The features mentioned in our last post are now live! Missions have been enabled. The recoloring system is now available. A new set has been added to the random mission reward pool. Translations are not included yet, but they are planned for the next content patch. This update al
The features mentioned in our last post are now live!
Missions have been enabled.
The recoloring system is now available.
A new set has been added to the random mission reward pool.
Translations are not included yet, but they are planned for the next content patch.
This update also includes some performance improvements.
Thank you for playing and for your continued feedback!
It’s been a while! First off, there have been bot changes and fixes without even patches or changelogs in between; those will likely happen in the future as well. The current patch might feel a bit underwhelming due to some things being in the background, but thanks to this patch
It’s been a while! First off, there have been bot changes and fixes without even patches or changelogs in between; those will likely happen in the future as well. The current patch might feel a bit underwhelming due to some things being in the background, but thanks to this patch on the 15th of August, a whole new recolour & mission system will activate! Currently we are filling it up with rewards, so look forward to that! Now, as for what you get already on this patch that you can access…
Gameplay
Trying to switch into an empty weapon slot will no longer eat active weapon’s inputs
Fixed ray attacks showing damage combo based off camera ray’s distance instead of the gun
Netcode improvements on hitbox rollbacks and interpolator
Game Modes
Touchdown
Added /bots on|off command to disable or enable bots (where it’s applicable)
Maps
Toxic Arena
Light settings fixed
Some colliders are fixed
Outer Space
Some colliders are fixed
Weapons
Healing Sentinel (Item: Beacon)
Added the new weapon
LMB to throw grenade that upon contact heals allies or damages enemies directly, and then creates smoke which poisons enemies and heals allies inside of it. During it, the spin animation actually lands melee hits
Tapping RMB places the sentinel, and it starts to heal within close range. Similarly, there is a melee knockback attack upon placement
Holding RMB recalls the sentinel and returns you the flux it consumed, but you have to be next to the sentinel
Swordgun (Item: Scorpio)
Primary fire is now a 3-shot burst instead of fully automatic, and it no longer has blooming
Rifle Cannon (Item: Helios)
Cancelling a charge with crouch no longer automatically resets the flux; it drains over time so that you can quickly use a skill and continue charging
Removed the wrongfully placed collider on explosions, which dislocated players upon impact
Broadsword (Item: Durendal)
Jump attack animation has changed
Skills
Domain
Skill activation animation has changed
Client
Replaced the old smooth audio fade system and added it to even more states, which also fixed all of the sound not playing issues
Settings change should no longer cancel coroutine-dependent systems
Logins now retry on errors, reducing error messages on temporary issues but having potentially longer wait times in such cases
Zoom and fast movement FOV switching now correctly keeps the last one
Added custom curves for camera pull-back effect on fast movement
We are updating some SFX, our TouchDown Maps got a visual overhaul and our character-shader was adjusted! Bots are going to need some more cooking, but we are close to opening the gates for their entrance on our other TouchDown Maps. Skills and Weapons got some small adjustments.
We are updating some SFX, our TouchDown Maps got a visual overhaul and our character-shader was adjusted! Bots are going to need some more cooking, but we are close to opening the gates for their entrance on our other TouchDown Maps. Skills and Weapons got some small adjustments.
Maps
Toxic Arena
Full visual rework
Added a collider to allow easier pathing towards Goal
Ironworks
Lighting upgraded
City Square
Fixed a bug where a collider was missing
SFX
Guardgun (Item: Scarab) SFX replaced fully
Melee SFX updated
Movement SFX updated
Shield SFX added
HMG (Item: Wildfire) warmup and cooldown SFX added
Riflecannon (Item: Helios) explosion SFX added
Shooting and Running SFX got a fade-out feature
Weapons
Guardgun (Item: Scarab)
New Guard and Punch VFX
Changed Shoot VFX
Swordgun (Item: Scorpio)
Stab animation updated
Stab attack duration increased by ~0.1s
Shoot accuracy increased at start by 22%
HMG (Item: Wildfire)
Shoot accuracy reduced at start by 60%
Shoot accuracy rapidly increases until 2s
then decreases again
Here is a quick update on what is coming next for Code ZIN. Coming in the near future: • Bots will be added to all Touchdown maps • Gameplay balancing updates • A new weapon, currently leaning toward a healing role • New SFX created by Planetboom • Activation of the first Event s
Here is a quick update on what is coming next for Code ZIN.
Coming in the near future:
• Bots will be added to all Touchdown maps
• Gameplay balancing updates
• A new weapon, currently leaning toward a healing role
• New SFX created by Planetboom
• Activation of the first Event system iteration
In earlier stages:
• Progression system (missions and similar features) is now in concept phase
• Chaser-inspired mode and its map are in early development
• And more, of course. So, stay tuned
As a small teaser of what is ahead with the chaser-like mode, take a look at this artwork made by Kiri.
Dummies got an upgrade! You can now play with them in Touchdown, starting with Outer Space today and with rest of the maps added in the upcoming days. Currently they are babies, they might get stuck and/or stop at times but they should be able to do some basic combat, use skills
Dummies got an upgrade! You can now play with them in Touchdown, starting with Outer Space today and with rest of the maps added in the upcoming days. Currently they are babies, they might get stuck and/or stop at times but they should be able to do some basic combat, use skills and walljumps for navigating.
Gameplay
Removed bugged walljump start where push didn’t happen but player went up already
Changed walljump to be more linear and removed the drop gravity overwrite, leaving it on normal 1x gravity instead of 0.95x
Added poison mechanic which stacks up to 5, dealing as much damage as the stack level every second. Clears by itself after 3 seconds of last poison application
Added landing state for full body jump animations
Note: Regular poison received from attacks leaves you at 1 Health instead of killing you, but the map poison sources are stronger and will kill you if you don’t leave the source in time.
Game Modes
Touchdown
Changed the ball texture
Changed ball and blastable interaction to be same across server and client (interaction itself is still wrong, but should stay in sync in more cases now)
Added maximum of 3 bots per side that will balance the teams and leave as real players join
Maps
Toxic Arena
Removed death zone on central toxic pool
Added poison that quickly stacks every 0.5 seconds in central toxic pool
Weapons
Rifle Cannon (Item: Helios)
Added a hit VFX for the ray attack
Broadsword (Item: Durendal / Founders Sword)
Jump Attack damage is doubled against blastable objects
Bat (Item: Cyclone)
Jump Attack damage is doubled against blastable objects
Skills
Soar
Fixed gliding animation not looping
Disabled cancelling the skill while doing dive dash
Client
Improved ESC menu toggle FPS drop and optimized game logic ever so slightly
Fixed hitstop only hits creating a hit VFX (it was a visual bug only)
P.S.: We know that logging in via Steam often shows an error message at the moment. Please try again or use an email. We are working on that issue!
It’s been a while, friends! We have a bunch of balance changes, new systems added in the background for future use, and a friend's system. We want to expand on the social features over time, including whispers/private messages. Gameplay Crouch healing now starts at 4 HP/s instead
It’s been a while, friends! We have a bunch of balance changes, new systems added in the background for future use, and a friend's system. We want to expand on the social features over time, including whispers/private messages.
Gameplay
Crouch healing now starts at 4 HP/s instead of 2 HP/s, and speed has changed to be more gradual
Reduced running stamina consumption to 20 SP/s from 22 SP/s
Walljump stick duration increased to 0.29s from 0.18s
Walljump push animation has changed to be quicker, overall duration shortened to 4 seconds from 10 seconds
Walljump movement speed increased by 24%
Walljump gravity increased by 10% before the peak, and 1% after the peak
Dodge and slide movement speeds have become more simplified
Slide gravity now reaches full force in 0.52s instead of 0.8s, making it less floaty
Fixed partially missed shots using the missing distance to calculate damage, reducing guns damage under certain circumstances (introduced in #25.10.30)
Game Modes
Snowball Fight
Disabled the mode until next time
Touchdown
Team scores now syncs upon join without a new Touchdown
Maps
Toxic Arena
Fixed missing colliders
Ironworks
Minor performance improvements
Weapons
Bat (Item: Cyclone)
Swing speed reduced by 16% and attack now comes out 0.15s later
Hold duration of LMB reduced by 0.032s to make the Jump Attack easier to cast and come out earlier
Swing after Jump Attack animation has changed, movement speed slowed down by ~16.6% and the attack comes out 0.05s earlier
Jump Attack’s crit position lowered to be on the same level
Spin animation duration increased to 1.8s from 1.5s
Spin’s movement speed reduced by 12.5%
Spin’s attack cancelling dodge timing moved to 1.32s from 1.2s, making you stay in it for longer
Spin hitbox radius reduced to 1.5m from 1.7m
Revolver (Item: Resolver / Crimson Hound)
Increased accuracy by 25%
Reduced bullet size by 33%
Reduced maganize to 5 from 6
Moved damage drop off start distance to 8m from 12m
Lengthen the animation to 1.06s from 0.97s and slowed down the movement speed by 10%
Attack cancelling dodge timing moved to 0.36s from 0.54s
Swordgun (Item: Scorpio)
Increased accuracy by 16%
Reduced bullet size by 16.6%
Increased start up bloom amount by 50%
Bloom now resets faster by 33%
Reduced damage per bullet to 8 from 9
Increased bullet crit damage to 16 from 13
Reduced min hold duration by 0.12s to make it easier to get out of shooting
No charge stab movement increased by 30%, and start off curve aligns with other charge levels
No charge explosion animation duration increased to 0.71s from 0.5s
No charge explosion hitbox reach reduced to 2.8m from 3.2m, width reduced to 0.65m from 1.2m
No charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Mid charge stab movement speed reduced by 14.8%
Mid charge explosion animation duration increased to 0.625s from 0.5s
Mid charge explosion hitbox reach reduced to 3.3m from 3.6m, width reduced to 0.75m from 1.25m
Mid charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Full charge stab movement speed reduced by 5%
Full charge explosion animation duration increased to 0.56s from 0.5s
Full charge explosion movement speed increased by 10%
Full charge explosion hitbox reach reduced to 3.8m from 4m, width reduced to 0.85m from 1.3m
Full charge explosion crit hitbox spacing reduced to 0.5m from 0.8m, and now it starts at 0.3m instead of -0.2m while ending at 2.2m instead of 2.6m
Broadsword (Item: Durendal / Founders Sword)
Added hitstop to light slashes
Light slash 1 to 2 combo window increased to 1.6s from 1s
Light slash 1 animation duration decreased to 0.62s from 0.68s
Light slash 1 movement speed reduced by 23%
Light slash 1’s attack cancelling dodge timing moved to 0.36s from 0.4s
Light slash 1 hitbox is not slanted anymore, starts at -1.2m instead of -0.4m and length of it is reduced to 1.5m from 1.8m
Light slash 1 attack comes out 0.1s later
Added another hit to light slash 2 which deals 10 damage with no crowd control
Light slash 2 now allows casting dash on its recovery, 0.7s after initiating the slash
Light slash 2 animation duration increased to 0.82s from 0.69s
Light slash 2 movement speed increased by 16.6%
Light slash 2 damage reduced to 10 from 20 due to additional hit, just splitting the damage over time
Light slash 2 hitbox is not slanted anymore, width reduced to 0.8m from 1.3m and height increased to 1.2m from 0.9m
Light slash 2 crit damage reduced to 15 from 16
Light slash 2 knockback amount increased to 5 from 2
Heavy slash hold duration reduced by 0.028s to make it easier to cast and come out earlier
Heavy slash crit damage increased to 45 from 43.75
Jump attack crit damage increased to 37.5 from 35
Reduced chain timing from Jump attack -> dash to 0.3s from 0.4s
Reduced chain timing from Jump attack -> Light slash to 0.3s from 0.35s
Guardgun (Item: Scarab)
Removed slap attack
Allowed attack cancelling dodge to happen on guarding state at 0.32s
Increased guarding movement speed by 6.6%
Increased guarding angle range to 163° from 155°
Decreased min guarding cost to 16 from 23, max guarding cost to 21 from 25
Increased guarding duration to 0.5s from 0.4s
Added hitstop to punch after guard
Punch now has guard effect at the start up
Punch movement speed increased by 20%
Punch attack comes out 0.06s later
Skills
Soar
Model changed
Dive dash no longer cancels upon touching the ground, use Crouching or Jumping to cancel it
Client
Updated translations & credits for community provided translations
Added Friends menu at Home screen with friends list, incoming and outgoing friend requests
Added event system, removing the need for updating matchmaking screen while also providing date & time information
And it is once again snowing in Netsphere! There are also some creations roaming in snow, although they don’t seem very intelligent just yet. Note that we plan to adjust the exp gain and robot logic of the event mode at a later date on server side. They are both in testing phase
And it is once again snowing in Netsphere! There are also some creations roaming in snow, although they don’t seem very intelligent just yet.
Note that we plan to adjust the exp gain and robot logic of the event mode at a later date on server side. They are both in testing phase at this time but will not require a patch for these.
Game Modes
Snowball Fight
Added Snowball Fight game mode into matchmaking for a limited time
Maps
Toxic Arena
Fixed lasers and some colliders
Added effects
Snow Globe
Added Snow Globe map into Snowball Fight game mode
Weapons
Rifle Cannon (Item: Helios)
Scaled down the charging VFX and reduced intensity of bloom
Event Club (Item: Icicle Club)
Added simplified version of Bat with a single blunt attack which deals 50 damage, unobtainable outside of Snowball Fight game mode
Switched to new bat swing compared to last version
Throwing Bomb (Item: Snowball)
Added the weapon with a single projectile attack which deals 100 damage, unobtainable outside of Snowball Fight game mode. This variant does not explode upon contact, only causes impact damage
Added walk animations, allowing 8-directional movement during the attack compared to last version
Client
Re-enabled equipment check messages when trying to matchmake without any weapons or either of the skills
Reduced visibility of disabled weapons to 25% instead of 50%
Before it starts to snow again, we are here to manage toxic waste of Netsphere… Please try not to fall into it. Maps Toxic Arena Added the map to Touchdown and Practice game modes Client Fixed second skill not showing up in waiting UI after switching teams
Before it starts to snow again, we are here to manage toxic waste of Netsphere…
Please try not to fall into it.
Maps
Toxic Arena
Added the map to Touchdown and Practice game modes
Client
Fixed second skill not showing up in waiting UI after switching teams
New content and gameplay changes are here. You asked for equipping two skills, so here it is as well So first off, we have split skills into two categories, Utility and Movement. You can only equip one skill from the same category, so we basically have a dedicated Utility and a d
New content and gameplay changes are here. You asked for equipping two skills, so here it is as well
So first off, we have split skills into two categories, Utility and Movement. You can only equip one skill from the same category, so we basically have a dedicated Utility and a dedicated Movement skill slot now. The said categories of each item will be written under their names in your inventory.
Gameplay
Walljump’s gravity boost after the peak is removed, it will now use the same gravity over time and cover slightly more distance
Running now clamps your vertical speed to +2 instead of -1, removing the install push down while still cutting it off
Running movement speed increased to 1.74x from 1.6x (%8.75 increase), making up for the old speed increase of broadsword walk speed
Added stun crowd control effect, unlike stagger it cannot be recovered using a dodge but other crowd controls can override it, allowing to cancel again even before its eventual time out
Weapons
Guardgun (Item: Scarab)
Added the weapon
Shots are the same as old swordgun, same firerate and damage however, ammo is 40
RMB consumes 23 Flux to initiate and goes into guard state between 0.3s – 1.4s as long 5.5 Flux is there to consume over time. At the end of guard state it will be followed up with a throwing attack
RMB with not enough Flux will do weaker version of the follow up attack directly with no guard state, it is visually a combo to break the monotonous look on spam but both attacks features are nearly identical
Note: With exception of certain attacks like Jump Attacks, any melee attack received during guard will result in attacker getting stunned for 1.2s.
Swordgun (Item: Scorpio)
Reduced firerate to 7 bullets per second from 8
Increased damage per bullet to 9 from 8
Increased critical multiplier to 1.45x from 1.25x
Increased spread over time quicker, making it bloom faster
Broadsword (Item: Durendal / Founders Sword)
Increased normal attack damage to 20 from 16
Increased Strong Cut damage to 25 from 20
Reduced time to attack on Strong Cut by 0.18s and shortened the animation by 0.04s
Changed critical points of Strong Cut to match general idea of “aim at the enemy to crit”
Bat (Item: Cyclone)
Reduced mobility and disabled jump during Swing part of the Jump Attack -> Swing combo
Delayed ability to Swing during Jump Attack recovery to 0.2s from 0.1s
Rifle Cannon (Item: Helios)
Fixed refill taking flux after charge was cancelled
Allowed weapon to be cancelled with Crouch button while walking (although Crouch walk itself is not back yet)
Charge VFX decided to appear in builds
Skills
Soar
Added the skill under Movement category
Activation on ground pushes you upwards and goes into gliding state
You can get a dive boost by using the activation key again, but it only works once on every flight (UI has no indicator for this at the moment)
Platform
Moved skill to Movement category
Shield
Moved skill to Utility category
Zone
Moved skill to Utility category
Maps
Minor performance improvements on City Square, Ironworks and Service Point
Client
Added separate keybinding in the settings for Utility skills
Hi everyone, It’s been just a few days since Code ZIN: Esper Arena became free to play, and we’re genuinely grateful for the support and feedback so far. Seeing new players join, share impressions, and help us shape the game during Early Access means a lot to the team. We’re alre
Hi everyone,
It’s been just a few days since Code ZIN: Esper Arena became free to play, and we’re genuinely grateful for the support and feedback so far.
Seeing new players join, share impressions, and help us shape the game during Early Access means a lot to the team.
We’re already working on the next update, which will introduce a new weapon and a new skill designed to open up fresh tactics and playstyles, arriving very soon.
If you’re enjoying the experience or see the potential in what we’re building, a short review on Steam would really help others discover the game and support ongoing development. It only takes a moment, and your feedback makes a big difference.
Thank you again for playing, testing, and helping us improve Code ZIN: Esper Arena. We’re excited for what’s coming next.
We’re excited to share that Code ZIN is now Free to Play . Starting today, everyone can jump in and experience the game without any cost. We’re continuing in Early Access, which also means the game remains in its Alpha stage. Our primary focus is on content development, overall i
We’re excited to share that Code ZIN is now Free to Play. Starting today, everyone can jump in and experience the game without any cost.
We’re continuing in Early Access, which also means the game remains in its Alpha stage. Our primary focus is on content development, overall improvements, balance, and, of course, your community feedback.
At this stage, there is no monetization, allowing everyone to enjoy the game freely while we continue to refine the core systems and expand the experience together.
Later in Early Access, we plan to introduce optional monetization featuring cosmetics, quality-of-life improvements, and other fair additions that enhance the game without affecting balance or competition.
Thank you to all players who have been with us so far. Your feedback and support mean a lot to us, and we look forward to welcoming many new players as Code ZIN continues to grow and evolve.
With the Free release set for November 5th, it is the perfect timing to share a playlist of tutorial videos created by our player, Rubi King. Check it out! Guides - YouTube See you on November 5th in-game!
With the Free release set for November 5th, it is the perfect timing to share a playlist of tutorial videos created by our player, Rubi King. Check it out!
While we are getting ready for Free to Play release and preparing new content, here’s a new patch putting out the rest. Gameplay Added base recovery using Jump button at +0.3s for Stagger & Knockback states, and +0.4s for Throw state Changed crowd control sharing method and r
While we are getting ready for Free to Play release and preparing new content, here’s a new patch putting out the rest.
Gameplay
Added base recovery using Jump button at +0.3s for Stagger & Knockback states, and +0.4s for Throw state
Changed crowd control sharing method and reduced 40 ms of latency on crowd control interactions
Game modes
Deathmatch
Changed spawn distribution to reduce extremely isolated spawns
Weapons
Broadsword (Item: Durendal / Founders Sword)
Increased jump attack range by 16% and increased vertical hitbox area to be even
Added more critical hitboxes to make crits on dash attack more consistent when the attacker doesn’t stop on time
Delayed heavy attack hit timing by 0.24s and shortened the total duration by 0.05s to fit the visuals
Bat (Item: Cyclone)
Increased jump attack range by 16% and increased vertical hitbox area to be even (same as Broadsword)
Swing animations changed and allows free movement now instead of locked forward step
Reduced normal attack hitbox range behind the player
Heavy Machine Gun (Item: Wildfire)
Reduced damage to 7 from 7.5
Reduced accuracy (no direct values here sadly)
Fire rate now ramps up in 0.48s to go full speed
Reduced flux usage slightly to have round 130 ammo instead of 131
Fixed dodge cancel causing rollbacks
Rifle Cannon (Item: Helios)
Push back on shooting now linearly scales with charge level, 100% charge becoming the old push back amount
Both explosion and ray now hits map blastables with 200% damage instead of 100%
Increased fully charged ray damage to 22 instead of 21
Shot push back animation now can be cancelled with dodge after 0.3s seconds
Revolver (Item: Resolver / Crimson Hound)
Increased ammo to 6 from 5
Push effect on bullets now scales linearly with each landing bullet
Note: Someone else shooting with Revolver after you will overwrite your push if theirs is stronger, but not if theirs is weaker
Skills
Zone
Start and drop animations are now crowd control immune
Note: This mostly works, but it is vulnerable to latency induced race conditions in theory. Please report it if you capture such a case on video.
Client
Attack cancelling dodge now shows up in the HUD as transparent when the state can be cancelled with it, and becomes opaque white when it’s time
Reload and ammo indicators are now visible on HUD
Fixed self indicator not showing up on TAB screen
Added Brazil-Portuguese translations & credits
Renamed the emote ": angry:" to “: annoyed:" and added alternative “-_-” kaomoji to use it
Updated networking library
Invulnerable players will no longer show up in damage combo counter
Added hitbox & critical area visualizers on practice modes, enabled by F9 key
Fixed practice dummy resetting your camera effects
We’re staying in Early Access, and at first, there’ll be no monetisation. Later during EA, we’ll add monetization with optional cosmetics, quality-of-life features, and other fair additions that complement the game without affecting balance or competition. The Steam-exclusive gam
We’re staying in Early Access, and at first, there’ll be no monetisation.
Later during EA, we’ll add monetization with optional cosmetics, quality-of-life features, and other fair additions that complement the game without affecting balance or competition.
The Steam-exclusive game items will no longer be given out once the game becomes free.
If you want them, buy & login to Code ZIN on Steam before Nov 5th; after that, they’re gone for good!
Hello, Before continuing the work on the Tutorial, we wanted to add an area where you can test all the weapons. With some expansions, we should be able to combine them, too. Our plan there is to improve both over time to be more useful for newcomers, and of course, integrate your
Hello,
Before continuing the work on the Tutorial, we wanted to add an area where you can test all the weapons. With some expansions, we should be able to combine them, too. Our plan there is to improve both over time to be more useful for newcomers, and of course, integrate your feedback. We also have some content and QoL updates, so without further ado…
Weapons
Heavy Machine Gun (Item: Wildfire)
Disabled awakening on RMB
Increased damage per bullet to 7.5 from 7
Increased fire rate to 15 from 12
Increased accuracy
Added a cooldown animation at the end of shooting that is 0.483s, which can be cancelled with a dodge
Skills
Shield
Changed the shield visual effect
Changed the icon to reflect the new shape
Zone
Added the skill
Zone is a skill that ground smash upon activation (no VFX there yet), and creates a spherical area with 19.5m diameter. Inside, you get 5 HP and 5 SP per second, for 10 seconds. As a bonus, your teammates inside also get 1.5 HP and 1.5 SP per second for the same duration in Touchdown mode.
Maps
Weapon Test Range
Added the map under Map Practice for now
Client
Added the ability to switch teams while waiting for the match to start
Added support for Korean and Japanese languages
Changed bloom settings & adjusted every object accordingly
We are participating in the Steam TPS Fest and offering a 50% discount. If you haven't bought it yet, now is the perfect time to take advantage of it. Don’t miss this opportunity to save big!
We are participating in the Steam TPS Fest and offering a 50% discount. If you haven't bought it yet, now is the perfect time to take advantage of it.
This patch can be summed up as a QoL and balancing one. Gameplay Fixed dead players absorbing attacks and causing hitstops Game Modes Touchdown: Fixed certain game mode events such as ball pick ups still happening after match ends Deathmatch: Increased player limit from 6 to 8 Ma
This patch can be summed up as a QoL and balancing one.
Gameplay
Fixed dead players absorbing attacks and causing hitstops
Game Modes
Touchdown:
Fixed certain game mode events such as ball pick ups still happening after match ends
Deathmatch:
Increased player limit from 6 to 8
Made players spawn away from every other player as much as possible (still random between the 3-9 furthest spots)
Weapons
Heavy Machine Gun (Item: Wildfire)
Added internal mode tracking to prevent having to reawaken if you get interrupted while holding RMB (experimental)
Normal bullet damage reduced to 7 from 8
Awakened bullet damage reduced to 5 from 6
Awakened flux consumption speed increased to 20/s from 15/s
Awakened bullet push now starts at 0% up until 3 meters, goes up to 100% at 10 meters and starts to go down again at 20 meters until it reaches 0% at 100 meters
Normalized curve for reference, 1.0 on Y axis is 100% and X axis covers 100 meters
Rifle Cannon (Item: Helios)
Zoom in and out can now happen while in jump and falling states
Swordgun (Item: Scorpio)
Reduced hitstop range to make attackers get closer to their enemies
Maps
Service Point:
Fixed a few visual problems such as gaps
Lowered the map barrier that poked through the floor
Client
Added a start button at the bottom (Temporary, intended system for future is a “ready up” one)
Now you have to hold RMB to rotate the camera around in waiting mode
Changelogs #25.07.30 With this patch, we are adding our newest weapon, Heavy Machine Gun (HMG), and making a change to our Team Deathmatch mode, turning it into a (FFA) Deathmatch to allow a small and uneven number of players to enjoy the game without having to “sit” and wait for
Changelogs #25.07.30
With this patch, we are adding our newest weapon, Heavy Machine Gun (HMG), and making a change to our Team Deathmatch mode, turning it into a (FFA) Deathmatch to allow a small and uneven number of players to enjoy the game without having to “sit” and wait for others. Aside from that, we revisited some existing maps to reduce their gameplay frustrations and made a few other minor adjustments.
Gameplay
Disabled dodges resetting your vertical velocity and using a lower gravity in favour of keeping your existing vertical velocity and using regular gravity, allowing you to jump and dodge instantly for tricks without having to wait for the peak
Game Modes
Team Deathmatch:
Disabled until further notice
Deathmatch:
Added with a limit of 6 players and only a time limit of 15 minutes until we decide on a score limit as well
Animations
Slightly improved left and right walljump animations
Switched to a new forward jump style, adding a side flip to start
Weapons
Heavy Machine Gun (Item: Wildfire)
Added the weapon with placeholder VFX and SFX
LMB has a fire rate of 12 bullets per second, with each dealing 8 damage, with a similar drop off to Swordgun
RMB goes into awakened state as long as you keep holding it, initially doing an explosion attack around you for 12 damage while transforming and then starts to shoot
RMB’s awakened shooting has a fire rate of 16 bullets per second with double the spread on X axis with each dealing 6 damage and pushing enemies back (does not stack)
Bat (Item: Cyclone)
Added trail effect for normal and spin attacks, in addition to a new VFX for the spin attack
Swordgun (Item: Scorpio)
Changed the bullet pattern from a random position of 90-degree slice of a circle to the full circle all around the crosshair
Rifle Cannon (Item: Helios)
Fixed explosions not critting behind a cover (done between patches as a quick server fix, now applying to clients as well)
Broadsword (Item: Durendal / Founder's Sword)
Changed the strong cut to keep the vertical speed on the jump pads
Maps
Outer Space:
Removed the majority of the balcony on top of the goal posts, only leaving a small extension
Switched the goal post to a version without side walls to prevent blocking the entrance without jumping
Adjusted the lighting to be brighter
Ironworks:
Removed the majority of the tiny ledges, which caused inconsistent results on jumps
Made some ramps slide better without getting stuck on corners (Experimental)
Service Point:
Removed the railings from the central area, making it easier to climb out of the bottom with walljumps
Client
Added more weapons to HUB
Changed character shader to exaggerate received lighting
Changed walljump effect (WIP)
Changed some weapon textures to match their designs better, mostly on colours
Changed weapon shaders to match player ones
Note: Dissolve timings have changed as a side effect of this change; we will retime them along with player dissolve at a later date.
Server
Implemented fallback for custom hitbox rollbacks in case there isn’t enough accumulated data yet (done between patches to fix forever ghost players)
Get a first look at the upcoming HMG (Heavy Machine Gun) in Code ZIN: Esper Arena! 💥 This beast brings serious firepower and a futuristic edge — and it’s almost here. A new patch with this weapon is coming soon!
Get a first look at the upcoming HMG (Heavy Machine Gun) in Code ZIN: Esper Arena! 💥 This beast brings serious firepower and a futuristic edge — and it’s almost here.
Changelogs #25.07.08 We are testing the new hitbox rollbacks for improved hit registration once again. Maps Ironworks Lights now react to settings Added pillar collider that was missing Note: All maps either had very small fixes and/or small performance improvements, the latter b
Changelogs #25.07.08
We are testing the new hitbox rollbacks for improved hit registration once again.
Maps
Ironworks
Lights now react to settings
Added pillar collider that was missing
Note: All maps either had very small fixes and/or small performance improvements, the latter being the case for Ironworks as well.
Client
Reduced new smoothers interpolation time to 1 tick from 2 ticks
Potato quality settings now has slightly less, rounded 20 meters real time light distance as opposed to 22.5 meters
Character’s rim lighting now reacts to baked GI of the maps
Inventory now shows Archetype and Type of the weapons below the item name
Server
Switched to custom hitbox rollbacks to match attacker vision back in time better