🎄Friends! The Danger Zone development team wishes you a Merry Christmas and a Happy New Year! The final part of the holiday event has arrived. Gifts have been delivered under every tree, the shelter has been decorated with Christmas decorations, the protagonist has put on a fest
🎄Friends! The Danger Zone development team wishes you a Merry Christmas and a Happy New Year!
The final part of the holiday event has arrived. Gifts have been delivered under every tree, the shelter has been decorated with Christmas decorations, the protagonist has put on a festive hat again, and gifts-sailors have started to appear on the game map along with flying snow.
New Year's Eve festivities at The Danger Zone! Christmas tree It's time to get ready for the holiday, the Christmas tree has appeared in the shelter in its pristine, natural form. You have a strategic task: to decorate the main symbol of the new year as quickly as possible. The n
New Year's Eve festivities at The Danger Zone!
Christmas tree
It's time to get ready for the holiday, the Christmas tree has appeared in the shelter in its pristine, natural form. You have a strategic task: to decorate the main symbol of the new year as quickly as possible. The necessary decorations can be found at locations, in crates and at the world market. After you finish decorating the Christmas tree, on 31.12.25 presents will appear under it. Be sure to pick them up and open them before December 10th.
Easter eggs
From December 30 to January 5, all game locations and maps will be filled with passholes. This year there are more of them, but they are harder to get. When you find a passphrase, you have 7 seconds to get the prize. In order to get your prize, you need to aim accurately and precisely shoot at the pathfinder.
It's time to open presents
Starting on December 31 (00:00) and ending on January 10, you are allowed to open previously received gifts. There are three types of gifts: from the smallest to the largest. Depending on the size of the gift, its contents vary. The smallest gift contains random ordinary items, while the largest gift contains random rare and valuable items in large quantities.
Festive decoration
Appropriate holiday decorations have appeared on the game map, global map, and asylum.
The real winter has arrived
Snow has fallen on the global map and game locations. Most textures have been updated for the winter setting.
Time for New Year's discounts
Beginning December 25, holiday discounts attack at 45% across all categories and items.
Other changes
Loot Changes. Christmas tree ornaments can be found in all crates, hiding places and caches with 20% probability.
See you in the new 2026!
That's all for now, thanks for checking out the update and the event. This has been a testament to this year's update. The new year promises to be really exciting. See you in the new 2026!
Night is falling, which means it's time for the spookiest holiday of the year! The Halloween-themed event has launched and will be available until November 2nd. Evil Easter egg pumpkins have filled the danger zone. Destroy them to receive a random reward. Pumpkins spawn randomly
Night is falling, which means it's time for the spookiest holiday of the year! The Halloween-themed event has launched and will be available until November 2nd.
Evil Easter egg pumpkins have filled the danger zone. Destroy them to receive a random reward. Pumpkins spawn randomly throughout the game. Good luck in your search and have a happy Halloween!
Current version of the game: 1.04 9.9.25 Inventory. Improved movement of objects Now weapons can be equipped directly from the warehouse. Items can now be equipped in a pouch and pockets directly from the warehouse. Inventory. QoL improvements Added a context menu for interacting
Current version of the game: 1.04 9.9.25
Inventory. Improved movement of objects
Now weapons can be equipped directly from the warehouse.
Items can now be equipped in a pouch and pockets directly from the warehouse.
Inventory. QoL improvements
Added a context menu for interacting with objects [PCM].
Added the ability to destroy an item.
Added a quick interaction mechanic. A double click on an item equips, uses, or carries the item, depending on the type of interaction available.
Shelter
Both generators in the shelter produce 50% more energy. The maximum power output rate of each generator has been doubled.
Mutants
The running speed of some mutants has been reduced.
Corrections
Fixed the issue of perpetual recharge when opening inventory during recharge [only in the bunker and on the global map].
Fixed an issue where hints that the player had already read were displayed repeatedly.
RELEASE! From the start of Early Access, through dozens of small patches and half a dozen big updates, this long road has been traveled. Finally, almost two years in Early Access are coming to an end. We'd like to share this familiar moment with you: in honor of the Early Access
RELEASE!
From the start of Early Access, through dozens of small patches and half a dozen big updates, this long road has been traveled. Finally, almost two years in Early Access are coming to an end. We'd like to share this familiar moment with you: in honor of the Early Access release, TDZ has received a 35% discount and an in-game event with temporary quests has been launched.
In what form the game is being released
Unique gameplay based on a hardcore shooter with horror elements and immersive survival mechanics in a post-apocalyptic setting.
A world map with a large number of sub-locations and points of interest. Five large, diverse game locations and over ten battle arenas.
Huge, uninhabited concrete shelter, where the player will have to organize his life.
Deep immersion mechanics. Realistic and picturesque environment. Changing weather, the cycle of day and night will add to the immersion of the setting.
Realistic artificial intelligence systems, which along with the constant lack of ammunition will keep even the most hardened players in suspense.
Narrator and more than 20 combat tasks (quests).
More than 200 game items and equipment.
Arsenal of ten modifiable weapons. More than 40 different weapon modules.
Future plans
As we have already clarified: the release of 1.0 does not put an end to video game support. There is a version 2.0 and 5.0, there would be interest from players and general online. We have huge plans for the post-release period. We sincerely hope that these plans are destined to come true.
Combat tasks and the first storyteller
The first iteration of quests has performed quite well. As part of the current update, we are significantly deepening the mechanics of combat tasks, integrating them into the overall structure of the quest system. We're also introducing an innovative element - the first storyteller, who is not a playable character but performs the key functions of issuing, tracking progress, and rewarding for completing combat tasks.
Combat tasks issued by the narrator are classified into two types: basic and additional. This division allows you to flexibly adjust the level of importance of tasks and, accordingly, the amount of reward for their fulfillment. The debut narrator is available for interaction on the global map, near one of the villages. We have provided details and basic information in the introduction.
In-game achievements
Players have long asked for an extra challenge and the first iteration of Achievements will provide it in full. Along with the traditional, simple achievements, we've added Achievements that will require effort or even a change in your usual gameplay approach. Also, for accomplishing achievements you get experience, which is necessary for veteran leveling. Getting a new level unlocks additional game content, for example: a third, hardcore starting set-up.
In the first iteration of achievements we have added a part of the planned, introducing new content to the game we will add new challenges for players. Be sure to “close” platinum (platinum veteran level), now it is much easier to do it.
New location: “The outskirts of Lidwetz”
The first city map in the game and a future contender for the largest and most variable in terms of exploration game location. As we have already mentioned, Lidvets is our first experience in creating complex architectural city masses. We would like to make sure that all systems and optimization solutions work as intended. Therefore, in the first iteration we are adding half of the city map from the previously planned one and hiding forks and some rooms from the player. The first expansion of this location will not be long in coming.
Updating the diary
Like the first iteration of quests, the diary has become an important game attribute, we are making a few changes to improve the experience of interacting with a personal diary.
Changed the quest page: instead of one single canvas with all possible information, we divided the content into a list of available quests on the left page and information about the selected quest on the right page. This is clearly demonstrated in the screenshot above.
Statistics has been moved to the first page.
World map
The world map has acquired a final and finished look. New areas and points of interest have appeared on the map, which have greatly enlivened the game simulation. Here is a list of important innovations and changes for the world map:
Four new areas have been added: “Suburbs”, ‘Dead Territories’, ‘Redwoods’ and ‘Endless Wasteland’.
A previously explored cell (hex) is no longer reset after restarting the game.
Crates and hexes now have a spawn limit. If the contents of a crate have been collected, further spawning of the container will be blocked.
New settings menu and new features
The old menu was functional, but severely inferior from a visual standpoint. This update aims to improve the visual and optionality. The total updated was:
Added option to disable tooltips.
Added option to disable character turns on double-click
Added option to rotate the character behind the cursor
Improvements in player comfort
The system tries to determine the optimal resolution by itself during the first startup. The setting is initially set to [Auto Resolution].
The system tries to determine the optimal settings based on the system parameters at the first startup.
The system attempts to determine the language from the available languages based on the system language at the first startup.
Game Guide
We have updated some of the tips and added new information.
Up-to-date videos have been uploaded.
Main menu
Visual UI improvements and color correction.
Added button and achievement menu.
User Interface
The main notifications and messages have been moved from the top of the screen to the bottom for a better user experience.
Added messages about progress and changes to available tasks.
Player avatar changes depending on the gas mask activation.
Game Menu
Added a button to go to the achievements menu.
Fixes. World Map
Opponents no longer avoid battles with the protagonist.
Fixed a bug where some cells (hexes) did not have the effect “stealth-vegetation” and “stealth-forest”.
Previously explored areas are no longer reset after restarting the game.
Fixes
Fixed an issue where small text messages were not displayed.
Fixed “breakage” of the character in the animation “lifting the backpack” if the equipment was changed before.
Fixed store errors.
Fixed Karina's script that caused animation breakage.
Fixed and finalized conditions for character appearance in the battle arena based on the mode (player has initiative, normal combat, ambush).
Fixed a bug where enemies could attack the player before the end of loading.
Fixed a bug where the corpse of a previously eliminated enemy out of range might not be displayed.
Other minor fixes.
Added new bugs, so that there was something to fix for several patches : )
Have a nice and interesting game!
This is our first release and we are closely monitoring feedback. If you encounter a problem, find a bug or get a fatal error - please contact us via discussions Thank you for your attention to the project during the Early Access phase! Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
From the start of Early Access through dozens of small patches and half a dozen big updates has been a long road. Finally, almost two years in Early Access are coming to an end. On 05/30/25 along with the release of version 1.0 The Danger Zone will leave early access.
From the start of Early Access through dozens of small patches and half a dozen big updates has been a long road. Finally, almost two years in Early Access are coming to an end. On 05/30/25 along with the release of version 1.0 The Danger Zone will leave early access.
Spring cheer! In our region, spring has already officially taken office, replacing the harsh and cold winter. The winter season was frankly stingy on updates and there were reasons for that. But! For the spring season we have really grandiose plans and the current version 0.9 is
Spring cheer!
In our region, spring has already officially taken office, replacing the harsh and cold winter. The winter season was frankly stingy on updates and there were reasons for that. But! For the spring season we have really grandiose plans and the current version 0.9 is just the beginning!
На пути к версии 1.0
It's been almost 1.5 years since The Danger Zone was released in STEAM Early Access. FOUR (sorry, I couldn't resist) major updates, one global and a dozen smaller patches have somehow brought us closer to a new, important mark in the project's history - release. This version is a direct demonstration of our intentions to close some of the content gestalt and get as close to the release mark as possible. Very soon, with the release of the global spring update, The Danger Zone will leave Steam Early Access early.
Note at once, the list may be changed or different from the final version. The release version will have the following content:
More cohesive narrative and justification for the quest component of the game. Narrators and plot summarizing directed locations.
City locations and a third final (required for the quest) boss.
Completed world map. The current iteration is close to the final version, but it's still not large enough.
Achievements. Players have long asked for an extra challenge and the first iteration of Achievements will provide it in full. Along with the traditional, simple achievements, we plan to add Achievements that will require effort or even a change in the usual gameplay approach.
New content based on player feedback and needs.
We hasten to note at once: the release of 1.0 does not in any way puts an end to the support of the video game. There is a version 2.0 and 5.0, there would be interest from the players and the general online. The price of the game will be adjusted in some regions under a more current rate.
Version 0.9 is already here!
The big update is already available for installation. Let's briefly, as far as possible, review the main innovations.
New location “Dark Forest”
A large number of plants in one frame has always hurt FPS. The new location is not only a picturesque and atmospheric addition to the map set, but also a challenge for me as a developer: to provide players with a beautiful, distinctive location with a reasonable FPS value. The location came out huge in its size and points of interest. At the moment, it's a standard rail location, but the first expansion will fix that.
Expansion of “Zalesovye” location
For a village settlement, the location was severely lacking in structures that could be explored. In the expansion, in addition to the picturesque surroundings, we added new explorable structures and introduced a new game mechanic: rooms. We will tell you about the new mechanics a little bit below. It is now the biggest and at the same time the most productive location.
Expansion of the “Destroyed Column” location
The final location was sparse on interesting, in terms of loot zones. This expansion should remedy the situation. A small hint: a new quest is directly related to the new point of interest,
Additions to the arsenal
ARM4 assault rifle with 5.56 caliber.
Western automatic modernized rifle. Used by peacekeeping contingent units.
AC80 with 9x39 caliber
Automatic rifle designed for special purpose units.
More than 10 modules for new weapons.
Artificial Intelligence v: 1.5
AI tries to find a more favorable position during combat.
AI began to see a little better in the dense vegetation.
In some situations, the AI is able to give up an unfavorable position and retreat to a more favorable one.
In some situations the AI is able to ambush you.
AI interacts more intelligently with the vegetation in the location and arena.
Adjusted firing accuracy depending on AI skill level.
Depending on the level of training and skills, AI interacts with weapons more effectively: it pre-selects the most appropriate weapon and switches the firing mode depending on the current situation.
The appearance (spavn) of an AI is now tied to its personal time cycle.
Principle of direct visual contact
Previously, the player got too much advantage: seeing opponents in blind spots. From now on, the area that is not in the main character's view is blurred and slightly darkened, and opponents disappear from view. This change should level up the AI's visibility with the player and make battles more hardcore and tactical.
New mechanics related to locations - Rooms
Gameplay on many locations was too “rail” we decided to diversify it with a familiar game solution. Exploring the location, you will meet on your way: passages to rooms and basements. It's up to you to explore or skip a branch of the location.
Персонаж
Radiation sickness
Instead of instant death, after accumulating 600 units of radiation, the player's condition instantly deteriorates. Every three seconds he loses 1-2 units of health of each vital organ.
Low HP
At low health, the protagonist is subject to strong debuffs to speed and mobility.
Low head HP
When the minimum level is reached, the camera starts spontaneous movements and the screen darkens periodically.
New damage formula
If you take damage to a limb that lacks health, the damage is transferred to the nearest limb.
Shelter
We are happy with the current version of the shelter. But we still had one outstanding item. As part of the thematic update, we didn't have time to realize the final section. It so happened that we managed to finally close the list only now.
New section in the shelter - Private room
The protagonist and his beautiful companion needed a small and cozy corner where they could pass the time and spend the night. Despite the overall minimalistic size, the new section is not lacking in functionality and contains important buildings, structures and furniture.
Other shelter changes:
Most of the structures related to the warehouse have received construction phases (not originally built from the start of the game).
New buildings and structures.
Time skip
An option that has been requested for a long time, but required serious technical improvements to the core game. We present the first iteration of this mechanic. In short: to “rewind” time, you need to activate a special menu with a choice of day/day phases. After selecting the desired phase, the character falls asleep and wakes up in the previously selected phase. You can activate the time skipping menu through the “Sleeping Place” (a building from a new section in the shelter) or through events on the world map.
Warehouse
The original size of the storage in the shelter was quite large, it contained too many items. We adjusted the size of all storages and closed some for the need to build certain structures.
Now only a certain type of items can be placed in some storages (shelves/drawers).
Added color, text and sound indicators for vaults.
World map
New explored area.
The information about an unexplored location in the interaction menu is now hidden. To get a brief summary of the location, it must be explored in normal game mode.
The unexplored location marker icon is now hidden.
Extraction
Added crate of western weapons.
Added caches. Buried or camouflaged zinc boxes.
Changed contents of some crates.
New items.
Dynamic optimization
Depending on the conditions the player is in, the system will try to increase FPS by optimizing some minor elements. For example, in forest locations, the range of shadows will be reduced. At the same time, the overall image quality and game resolution will remain unchanged.
Detail Settings
In addition to the amount of vegetation in the frame, the detail setting is now applied to some highly detailed objects.
Sound
Added new sounds for the warehouse UI.
New sound system and new sounds for the shelter.
New sounds for the protagonist.
Changes and gameplay improvements
Added the sound of the wedge-sharpness.
It takes different time to open crates or caches. Previously there was a fixed value.
Switching weapons and gadgets on the global map is instant.
Opening inventory and pouch in the shelter is instant.
Effect markers no longer overlap in the character menu.
Balance Changes
Probability of bosses appearing: 100% > 20% + 2% * Survival Day.
Along with general AI improvements, bosses also received additional boosts, unique features and behaviors.
Fixes
Fixed an issue where after changing vsync, other changes in game options were not applied.
Fixed an issue where a character would lose an item (item 0).
Fixed a problem with incorrect ground hitbox calculation. This problem did not interfere with registration by other hitboxes, but created a heavy load on ballistics miscalculation.
Fixed a problem with gun animation that occurred when trying to aim while moving.
Other less significant fixes.
That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
New Year's greetings! The holidays have dragged on, and the patch is released with a slight delay. By tradition, we dedicate the first patch of the year to fixes and improvements. Let's move on to the fixes and innovations of the current patch: Winter is not retreating . The Chri
New Year's greetings! The holidays have dragged on, and the patch is released with a slight delay. By tradition, we dedicate the first patch of the year to fixes and improvements. Let's move on to the fixes and innovations of the current patch:
Winter is not retreating
. The Christmas tree and holiday decorations lingered at the shelter a little longer than planned. Like many of the trappings of the past holiday, they were disabled or hidden. But! We decided not to disable the unopened gifts already received and leave the winter season until the end of January.
Inventory
. - Quick Move Mode. Once you move an item to the desired container, the rest of the items can be “moved” instantly; press [shift] and click on the items you want to instantly move. - Added visualization of which container the item will be moved to. - Items discarded in a raid are no longer stacked in the same bag. - Added the ability to move items from inventory to a lootable crate/container.
Changing Items
Filtered water. Number of uses 1 > 3. Stack limit 2 > 1
Water. Number of uses 1 > 3. Limit in cup 2 > 1
[Canned food. Stack limit 6 > 2
[B19. Stack limit 2 > 1. Number of uses 16 > 25
[Cigarettes. Limit 2 > 1
Herbal tea (ready meal). Receiving water 8 > 20
Buckwheat porridge (ready meal). Food received 12 > 18
Soup (ready meal). Food received 14 > 18
New items
Iodine
Iodum-k
Pack of 7.62x39 caliber ammunition
Pack of 8x19 caliber ammunition
Pack of shotgun shells?
- The cost of some items has been changed. - Increased the cost of ammunition. - Fixed items that had no weight or had too little weight.
Mining (looting)
. - The contents of most crates and boxes have been changed. - The contents of caches have been changed. The probability of dropping valuable items has been increased. - Weapon crates now contain common weapon modules.
New item upgrade algorithm
The game has gotten too many items, and there will be even more. The old systems handled their task with a loud grinding noise and it couldn't go on like this. In this update, we are introducing a new algorithm handler. The new solution is a two-sided medal: a one-time update of all items in your inventory will take a bit longer, but an update caused by a change of one or more items will be 50 times faster.
Game Menu
- Fixed UI elements overlapping and going off-screen. Added mouse wheel scrolling. - Added information for new players.
Sounds
Added new sounds for items.
Added unique item collection sounds.
Garbage Handler (BETA)
The thing is that system components are needed to load content, but for gameplay they are not needed and clog up RAM. The new system component is designed to solve this problem. On small maps or battle arenas the difference in RAM consumption may not be noticeable. At the same time, on large locations, the handler can remove up to 5 thousand unnecessary objects.
Game Guide
We have updated some of the hints and added new information.
Actual videos have been uploaded.
Changes
When reloading, the character tries to load the weapon with the highest quality ammunition. Previously it was exactly the opposite.
Weapon resource per shot is consumed 5 times less compared to the previous version.
Corrections
Fixed horizontal inventory scrolling on low monitor resolutions.
Fixed a bug with access to sell items labeled “impossible to lose”
That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
🎄Friends! The Danger Zone development team wishes you a Merry Christmas and a Happy New Year! The final part of the holiday event has arrived. Gifts have been delivered under every tree, the shelter has been decorated with Christmas decorations, the protagonist has put on a fest
🎄Friends! The Danger Zone development team wishes you a Merry Christmas and a Happy New Year!
The final part of the holiday event has arrived. Gifts have been delivered under every tree, the shelter has been decorated with Christmas decorations, the protagonist has put on a festive hat again, and gifts-sailors have started to appear on the game map along with flying snow.
New Year's Eve festivities at The Danger Zone! Christmas tree It's time to get ready for the holiday, the Christmas tree has appeared in the shelter in its pristine, natural form. You have a strategic task: to decorate the main symbol of the new year as quickly as possible. The n
New Year's Eve festivities at The Danger Zone!
Christmas tree
It's time to get ready for the holiday, the Christmas tree has appeared in the shelter in its pristine, natural form. You have a strategic task: to decorate the main symbol of the new year as quickly as possible. The necessary decorations can be found at locations, in crates and at the world market. After you finish decorating the Christmas tree, on 31.12.24 presents will appear under it. Be sure to pick them up and open them before 10.1.25.
Easter eggs
From December 30 to January 5, all game locations and maps will be filled with passholes. This year there are more of them, but they are harder to get. When you find a passphrase, you have 7 seconds to get the prize. In order to get your prize, you need to aim accurately and precisely shoot at the pathfinder.
It's time to open presents
Starting on December 31 (00:00) and ending on January 10, you are allowed to open previously received gifts. There are three types of gifts: from the smallest to the largest. Depending on the size of the gift, its contents vary. The smallest gift contains random ordinary items, while the largest gift contains random rare and valuable items in large quantities.
Festive decoration
Appropriate holiday decorations have appeared on the game map, global map, and asylum.
The real winter has arrived
Snow has fallen on the global map and game locations. Most textures have been updated for the winter setting.
Time for New Year's discounts
Beginning December 25, holiday discounts attack at 45% across all categories and items.
Other changes: - Loot Changes. Christmas tree ornaments can be found in all crates, hiding places and caches with 20% probability.
See you in the new 2025!
That's all for now, thanks for checking out the update and the event. This has been a testament to this year's update. The new year promises to be really exciting. See you in the new 2025!
Player Transportation When the game started, most of the important items were illogically located in the shelter. We are fixing this flaw: starting with this version, the main items of equipment are located in the vehicle on which our protagonist arrived. Interaction with the ite
Player Transportation
When the game started, most of the important items were illogically located in the shelter. We are fixing this flaw: starting with this version, the main items of equipment are located in the vehicle on which our protagonist arrived. Interaction with the items is exactly the same as with the items in the shelter's warehouse.
Didn't have time or couldn't pick up all the items? No problem! Transportation also appeared on the global map in the form of mini-locations.
Previously described, will make life a little more difficult for sets with a lot of starting equipment.
Note: if you have already started the game, the items will not be transferred to the transportation, but will remain on the shelves of the bunker warehouse.
Translated with DeepL.com (free version)
New quests
Now it's the turn of more serious challenges. The third part of the quest “no one is sorry” brings with it important innovations:
New quest added condition: Character death resets all quest progress to zero.
Completing the quest unlocks access to items in the World Market.
Arsenal
For the first time, arsenal replenishment! New Vandal-based magazine rifle -Vint is already in the game.
New modules
VL6 - six-round magazine
V225 is an extended barrel for the Vandal based armament. Fits perfectly with the new rifle.
New cartridges with killing power for 7.62x39 9x18 calibers
This type of ammo deals more damage than its base counterparts. Available after completing the quest “Ruthless III”.
The damage of stock ammo:7.62x39 and 9x18 has been reduced by 10 units.
Bunker
Some of the base structures, previously available without building, now need to be built to interact.
An inactive building can no longer go out of service.
The construction has a probability of breakage only after a certain amount of time has been worked.
World market
The availability of some items has been capped by the world market level and quests.
The world market has been optimized. Previously, a large number of items and active categories had a negative impact on performance.
Corrections
Fixed a visual bug with “item creation is blocked due to lack of a needed enhancement”.
Fixed the text in the item and weapon information window.
Fixed an issue that made it impossible to pick up crafted items in the shelter.
That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
The Exodus global update is available! This update has been a bit delayed. Before we get to the list of innovations and changes, we will allow a small lyrical digression: It's been over a year since the game was released in Early Access. The game has changed a lot and is almost c
The Exodus global update is available!
This update has been a bit delayed. Before we get to the list of innovations and changes, we will allow a small lyrical digression:
It's been over a year since the game was released in Early Access. The game has changed a lot and is almost close to our original expectations. Thousands of hours of hard work have resulted in the biggest global update yet. We are grateful to the community for their support, and we would like to extend a special thanks to the most active members of our small community. We thought it would be appropriate to add the names and nicknames of the people involved in the development, testing and support of the game at different stages to the credits in the main menu of the game. In addition, our community leaders will receive all additional paid content (if any) for TDZ and our other future games for free.
Let's go directly to the update itself:
Game objectives, quest system and game diary
Major and minor tasks
The game diary is divided into several pages. The page with tasks is considered to be one of the main ones. It is on this canvas that the list of all current and previously completed quests is presented next to the game statistics.
We are not yet ready to directly reveal “who”, or rather “what” gives the protagonist tasks and monitors their fulfillment. We've left plenty of clues both on the pages of the diary itself and in the game world. We look forward to seeing how our mystery is solved.
Collection of found items
In-game items, as we will point out many times below, are an important component of the game. We thought it would be quite interesting to add such statistics in the form of an interactive collection. The left side of the diary displays all information about previously found items, while the right side displays information about the item itself and a brief summary of the places and crates where the item can be found.
Unavailable pages Don't be surprised, some diary pages are blank. In time, a whole story will manifest on them.
Despite all the horror of nuclear war, an extremely small number of people managed to survive. They are not so many, they do not have the best equipment, but they pose a great danger.
Survivors under the control of artificial intelligence are almost as good as real players. They also explore the location, loot loot, use their own equipment, interact with the inventory, and fight for their lives just like a “real player” would. To simplify, we've developed a system that records the patterns of a human traversing a location or map and creates a script from that for artificial intelligence. Very roughly speaking, a bot is a record of a player who has previously played on a given game level.
We will closely monitor the feedback and work on improving the artificial intelligence.
Industrial and artisanal small arms is a complex device consisting of many elements and has its own expendable resource. Each shot gradually reduces the “strip” of resource, which can lead to malfunctions and misfires at the most inopportune moment.
We have described the workings of many of the new mechanics in more detail just below.
As in reality, most manipulations require special conditions and tools. Replacement of quick-release elements can be done in the field. While the replacement of functional elements will require an appropriate machine or workbench. The latter you will find in the shelter after the release of the update.
First batch of modules
With each new armory update, the number of modules will increase.
New Shooting
To a realistic module system - realistic shooting! In the new update, we will abandon the concept of “weapon damage”. From now on, the barrel is only an intermediate link between the caliber and the target. It is the caliber that causes the main damage. Also a bullet during its life cycle can penetrate or penetrate several obstacles depending on the penetration parameter. Wooden walls, thin iron barriers, and vegetation are now shot through.
New 3D Weapon Models
Absolutely all three-dimensional models have been updated in order not to irritate the sharpness of their polygons to the eyes of the player. Following the previously established trend, textures have been added to the weapons. So that the new models did not negatively affect performance: in addition to highly detailed models, we added simplified.
Attention! Visualization of models in the game itself slightly differ from the demonstrated ones.
Calibers and ammunition recycling
Added different calibers (BC types). Including overused types of combat kit.
New mechanics related to weapons and equipment
Hand Energy
In the new version, aiming gives too many bonuses. That's why we introduce additional mechanics. When aiming, the character loses arm energy depending on the total fatigue and the weight of the weapon. When the minimum value is reached, the character will no longer be able to aim fire.
Resource, wedge, and misfire
Every weapon has a resource. By firing or using the weapon in unsuitable conditions, you use up its technical resource, thereby degrading its parameters.
Armament Inspection
This is the main field tool for detecting defects and weapon problems. The protagonist will inspect his weapon and fix any technical problems found.
Store inspection
To inspect and count the combat kit, the character must remove the magazine/open the chamber and then count each round.
Firing Mode Change
With the new recoil, it is extremely important not to “clamp” with guns that have very bad recoil control. Therefore, we introduce this mechanics for the weapons on which this mod is available in reality.
Balance edits and other weapon-related changes:
Aiming does not reduce the recoil of a shot if the weapon does not have a buttstock.
The character no longer has independent control over the recoil. The recoil sends the weapon upwards.
Most weapons in their basic form have received a major downgrade, as they have lost most of their modules.
Added zones where weapons cannot be used.
Fixed a condition problem. Let's explain it by example: Previously, pressing the reload button [R] while aiming ignored the reloading process. From now on, with similar inputs, the character will stop aiming, reload the weapon and return to the aiming state.
Aiming is considered active at the moment of intersection of the sight and the player's eyes. Previously, aiming was activated at the moment of pressing.
Added random generation. When starting a new game, you get a new global map.
Added random shelter location on the global map within the “home zone”.
The player's position on the global map is saved after the end of the game session.
Improved game camera performance. Movement is smoother and more responsive. Added interactive camera states.
Zones and areas on the global map are now signed and labeled.
World Map. New Artificial Intelligence
Inspired by the technology of revolutionary games of the past, namely the A-life system, we wanted to bring something similar to TDZ. In order to achieve the right level of life simulation, we have added the following parameters to the AI:
Your own list of tasks, interests.
A predisposition to a certain faction / tribe / pack.
[Militancy towards a certain faction of the tribe or pack.
Daily routine. Time of activity within the daily cycle.
World Map. New battle mechanics
In the updated version of the game, it is extremely important at what parameters you encountered the enemy, and who took the initiative. For example, if a player is the first to notice the enemy and start preparing for battle, he gets an advantage in the battle arena (as we call the maps on which battles take place): the player appears further away from the enemy, the enemies are less aggressive and attentive. If the enemy takes the initiative first, or the player is ambushed, then the enemy has the advantage: he has a more favorable position, he knows the approximate location of the protagonist, and he is extremely aggressive.
All of this together helps to diversify and make each game experience unique. In fact, for this simulation, the player is only an observer, and occasionally acts as a target. The simulation is self-sufficient and can exist without the presence of the player at all.
World Map. New (old) interaction menu
The number of interface elements on the global map has increased, and the spatial menu no longer has a place in the UI. We are bringing back the familiar side menu by updating and refining it to our standards.
World Map. New circular menu of personal markers
The global map became larger and the number of points of interest hidden from the player tripled. Therefore, exploring the global map has become the main task. So that the player does not have to memorize the location of absolutely all hidden activities, we added a circular menu with markers. By pressing [LKM] on any part of the global map, you activate the previously mentioned menu, and, selecting the most suitable marker, put it on the vastness of the world map.
*hidden or masked activities - items, events on the map (pointers), hiding places and so on. --------------------------------------------------------------------------------------------------------------
Asylum
We're happy with the current version of the asylum, but it wouldn't be nice of us to bypass such a significant gameplay aspect in a global update.
New constructions and structures.
Weapons workbenches. [Temporarily] No construction required.
Rifle range. [Temporarily] no construction required.
The number of in-game items has doubled and their importance has increased. It wouldn't be entirely fair to leave the world market in its current position. The old system and concept needed a major overhaul.
One of the important changes in the world market will be the availability of basic items: now there is no need to wait for updates (patches), and with them the update of the assortment of the store. Almost all items are available for buying and selling. Exceptions are high-level (for buying/selling) or hidden items.
As previously stated, items have become a lot, for comfortable interaction and search, we have added a division of items into types, and search for an item by name. We have also added a window for selling “modified” items, so that the player can choose the desired weapon for sale.
But it's not that simple! In addition to simplifying the world market, we have diluted the “world market” update with a small balance innovation - “world market level”. Thus, some “tasty” items are not available at the start. You will need to gain a considerable amount of experience to open the entire assortment of the store. However, leveling up is not a difficult task. Make transactions (buy/sell) items, and the necessary amount of experience to reach the desired level will be accumulated very quickly.
And that's not all! Everyone loves discounts! Every three game days, the theme of the world market is updated, bringing discounts on certain types of items. And starting from the second level, the player has the right to change the theme of the market, contributing a certain amount of “denominations”.
Finally, the capabilities of our map editor are reaching full capacity, and we are ready to present the first reimaginings and expansions of the base locations, as well as new battle arenas.
Note! Game levels are extremely difficult to describe in text format. Most of the diary will contain screenshots of the work done.
S.Zalesovye
One of the earliest and most frequently visited locations gets an offshoot and almost doubled expansion. Instead of appearing in close proximity to the main points of interest, the character starts at a random point in a forested area. The new offshoot of the map is a large settlement with a large number of points of interest.
A destroyed convoy
The second map introduced in the game from the first days of Early Access. In the updated version, the location has new zones of interest, a backstory of events and a scenario for artificial intelligence. Also, the location has increased exactly three times in size.
Most of the locations are flat, well-shot highway sections, occasionally diluted with the remains of military and civilian vehicles. For general comfort, so that the player would not be killed in a moment after appearing on the location, we moved the spawn outside the road and placed it in the lowlands. As an expansion, we added zones of interest to the map: Ambulance, near which a new medical box is spawned. Traffic jam of civilian equipment hulks
Pridorojnaya
A previously inaccessible area is finally available for exploration and there's a reason...
New battle arena
New battle arena
New location-related mechanics
Road Sign
Part of the locations changed their structure, instead of corridor designs (when the player can move only in two directions) were added branches.
Inspection of area/zone
Like the player, the protagonist sees many territories for the first time. Exploring them is an integral part of exploring the game world. Also, there are several quests associated with exploring locations. --------------------------------------------------------------------------------------------------------------
Other changes
Main Menu
Disclamer has been moved to the start of the story. It will return again with the release of the first story episode.
The credits menu has been finalized. New names and nicknames have been added.
Added welcome messages.
Environment and weather
Instead of thick darkness at night, lighter, grayer tones have become prevalent.
The temperature is no longer static, but changes as the day cycle progresses.
Added fog.
Changed the rate of wind and rain strengthening and weakening.
Game time began to flow more slowly (game day became longer).
.
Visual Effects
Improved gas mask effect.
Improved the effect of incoming (for the character) damage.
Added gunpowder haze effect after the shot [only on high graphics and with additional effects enabled].
Improved fire effect when shot. Added light when shot [only on high graphics and with additional effects enabled].
New effects of bullet hitting surfaces.
Added deep water shading.
Protagonist.
Global energy has been removed. Normal energy now performs both functions.
The formula for the “fatigue” parameter has been redesigned. Previously, fatigue was accumulated while moving. Now fatigue comes from the character's energy.
If the character is not hungry or thirsty, the protagonist's body restores energy and one unit of health every 3 seconds.
Deep bodies of water now impose a stronger slowdown.
Bushes now impose a stronger slowdown.
The character reacts much faster to keyboard commands. Faster transition from states, and faster turning.
Inventory.
The mechanics of backpack size have been redesigned. Instead of the maximum number of slots, now there is only the capacity of the backpack, expressed in kilograms.
Items labeled “cannot be lost in a raid” are now also impossible to lose on location (they do not fall out of the backpack and pouch).
Mining and Looting
New crates have been added: a medical crate and several variations of the schematics.
The probability of getting a completely empty crate has been added.
Due to the large number of new items, the average probability of getting a valuable item has been reduced.
Sound
Improved spatial sound for all enemies.
Improved spatial sound for all sounds in the game location.
Improved the spatial sound of the environment.
Added new environment sounds.
Added new background sounds.
Added new sounds for weapons and equipment.
Artificial intelligence and adversaries
Many types of mutants are no longer tied to a single point on the map.
All kinds of aggressive mutants can with a certain probability (if scripted) come to a location from the edge of the map.
AI interacts with interactive objects throughout the map. Previously only with objects in the spavn area.
User Interface(UI)
Weapon information in the item window has been updated. Added parameters: technical condition, ergonomics, rate of fire and caliber.
Added bullet/caliber information in the item window: damage and penetration.
Improved normal sights (out of zoom) and sights in the “aiming” state. Added new sights coming from modules.
User Interface(UI) shelter
Added asylum level experience progress to the asylum menu.
Added notification with asylum level experience progress.
Improved the background of the build menu.
Added a button to interact with the object through a cutscene in the build menu.
Added a timeout marker for a build in the asylum.
Added a new line effect for determining the binding of one structure to another.
Added a button to turn on/off a structure/construction.
User Interface (UI) of the world map
New interaction menu (previously mentioned).
Character energy is only displayed when changing/spending.
Fixed “white squares”. Icons load correctly.
Added gas mask visualization on the world map.
Fixed radiometer visualization.
Added notifications of large background (radioactive contamination).
Areas and zones are now signed.
Game Guide
Added new sections and content.
Added a “summary menu” with basic information when opening new content.
Loading the game and downloading content
Finalized the main scene and composition.
Added new illustrations.
New clues have been added.
Textures.
Recolor textures of vegetation. Seasonal change to fall.
Added full textures on buildings and structures.
Fixes and gameplay improvements
Optimization
Equipment behind the back is displayed only when additional effects are enabled [in order to increase FPS on weak configurations].
Optimized algorithm for updating items in the inventory both in active mode (when the inventory is open) and in simplified mode (when the player picked up or lost an item).
Models of equipment in the hands optimized: twice less polygons. At the same time, models in the build/workbench menu have more detailed geometry.
3D models of constructions have been optimized. Geometry has been reduced by 2-3 times compared to the old version.
Improved game performance in forest locations.
Balance and complexity
The character's detection marker for enemies was removed.
Most mutants now deal twice as much damage.
Enemies began to pay more attention to the sounds made by the player.
Economy
The prices of many items have been revised.
Items that include sub-items (modules) have become much more expensive, as they include the price of the original and attached items.
Important corrections
Fixed an extremely rare bug with loot loading that caused the entire location to crash.
Fixed a bug where most items were broken or empty after starting a new game.
Fixed a bug where items labeled “Can't be lost” could be sold in the World Market.
Fixed navigation for the AI in the asylum. Our lovely companion is no longer failing or going off the map.
Gameplay
Fixed repeated triggering of anti-personnel mine.
Fixed weapon “remember-recall” mechanics not working properly when transitioning in and out of animation.
Fixed a dead zone issue when the cursor is in the character area.
Fixed an issue with uniform, unchanging weather.
Fixed issues with enemy death animations. Previously, some enemies could freeze in the default animation.
Fixed an issue when swapping items.
Fixed an issue with food characteristics and effects.
Tracking to the target (after entering the location) can be interrupted and take control of the character.
World map
Fixed an issue where items found within a cell could not be collected.
Fixed an issue with location timeouts.
Interface fixes
Fixed incorrect display\ of item icons when picking up items from the map
Fixed text in dialog boxes: displaying name in monologue and text that started with “$”
Fixed a bug in the interface with incorrect display of time on the global map.
Management fixes
.
Fixed input lag when switching equipped weapons.
.
Sound Corrections
Fixed the effect of no echo after a shot on game maps.
Fixed the presence of echo on game locations outside.
Fixed playing sounds after character death.
Visual fixes
Fixed incompatibility of water shader and fog of war (blurring of areas that are not visible to the player).
Fixed lack of rain splashes on the character in heavy rain.
The gas mask in the putting on animation finally matches the equipped one.
Finally, this is it! We have high hopes for this version and are actively following feedback. Feel free to leave comments, it is extremely important for us to hear the opinions of our players. Enjoy the game!
We're back! Outside the window it is getting colder every day, the days are getting shorter and the tree crowns are taking on more and more bright orange textures. In our area, summer has come to an end. The Danger Zone hasn't received any updates for almost half a year, and ther
We're back!
Outside the window it is getting colder every day, the days are getting shorter and the tree crowns are taking on more and more bright orange textures. In our area, summer has come to an end. The Danger Zone hasn't received any updates for almost half a year, and there is a good reason for that: we have been working on the game for a long time, and the biggest update in the history of the project is coming soon. The future update will bring a lot of new content, new mechanics and important gameplay changes. But before the update we will publish a number of developer diaries, where we will tell you about the future important innovations.
In the first developer diary, we will tell you about the most significant innovations that have been asking for a long time.
Module system, assembly and maintenance of weapons
Before assembly, the character ran a cross distance.Do not pay attention to his background breathing).
Industrial and artisanal small arms are complex devices consisting of many elements and having their own consumable resource. Each shot gradually reduces the “strip” of resource, which can lead to malfunctions and misfires at the most inopportune moment. We have described the operation of many of the new mechanics in more detail below.
As in reality, most manipulations require special conditions and tools. Replacement of quick-release elements can be done in the field. While the replacement of functional elements will require an appropriate machine or workbench. The latter you will find in the shelter after the release of the update.
First batch of modules.
Each module contributes to the “barrel” by changing its characteristics. For the first iteration we introduced only the most important components to test and polish the new mechanics. In total we added about 40 modules for 7 weapons. With each new armory update the number of modules will increase.
New Shooting
To a realistic module system - realistic shooting! In the new update, we will abandon the concept of “weapon damage”. From now on, the barrel is only an intermediate link between the caliber and the target. It is the caliber that causes the main damage. Also a bullet during its life cycle can penetrate or penetrate several obstacles depending on the penetration parameter. Wooden walls, thin iron barriers, vegetation are now shot through.
New 3D Models
Absolutely all three-dimensional models have been updated in order not to irritate the sharpness of their polygons player's eyes. Following the previously established trend, textures have been added. So that the new models did not negatively affect performance: in addition to highly detailed models, we added simplified models.
Simplified 3D models replace the detailed ones at low graphics settings or at a great distance from the player.
Warning! The visualization of the models in the game itself differ slightly from the demonstrated ones.
Calibers and ammo recycling
Added different calibers (BC types). Including over-utilized BC types. As a rule, overused (reused) ammo does much less damage and has low penetration.
New mechanics related to weapons and equipment
- Hand Energy.
In the new version, aiming gives too many bonuses. Therefore, we are introducing additional mechanics. While aiming, the character loses arm energy depending on the overall fatigue and weight of the weapon. When the minimum value is reached, the character will no longer be able to aim fire.
- Resource, wedge, and misfire.
Each weapon has a resource. By firing or using a weapon in unsuitable conditions, you use up its technical resource, thus worsening its parameters.
Worn out weapons can fail at the wrong time and dramatically change the course of the battle. Most problems can be fixed in the field.
- Weapons inspection.
This is the main field tool for detecting defects and weapon problems. The protagonist will inspect his weapon and fix any technical problems found.
- Shop inspection.
To inspect and count the combat kit, the character needs to remove the magazine/open the chamber and further count each round.
- Firing Mode Change
With the new recoil, it is extremely important not to “clip” from barrels that have very poor recoil control. Therefore, we introduce this mechanics for weapons on which this mod is available in reality.
That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
Стартовые наборы (сетапы) Мы решили отойти от концепции "один старт - одна игра". В главном меню была добавлена кнопка "Новая игра". Теперь нет необходимости искать и удалять файлы сохранений в надежде начать новое приключение в мире The Danger Zone. Начиная новую игру, каждому и
Стартовые наборы (сетапы)
Мы решили отойти от концепции "один старт - одна игра". В главном меню была добавлена кнопка "Новая игра". Теперь нет необходимости искать и удалять файлы сохранений в надежде начать новое приключение в мире The Danger Zone.
Начиная новую игру, каждому игроку необходимо выбрать один из трёх стартовых наборов. Каждый набор даёт свои стартовые предметы и экипировку. В будущем каждый сетап будет применять специальные модификаторы усложняя или облегчая игровой процесс.
Текстуры главного(переднего) фона
Медленно но верно задний фон наполнялся текстурами. В какой-то момент визуальная составляющая главного(переднего) фона стала сильно контрастировать. Данное обновление призвано исправить эту ситуацию.
Одежда и экипировка
Данное обновление приносит такой важный игровой элемент как экипировка и переосмысляет одежду. Теперь носимое вами это не просто скин. Каждый элемент вашей экипировки так или иначе влияет на важные показатели, Увеличивая или наоборот уменьшая противорадиационную защиту, скорость и мобильность персонажа.
В этом обновлении были добавлены следующие предметы и элементы экипировки:
Добавлено 3 рюкзака
Добавлен подсумок на два карманных отделения.
Добавлено 2 противогаза
Добавлено 2 респиратора. О них чуть ниже.
Противогазы и респираторы
Помимо выше перечисленных нововведений, в данной версии мы изменяем механику противогазов. Дело в том, что изначальная задумка противогазов такова: Вы получаете защиту от радиации но теряете обзор происходящего вокруг. Собственно примерно так и работает противогаз в реальной жизни. А теперь о респираторах, они лишены выше описанного негативного эффекта но и защита от радиации у них намного ниже.
Это все на этой неделе. Спасибо за внимание к обновлению. Ознакомьтесь с последними новостями на странице новостей Steam или посетите обсуждения. Общайтесь с другими игроками на официальном сервере TDZ в Discord.
Несмотря на то, что изначально мы планировали выпустить совсем другое обновление, убежище и идеи по его усовершенствованию перетянули на себя наше основное внимание. - Всплывающее окно показателей Улучшено всплывающее окно. Помимо краткого описания, игроку предоставляется полная
Несмотря на то, что изначально мы планировали выпустить совсем другое обновление, убежище и идеи по его усовершенствованию перетянули на себя наше основное внимание.
- Всплывающее окно показателей
Улучшено всплывающее окно. Помимо краткого описания, игроку предоставляется полная информация о сооружениях и объектах, влияющих на данный параметр. Учтите, на подсчёт характеристик всех сооружений/построек понадобится немного времени.
- Изменена механика топлива
Вместо постоянного потребления необходимых предметов в обновлённой версии игрок вправе сам "заправлять" важные постройки в нужный момент.
- Строительство, ремонт и улучшение
Ремонт, улучшение и другие процессы строения теперь требуют времени. Также одновременно только в одном строении могут протекать ранее описанные процессы. Если вы строите или ремонтируете несколько сооружений, все кроме одного встанут на паузу.
- Уровни убежища
Улучшая и возводя новые постройки, ремонтируя сломанные коммуникации и разбирая завалы, вы повышаете уровень убежища. В свою очередь каждый новый уровень открывает новые важные сегменты убежища.
Уточним сразу: данная механика это — "механика на вырост". Только спустя несколько обновлений данный игровой элемент раскроет свой потенциал.
- Новая секция в убежище: Технический блок
И даже в подземном сооружении есть место для нижних этажей.
- Обновлён декоративный ряд склада
На полках и на стеллажах лежат предметы
- Новые постройки и сооружения в убежище
- Хлам, строительный мусор и завалы
Строительный мусор, разбросанные доски и куча коробок — всё это захламляет убежище и это необходимо убрать.
- Улучшения и усовершенствования
Улучшение построек — важное нововведение этого обновления. В TDZ крайне редко будет встречаться поэтапный апгрейд, вместо него, игрок будет вправе выбирать нужное для него улучшение.
Как правило, улучшая постройки, вы открываете новые рецепты для крафта или изменяете параметры и свойства самой постройки.
- Добавлены новые предметы и обновлена добыча (лут)
- Исправлено отображение предупреждения об отсутствии энергии. - Исправлено некорректное время строительства сооружений/построек в бункере. - Исправлена ошибка из-за которой ресурсы для строительства/ремонта сооружения в бункере частично оставались после начала строительства. - Исправлена недоработка из-за которой можно было взаимодействовать с постройками ушедшими на кд. - Исправлена ошибка из-за которой при добавлении предмета в инвентарь он не стакался с аналогичными предметами.
- Updated character menu The interface of this menu is partly outdated and requires improvement. In addition to the visual update, now by pointing at the effect, you receive more accurate information about the changes being applied: a corresponding symbolizing marker appears next
- Updated character menu
The interface of this menu is partly outdated and requires improvement. In addition to the visual update, now by pointing at the effect, you receive more accurate information about the changes being applied: a corresponding symbolizing marker appears next to the indicator.
- Raid menu
An element that has been asking for a long time. Instead of immediately leaving the shelter, starting with this version, the player is given a choice: go straight to the global map, go outside the shelter, or stay in the shelter.
In addition to direct functionality, this menu will provide important information in the form of warnings (shown in the screenshot), the player has the right to ignore them.
- New mini map: “Beyond the Shelter”
- Gameplay fixes and improvements
- Fixed a problem with bleeding of a certain limb that could not be bandaged. - Fixed a problem with some items that were previously impossible to combine into a stack. - Fixed an issue with reloading when ammo was added to inventory as the first item. - Fixed a problem with the pop-up window in the character menu. Previously, this menu “flashed” when the interface size was large - Corrections and improvements to localized versions (loading text and translations). - Other gameplay fixes and improvements (minor and minor fixes and changes). - Irrelevant items have been hidden
That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.
- Updated game manual. Most new players find it extremely difficult to get used to the game. This negatively affects the overall game statistics and the experience of new arrivals. TDZ is a collection of many game mechanics and rules with only one goal: to provide a unique and in
- Updated game manual. Most new players find it extremely difficult to get used to the game. This negatively affects the overall game statistics and the experience of new arrivals. TDZ is a collection of many game mechanics and rules with only one goal: to provide a unique and interesting gaming experience. Many elements of the game may not be clear to a new player and we strongly recommend that you read the manual [F1].
To ensure that studying the manual does not look like a tedious reading of instructions for using a garden tool, we changed the approach to writing and visualizing hints, developed a new menu and added short videos demonstrating how this or that game element works.
As a prize, by studying the manual, you will receive valuable items that will help at the beginning of the game.
Note! We have added only part of the accompanying videos. Such media content takes up a lot of space and negatively affects the performance of weak devices (RAM is overloaded). In order to avoid the previously described problems, each video must be optimized manually, preserving the original quality as much as possible.
Radiation. An element of the game that has been in need of rework for a long time. Many players did not understand this game element and the random (actually not) gameover screens. Finally, starting with this version, if the character is exposed to radiation, black and white noise appears on the screen. The greater the irradiation, the greater and more “dense” this effect is. Also, if there is radiation directly in the character’s body, a new effect appears on the screen in the form of small, constantly flickering yellow dots.
- Fixes related to switching sections and loading decorative objects into the shelter - Fixes related to the use of items. Previously, some items lost their passive properties - Fixed the “window” with information about items in the inventory. - Fixed spawning of a bag in the air with loot on the Roadside map - Fixed a visual bug with the sky during rain
- New area on the global map. - New map: Roadside village. The agony of the civil war directly affected this roadside village. - Added Stairs. - Added barbed wire. - Improved camera mode during active animation. - Fixes related to playing special animations. - Fixed issue with bl
- New area on the global map.
- New map: Roadside village.
The agony of the civil war directly affected this roadside village.
- Added Stairs. - Added barbed wire. - Improved camera mode during active animation.
- Fixes related to playing special animations. - Fixed issue with bleeding. Previously, the damage continued indefinitely, even if health was zero. - Other gameplay fixes and improvements (minor and minor fixes and changes).
- Updated store assortment.
That's all. Check out the latest news on the Steam news page or visit Steam discussions. Chat with other players on the official Discord server.
It's time to announce plans for the next 6 months. By the time this post is published, some of the innovations may already remain in the game. - Standardization of loot on maps/global map and adding an item store (world market). In-game items, as well as finding them, are an impo
It's time to announce plans for the next 6 months. By the time this post is published, some of the innovations may already remain in the game.
- Standardization of loot on maps/global map and adding an item store (world market).
In-game items, as well as finding them, are an important element of the game. But due to the probability (randomness) of the spawn of this item, the location could be cleared many times and ultimately not receive the desired item. This had an extremely negative impact on the gaming experience. The addition of the "World Market" in one of the recent updates should solve the previously described problem. Now it is not necessary to carry out cyclical uninteresting searches for “that same tool”, but rather open the desired building in the shelter. But do not forget that the store’s assortment and prices for items will be updated with the release of each patch.
- New locations on the global map. New combat locations for skirmishes with opponents.
The sore problem of the game is the cards. More than six months have passed since the game was released into early access, and the updates have not brought any new locations. The reason for this is the level editor - a separate program created on the game engine. After releasing TDZ, the main efforts were aimed at improving and polishing the gaming system. The above-mentioned editor was already under confidentiality conditions at the time of early access, and updating it took a lot of effort and time, which was so lacking in the first months after the game was released into early access. But despite this, the editor was slowly updated and improved. Soon, for the first time in half a year, a new interesting and unique location appeared in the game.
- Shelter and endgame content levels.
Starting from early ideas, the current game mode includes sandbox cutscenes, but it still needs an ending or final stage of the game. One of the planned updates adds a new progression mechanic related to shelter improvements. There will be a separate post soon with a description and ideas regarding this update.
- Guide update and introductory tutorial episode.
The original idea of the player learning secondary mechanics on his own did not pay off. Most new players find it extremely difficult to get used to TDZ. This negatively affects the overall game dynamics. Thus, the average session in the game, according to the latest data, is 24 minutes. Updating the tutorial and adding an introductory staged game level should change and make the first steps easier for a new player. A little later I will describe in more detail what the previously described content will be.
- Two important thematic updates.
We are not ready to directly say the topics of future major updates, but many of you will have to find out the following: “Are you the hunter? Or the prey?!” and "How alone are you in this post-nuclear world"
- New mutants and neutral mobs.
The main reason why there are still only two types of mutants in the game is the presence of environmental features. As planned, most mutants live in certain natural areas and their addition/updating directly depended on the map editor (there was a point about maps and the editor above)
- Reset progress. Economy rework and rebalancing.
A very massive topic that requires a separate post.
- Fixed problems and improved stability.
Our main goal as the developers of TDZ is to provide a fun and interesting gaming experience. Technical problems and shortcomings are the main opponents. It would be unfounded to call the current state of the technical part of the game ideal. A small portion of players still have problems with loading map geometry, and the nature of this problem has not been identified to this day. This is not a technical problem (I rewrote the content loading system twice, but the result remained the same). Some users find it helpful to reinstall the operating system or replace components. !But we do not recommend doing this!
This concludes the developer diary. It is extremely important for us to hear opinions regarding current plans and the game in general. We will wait and actively check the comments under this post. See you in the new dev diary!
- Boxes/containers with loot have been changed. The boxes are divided into types: in the box with the "weapons" type, there will be mainly only small arms Added new types of loot containers: Construction crates, jacket/clothes, weapon box, tool box. - Added a global market. Sell
- Boxes/containers with loot have been changed. The boxes are divided into types: in the box with the "weapons" type, there will be mainly only small arms Added new types of loot containers: Construction crates, jacket/clothes, weapon box, tool box.
- Added a global market. Sell the excess and get what you want in two clicks! The store's assortment and prices for items will be updated with each patch
- Fixed bugs with markers in the shelter. - Fixed a bug with the welcome dialog in the shelter. - Fixes and improvements to localized versions (downloading text and translations). - Other fixes and improvements to the gameplay (minor and minor edits and changes).