World Update

We have once again improved the desert map, adding new environments, villages, and pathways for traveling through the desert. These changes increase exploration opportunities and enhance the depth and intrigue of discovering new locations.

Large open spaces captivate survivors, but standing atop a tall building or tower and looking out over the vast world fuels curiosity. You will be able to visually identify potential exploration sites and their distances. To support this, we have added tower props as vantage points for long-distance scouting. These structures also enhance environmental detail and act as landmarks for navigation. For instance, when approaching a city, you might spot a communication tower or a water tank before the city itself, helping you recognize significant locations in the world.


The original map was already vast, but much of it remained underutilized. We have now added new locations for further exploration:
- Village
- Substation
- Gas Station
- New Vill Update



Vehicle [T E S T]
Vehicles have now been introduced for initial testing! Future updates will focus on vehicle structure modifications, movement realism, and additional features.
You can find vehicles scattered throughout the desert map.

Throwing Weapons
We have added throwable weapons to enrich the gameplay. These include more than just knives and grenades—various in-game props can also be thrown. However, non-weapon props will deal less damage than knives or explosives.

Some throwable objects create noise that attracts infected. You can use this strategically to divert their attention and avoid direct encounters.
Player Movement
Once again, we have refined the player animations. The previous movement felt less fluid than we intended. With this update, we have significantly improved animation quality, making movement smoother and more natural.
Loot Update
Previously, item searching was limited to loot containers like boxes. Now, we have improved item placement by displaying lootable objects on shelves. When looking at a shelf, you will see the items available for pickup.
Kitchen storage units now support this feature as well, enhancing decision-making while looting and adding detail to the game world.

A minor issue from the previous update has been addressed: items on shelves were not highlighted when players got close, making it difficult to identify what was lootable. In this update, we have increased the item pickup range and made items above the player’s head visible.
Infected Movement
The previously infected movement animations lacked continuity, with occasional automatic speed adjustments that were inconsistent with actual movement speed. We have revised these animations, ensuring more accurate and natural movement synchronization.
Development
We are continuously working on ways to improve Dead Metro's development efficiency to ensure it is ready for early access.
One major improvement is the addition of an AI navigation system that enables infected to climb over obstacles dynamically.

Previously, manually setting AI navigation for every climbable obstacle was time-consuming, often taking days or weeks. Given the complex environments filled with buildings, walls, and barriers, this process delayed progress significantly. The new system automates this process, allowing us to focus more on designing immersive world details.
We have also expanded our prop library, adding various building and interior props. Since a large number of objects need to be placed in the world, this system streamlines development and world-building.
We hope you enjoy Dead Metro and the unique gameplay experiences we are creating for you!
