, oops (steel skulls, double trouble etc)

5 changes in this update

Added

3 changes
  • Random box

  • Tutorial added when you start the game

  • Gun sound mixer in sound settings

Improved

1 change
  • Sound peak on guns

Fixed

1 change
  • Aim convergence with guns when enemies are close by

Added

3 changes
  • New map apartments

  • First iteration of procedural maps

  • Top left corner map view

3 changes in this update

Added

2 changes
  • Workbench in the gamble room

  • Modding menu in the work bench

Improved

1 change
  • The styling of the chronoscope tech tree

Improved

1 change
  • Ragdoll networking

Fixed

1 change
  • Bunch of issues surrounding ragdolls and networking on clients

3 changes in this update

Added

3 changes
  • Better lobby display

  • Lobby chat

  • Lobby browser

Fixed

3 changes
  • Prefabs were completely broken for clients

  • Clients now teleport on new rounds via the host

  • Clients were kicked when they loaded a map (the game thought it joined late)

Added

2 changes
  • Coffee shop props and area in the gas station map

  • WASD navigation between cabinets close by (loot view)

Fixed

3 changes
  • On the warm shader service an error could happen if the graphics were being painted added a guard for that

  • The view no longer jitters when a cabinet opens and the camera has no space

  • Could only loot the documents/cache once