🔧 Update 0.2.3
🚨 Critical Fixes & Core Improvements
🛠️ Repair Station (Anvil) Exploit & Validation Fixes
Fixed a critical item duplication exploit involving the Repair Station (Anvil)
Certain non-repairable items could previously be inserted, causing duplication and broken interactions
Stackable items can no longer be placed into the Repair Station, preventing unintended behavior and exploits
The Repair Station (Anvil) now strictly validates repairable items and safely handles edge cases to prevent exploits and UI issues
Added additional safety handling to prevent invalid items from being accepted through unusual inventory interactions
🗺️ Playable Area Boundary System
Invisible wall edges have been removed
Approaching the edge of the map now displays a screen overlay warning indicating you are leaving the playable area
Remaining outside the boundary for 10 seconds will result in player death, preserving immersion while enforcing map limits
Fixed an issue where players could respawn inside or too close to the out-of-bounds trigger, causing repeated damage after death
Players now correctly respawn safely back inside the playable area after an out-of-bounds death
Adjusted out-of-bounds warning text to be wider and more readable across different screen sizes
🔧 Gameplay & Systems Updates
🧠 Infected AI & Combat Overhaul
Infected behavior has been significantly improved to feel more reactive, readable, and dangerous.
Added a new Investigate state — infected will now search last known locations instead of instantly disengaging
Added line-of-sight and field-of-view detection, preventing infected from reacting through walls or outside their vision
Added hearing groundwork, allowing infected to react to sound-based events (footsteps, doors, gunshots) as this system expands
Added a search pattern system, where infected scan and check multiple points around where you were last seen or heard
Attacks now use a windup + recovery system for more readable, fair, AAA-style combat pacing
Added type-based special attacks (where supported by animations):
Walker — Grab
Runner — Tackle
Hellhound — Pounce
Improved infected variety through type-based tuning (FOV, hearing range, chase frequency, attack tweaks, special chances)
🎮 Keybinds/Controller Support (Groundwork)
Initial groundwork added for controller support
Default keybinds have been added to the Gameplay tab in the in-game options menu
This is an early implementation and will be expanded and refined in future updates
⛏️ Weapon/Tool & Harvesting Balance Pass
Axes can now harvest stone and metal, but at a slower rate
Added new tools and weapons:
Machete
Stone Pickaxe
Stone Hatchet
Stone tools harvest resources slower than steel variants, reinforcing early-game progression and balance
Added proper item descriptions for the Machete, Stone Pickaxe, and Stone Hatchet
💤 Sleep System — Risk & Reward Update
Sleeping now involves a 30-second vulnerable period where no actions can be performed
Upon waking, the player gains +20 HP
This adds meaningful risk when sleeping in the open — placing a sleeping bag without nearby structures leaves you exposed during the sleep duration
🧍 Player UI & Respawn Fixes
📊 Player Stats UI Update
Player stats are now visible on the home screen and are fully functional (no longer placeholders)
More stats will be added over time as systems expand
🏕️ Sleeping Bag Respawn Fix
Fixed all known issues where sleeping bags would sometimes fail to become the player’s new respawn point
🔜 More Hotfixes & Planned Updates
The following features, fixes, and improvements are planned as development continues toward full release:
🧩 UI, Controls & Quality of Life
Fix Extras section issues
Add text UI hints and tips for new players
Add intro dialogue text on new game start
Add environmental text triggers across the map to better explain the world and tease upcoming Easter eggs
Add hover prompts on building slots (e.g. Hold F to interact), including an option to destroy placed objects
🌍 World, Loot & Environment
Increase the number of lootable world objects throughout the wasteland
Fix environmental rain effects not functioning correctly
Expand environmental storytelling and interaction density
🧟 Enemies, AI & Combat
Add animal AI (beef, chicken, pork, birds) as new survival food sources
Add missing sound effects for Hellhounds
Increase sound variety for infected enemies
New infected animations and behavior tweaks
Fix Hellhound rigidbody issues
Add at least one zombie boss type (Tank-class infected)
Fix zombies running into player-built structures
Allow zombies to attack structures, with health systems added to player builds over upcoming updates
🍖 Survival & Status Systems
Add remaining food items currently planned for the game
Zombies will always have a chance to drop Rotten Meat, which restores hunger but damages health
Add a Poison Manager system:
Deals damage over time when infected
Antibiotics disable the poison effect
System can be enabled or disabled for balancing and difficulty tuning
🧍 Player Flow
New game flow update:
Player spawns in a house
Wakes up in a bed
Intro text UI dialogue plays before gameplay begins
⚠️ Save File Compatibility Notice
Please note that older save files may not automatically reflect all fixes or changes included in this and other updates.
Due to how certain world objects, systems, and placed items are saved, existing saves may continue using older data, which can cause some issues listed in the changelog to appear unfixed.
If you are still experiencing problems after this update, starting a new save file is strongly recommended to ensure all changes are applied correctly.
This is expected behavior during Early Access development as core systems continue to evolve.
Improvements to save compatibility and migration are planned as development progresses.
🔗 Get End of Everything now on Steam
Note on Early Access & Pricing:
With nearly two years of Early Access development, End of Everything is approaching its full release. As part of this transition, the price will increase to $5.99 USD at launch. This change reflects the current scope of the game and helps support continued development. Updates, fixes, and new content will continue after release at the same pace as during Early Access.
Kind regards,
NekMinute
Solo Developer of End of Everything
Happy Dayz Games
