Hey everyone,
Finally back with stable updates and finally here to send out Patch 0.8.0 to everyone. Look forward to updates in the near future and there is a quick list at the end of the patch notes of what this can include.
Also some notes for this update; Saves will carry over but quest save data has been reset - it is recommended to delete your old saves that end with '_Quests' in %appdata%, local, surroundead, saved, savegames (This is as well where you can delete data for saves if you run into issues related with corrupt saves, etc). If you want to carry on with the previous stable build of the game, make sure to change to the 'Previous' branch.
Onto the patch notes:

Upgrade UE 5.3 -> 5.6
Upgraded bunkers:
Both bunkers have been heavily upgraded visually and design wise
New rooms and improved ambience
Ability for more modular bunkers to be added in future updates and for current ones to be expanded
Check them out and be careful!
Infection system:
Zombies can now bite the player
If an infection reaches its max, the player will have around 1 minute to cure the infection, nothing can subdue it now
Some medical items can be used to subdue the infection but an Infection Cure is required to completely cure it
Find Infestation Samples from infestations or at laboratory locations and a syringe casing to craft the cure
You can completely disable this system or change how long it takes for the infection to kill the player
There is a very small chance to get infected via a normal attack from an infected zombie and a larger chance from a zombie boss
Behind the scenes changes to the player skeleton & animations:
Multiple graphical improvements to current clothing items
New melee animations
New firearm animations including; bolt action chambering, shotgun pumps, revolver reload, bullpup reloads, fishing & more
Quick animations when using items (Like eating, drinking, repairing, filling bottles, etc)
Many ported over animations from the old skeleton
This will allow for easier creation of animations and a more optimised clothing system
New POIs:
The Valley Lodge
Gladewater Manor
Improved 'Grain Valley Campsite'
Improved 'The Valley Airfield'
Improved 'Grain Valley Police Station'
Added APC vehicle (Like the Military Trader) and Sheriff vehicle
Zombies now react to damage like they do hearing, while they won't have a pinpoint area of where the damage exactly came from, they will be alerted and start heading in that approximate direction
Radial storms that will roll in randomly, improved fog and more
Some objects (Mainly relating to underground locations) will now block zombies from hearing it
Options to enable lumen global illumination, screen space global illumination, lumen reflections and screen space reflections
Option to allow flashlights to cast shadows
Laser sight added when aiming or hip firing that follows your point of aim
Sleeping in a bed now saves the game, also added is an option to turn this off
Vehicle volume setting
New 'Grenadier' and 'Screamer' zombie archetypes added... watch out
New abandoned truck random events around the map
New abandoned laboratory research tents random event
Hold alt + mouse wheel axis to offset an object left and right
Q/E to rotate by 45°
Added UI notification when completing harvesting resources (for example a tree)
Buildable storage items now tell the player what they can store in them
When a zombie, etc are looted, the interaction outline will be red instead of white
Items that can be disassembled now have a scrap icon representing this when hovered over
Can now change third person camera shoulder when not aiming
Discovering a random event will now gift XP
Landing (After a jump or fall) now has a sound effect
When reloading the magazine will actually follow your hand and detach from the firearm
Multiple fences and containers can now snap with each other (storage to storage, fence to fence)
Colorblind mode settings added
Disable all grass shadows foliage graphics option added
Option to show FPS in game added
Added more stone spawns to the world
Sharpness graphics option added
Added setting to enable shadows from vehicle headlights
Added setting to disable distance field shadowing
Added setting to enable a continuous music loop
Added setting to use 12 hour clock
Native options added to DLSS and AMD FSR
New difficulty settings added:
New loot rarity options:
Higher tier melee weapons
Higher tier ranged weapons
Military equipment
Military clothing
Military ammo
Legendary attachments
Lose all items on death (No loot box is spawned)
Control how long it takes for an airdrop plane to spawn once entering the game
Control the possibility for the airdrop plane to spawn each time (More randomness)
Disable the ability to access the map if no GPS is equipped
Disable unique POI zombie bosses respawning after being killed
Fishing rod durability and multiplier settings
Disable player bitten animation
Crawler archetype chance
Items added:
Wooden Roof Concave Corner
Saw
Pot
Radian Mod 1
KS1
Phantasm Drum Magazine
Police Baton
Hammer
Crossbow (headshot multiplier x3)
Bolts (ammo for crossbow)
5.56 Extended Magazine
7.62 Extended Magazine
Fishing bait
Infestation sample
Infection cure
Syringe Casing
x10 rare paintings
Deer Antlers
Deer Antlers Display
New clothing:
Work Pants x2
Large Pocketed Pants x2
New Military Plate Carrier
New Military Boots x2
Peaked Cap x2
Police Cap x2
Sheriff's Cap
Police Jacket x2
Sheriff's Shirt
Sheriff's Jacket
Sheriff's Pants
Police Plate Carrier x2
Sheriff's plate carrier
Carry Vest
Plate Carrier x3
Arm Wraps x3
Baseball Helmet
Football Helmet
Bikers Helmet
Sports Shorts
Simple Shirt x2 (New colors)
Camo Shirt
Shirt With Logo x2
Polo Shirt x4
Sport Shoes x4
Heavy Coat x2
Leather Vest
Windbreaker Jacket x3
Kitted Out Pants x3
Cooked and raw versions of the following fish:
Blue Gill
Catfish
Cod
Crab
Crawfish
Dace
King Mackerel
Largemouth Bass
Lobster
Muskellunge
Pike
Red Snapper
Salmon
White Crappie
Yellow Perch
Mutated Black Bay
Mutated Crimson Scalpel
Mutated Muck Lurker

From the point you see AI, they will be able to navigate the the area around them. Before, there use to be a gap between spawning and actually being able to navigate around
You will now see a direct difference in texture settings helping performance for lower end computers
Traders now save their loot
Crawlers are now a zombie archetype and any zombie (That makes sense to) can become a crawler
All difficulty settings will now save. Some may change to default when you load your game for the first time so be sure to reset them to your settings
'Laptop Quests' have been remade and changed to be called 'Bounty Quests'. Behind the scenes changes have been made in preparation for more quest stuff including the bounty system. There is now a better system for me to create and add these quests and I will be adding new ones and new variations
Big change to crafting Wooden Planks. It now requires only 1 Wooden Log but you also are required to find a Saw (The Saw does not get consumed on craft) and this will be looked at getting added to other craftable recipes
Pot is now required to boil dirty water
Improved radio UI and controls
Random events now have actual descriptions of them
Towing a vehicle now saves
Broken glass bottle can now be used as a throwable to attract AI (You may have to find a new one)
Change to explosive damage and should be more consistent and fun
Standing where you repair a vehicle, etc will no longer stop you from actually entering the vehicle. Another option will be added to the UI to repair, etc to the vehicle's context options
Fishing rod now has durability that reduces on catching fish/objects (Find/craft a new fishing rod to generate the durability stat)
Adjustments to muzzle flashes (Only smoke will appear if a suppressor is attached and less than before)
Minor POIs can now spawn specific unique loot (Shows on POI UI)
Noise maker will now make constant noise that attracts AI until it deactivates
Deadeye buffed and now accepts more attachments (Find a new one)
Added a notification that tells the player to unequip the item before equipping another
Firearm spread has been changed so each firearm can have unique amounts of spread (I'm not adding bloom to when you're aiming as that sucks and this isn't a competitive shooter)
Moving an object now powers it off
You can now cancel changing weapons (Change to equipping melee weapon in middle of equipping firearm, cancelling it out and equipping the melee weapon)
Adjustments to loot - For example at high tier military locations you will find less "civilian firearms"
Improved/new vehicle sounds - they're still not perfect but some variation has been added
Fishing now requires fishing bait in your inventory
Fishing passive skill multiplier reduces the minimum and maximum time a fish can "bite"
Canned food will now show in its stats if a Can Opener is required
When a zombie loses visibility of the player, instead of going back into a roaming state, it will go into an alert state and move to a location close to where the target was last located
Improved TAA anti-aliasing setting
Increased the noise radius made by gunshots
Increased default currency amount for some traders
Zombies will no longer go directly towards some noise but to a random point in a radius around the noise event
Scope view when aiming with a scope now is positioned to the first person camera, even if using third person
For all item stats, the larger the progress bar is, the better the stat is (example: Radiation Filter Usage Per Second)
Extended mags now increase reload speed by 10%
All weapon mags now show what caliber ammo they take
UI notification on reading a book/magazine and what is has done (eg, give XP, etc)
Exterminator Suppressor, Lechie Suppressor nerfed to 90% sound suppression
When dropping a stack of items, you can now either slide to change the value or type the value in directly
Flashlight shadow setting now also applies to the weapon attachments that emit light
Can now craft military and ammo crate
New models for Crafting Workbench, Campfire, Weapons Workbench, Disassembly Workbench & Construction Workbench
Weather will now take between 5 minutes to 15 minutes to transition to another weather type (Before it was set to change every 3 to 5 minutes which was just way too short)
Adjustments to first person camera; No head bobbing while placing objects
Military Suppressor nerfed to 80%, Professional Suppressor nerfed to 90%, Shotgun Suppressor nerfed to 80%, Makeshift Mufflers nerfed to 60% but more durability
When rotating buildables, it does it every 1° instead of 2° now
Change to save UI, no longer is the thumbnail shown on the save itself but is shown in the 'save info' details panel when it is clicked on
Improvements to the action bar (Visual changes)
When a throwable hits an object its velocity is slowed down
Instead of searching for your character in the save menu, a drop down list is provided showing all characters you have
Delete save button is now located on the save slot itself rather than in the bottom right of the screen
Melee power attacks now also include world objects instead of just AI
When saving while driving a vehicle, the position the player will load into will be by the driver's side door instead of directly on top of the vehicle
Increased "sound made' from explosions and slightly reduced sound made from failing quick search of a loot container
Reading a magazine after it has been used to apply the x3 multiplier will now add xp to that skill instead of not being able to read it
Reduced the effective radius of the frag and pipe bomb
Explosive barrels now cause fire damage
Human enemy AI loot nerfed and human boss AI loot buffed
Player must survive a minimum of 5 days before airdrops start to spawn
Flares can now set AI on fire
Adjustments to tree collisions (Especially the tropical trees)
All equipping/unequipping animations are faster
You are no longer able to rip equipped items
Improved flashlight attachment brightness
Less delay between music playing
Even if a container doesn't have any loot in it, your inventory will close if "Loot All" is pressed/called
Improved AI spawning when moving at speed
Improved sizes of some explosion FX (I still want to go and recreate these and give them just better FX)
Reduced chance of finding multiple gas cans at gas pumps
Batteries, Saw, Hammer and Cans can now go into the toolboxes
Toolboxes allowed in Tools Cabinet
Radiation filters can now go into the medical bag
Books and magazines are also accepted into a briefcase
Attachments like NVGs can now go in the ammo tin and weapons case
Adjusted storage crates crafting recipe
Reduced gunpowder pricing from $15 to $5
Gunpowder will not drop every single time you disassemble ammo (75% chance to drop)
By default quick save will no longer create a new save slot
Increased Molotov cocktail damage to 7-14
No more extra animal meat bag, extra meat is added directly to its "container"
The mist around acidic zombie archetype is more visible
Fire effect on AI is more visible
Increased Grenade launcher damage to 150-250
Default input key for throwables has been changed to '5'
Adjustment to placing buildables so if they remove foliage it doesn't take out a large area around the buildable
Improved visibility of disassembly button on the disassembly workbench
Adjustments to AI animal sounds
Adjustment to how decontamination shower detects the player
Reduced dynamic event spawn time down to a maximum of 60m
Pink hair is actually now pink
Rolling will now cancel ADS/melee aiming
Updated post process settings
If a water well is placed somewhere it cant fill, it will no longer repeat the notification but only only show it once after being placed
Adjustment to zombie spawner that detects if a player is close by, stopping the spawn
Human AI use to despawn after 10 minutes, this has been increased to 20 minutes
Disabled collision on the debug flying camera (Easier for content creators, etc and less annoying after bumping into something)
You can now edit global illumination quality without having to enable lumen or screen space
Optimisations to vehicles, save menu, zombie AI, animal AI
Optimised AI navigation
Improved blood splatter effect
Far away trees now use a billboard texture for LOD
Removed MSAA as it actually never even worked and replaced MSAA sample count with FXAA quality setting
Journal stats resetting on death has been set to default 'Off'
Adjustment to AI shooting code
AI respawn timer setting has been changed to minutes instead of seconds
Slightly increased background ambient volume
Optimised zombies when they're dead
Adjustment to navigation to fix issues in some locations

Fixed towing when using rear of vehicle by adding a tow point to every vehicle's rear
Issue fixed where slot.sav would corrupt and thus cause crashes when launching the game or trying to access that save (Thank you to Hegi)
Fixed an issue with unique vehicle spawns by adding an extra backup check to the unique vehicle spawning system (It should also be noted that only 1 of those unique vehicle can spawn in your save)
Fixed battery depletion not working
Fixed unloading mag/ammo from weapon
Fixed an issue that was causing ambient audio to not play in The Valley
Fixed game autosaving while permadeath is enabled
Fixed an issue with the save UI where the current save slot would stop being highlighted (Darker background than the other slots)
Fixed an issue where when trying to save to another slot would just to save to the current save instead
Fixed a mag/ammo duplication glitch via picking up a container/tent with a firearm in it
Fixed an issue to do with the spawner amount settings sometimes causing no AI to spawn (Mainly POI bosses)
Fixed an issue where the crafted item would change after crafting an item
Fixed issue where a stationary vehicle wouldn't be able to move against zombies (I still want to look into this but this will make moments like this much less annoying)
Fixed an issue where reloading and then playing a different animation would bug the magazine being reloaded
Fixed water wells showing increased amounts of water when looking at it (Only a UI issue)
Fixed an issue that would cause the unique vehicle spawner to spawn multiple vehicles under specific conditions
Fixed and optimised zombie eyes
Fixed when selling items with items inside it (eg. firearms) they weren't giving back correct amount of currency
Fixed seeing weather particles in underground areas like bunkers, etc
Fixed when enabling no clip issues would be caused when entering water/near water
Fixed night vision goggle batteries not being affected by battery drain difficulty setting
Fixed some AI trying to attack themselves (Like wolves for example)
Fixed item not dropping out of item plaque when picking it up
Fixed an issue where you would not be able to remove a player marker after placing 2 over a POI marker and then not being able to remove the first one
Fixed crafting not giving multiple XP when crafting in bulk
Fixed blood splatter off screen reactivating if you look in its direction
Fixed some intersection models in for example the redacted area not allowing you to easily walk over it
Fixed an issue where animations like reloading, chambering a weapon, etc would not play if it isn't rendered on screen
Fixed not being able to repair equipped items (By dragging the kit to the item)
Fixed an issue that could cause dynamically spawned objects to spawn in at 0,0,0 at next load of game
Fixed light sparks not looping
Fixed not being able to fire the Black Ops USP in automatic
Fixed a rare issue that could cause item XP to be given even if item wasn't crafted
Fixed firearm loaders appearing in the debug menu (They break if added directly to inventory)
Fixed no spawn check not working when a spawner was using specified spawning points instead of random points
Fixed an issue that could cause a vehicle to damage the player when it took damage below 0 health even though you were not even in it
Fixed an issue that could cause acidic zombies to explode again if damaged after death
Fixed zombie in tutorial being able to be an archetype
Fixed an issue where you could get infinite XP by constantly stomping on dead bodies
Fixed an exploit with turrets where you could place them next to a door and the muzzle would be poking through and be able to shoot at the AI on the other side
Fixed having to hold down interact to deactivate a turret even if press was enabled
Fixed an issue causing objects that require saving to disappear from the world randomly (You may not see this fixed for current saves but it fixes the issue for future ones)
Possibly fixed an issue that could cause you to be unable to use a consumable when it's in another container
Fixed being able to fish from sand near water
Fixed an issue causing the mist around zombie archetype mouths to not be removed on death
Fixed issue with navigation mesh that could cause issues in some areas (especially the hotel)
Fixed issue in southern lab where after reloading the game you wouldn't be able to exit the laboratory if you didn't have a keycard (should skip this check if you're exiting)
Fixed visibility issues with equipping and unequipping items on face/head while in first person
Fixed issues with subway fast travel
Fixed rocket launcher not damaging humans
Fixed the largest random spawn bandit camp not spawning a boss
Fixed an issue that would cause settlement survivors to not spawn if you spawned at the safe zone
Fixed an issue with buildables where there power would be shown to off
Fixed an issue with generators where they would always show turn on even if they were already on
Fix for vehicles smoke not disappearing sometimes
Fixed leaning right while not aiming would move the camera slightly more right
Fixed bandits and coyotes not attacking your vehicle
Fixed an issue that would cause mist around zombie mouths to stay even after death
Fixed an issue causing sprinting/crouch sprinting to create the same amount of noise as normal walking
Fixed not being able to cut down trees in radiation zones
Fixed an issue that could cause the player to still be damaged after death leading to a few issues
Fixed multiple weapon's muzzle flash effect being rotated the wrong way
Fixed crowbar not losing durability on unlocking a door and you now get xp
Fixed an issue with 'Alternative POIs'. This is in reference to the observatory at the moment and a specific enemy should now spawn correctly once a goal has been reached
Fixed an issue with 'Alternative POIs'. Zombies will now correctly spawn inside the observatory when they should
Fixed Carry Vest showing wrong amount of slots
Fixed not being able to get out of vehicle if underwater
Fixed an issue that would cause the third person camera to be offset vertically incorrectly after crouching
Fixed not drowning underwater if inside a vehicle
Fixed save searching in save menu
Fixed sometimes being able to melee while inventory is visible
Fixed random events spawning on player bases
Fixed issue where getting in vehicles while on a slant could cause an issue where no inputs would work, etc
Fixed an exploit where applying burn to dead AI (Molotov) would give free XP
Fixed P90 mag not having any collision
Fixed unchecking change difficulty settings while in-game not removing difficulty button from pause menu
Fixed infestation Molotov XP glitch
Fixed escape not exiting you out of binoculars
Fixed an issue that could cause dev UI to appear when inspecting an item
Fixed going to shooting range, etc then back to normal game resets all player stats (eg. kills)
Fixed particles in radiations areas and infestations sometimes not working
Fixed character becoming frozen after unequipping a weapon in the inventory while fishing
Fixed vehicle fuel depletion not working
Fixed medical icon UI going off screen if more than 4 are present
Fixed camera being tilted on some save games
Fixed being able to set loot search timer to 0
Fixed AI navigation in basement of hotel
Fixed fire damage on Molotov cocktail being wrong
Fixed blood in laboratory being lit up by a flashlight and basically glowing
Fixed issue where you wouldn't be able to open the watch after player death
Zombies should no longer attack dead bodies and be locked to only attacking them
Mainly targeting shotguns with this but fixed multiple bullet impact sounds all layering over each other when hitting an enemy with multiple shots in quick succession
Adjustment to POI boss spawning system to hopefully fix an issue where they would respawn faster than usual
Adjustments to AI footsteps
Possible fix for multiple vehicles spawning on top of each other sometimes
Possible fix for issue with safe zone quest (getting to it)
Wooden rove concave corner and viking ornament now have the correct item when it is picked up
Mouth FX on the acidic undead archetype has been improved and you will also see it even if the AI is moving at a higher speed as the FX is using local space instead of world
You should see less movement from vehicles when loading a save (like them slightly moving)
What's next in the near future?
More events that randomly spawn when you start the game or dynamically as you play (Small and large)
Farming
Rework to game settings (New system, allowing you to revert specific settings back to default and more)
Bounty system (Much more varied and fun version of the simple "laptop quests")
POIs (New ones and improved ones)
Quality of life, optimisations and bug fixing
And more...
Zurvivor
