
[Update List]
Added Zone4
10 stages in total, with tutorials and story included
Unlock 6 new buildings/units
Added new zombie - Raider type, extremely fast, luckily players have time stop ability! (Maybe change time stop to -90% speed to increase difficulty! Just kidding...)
Clearing stages 4-3 and 4-8 will unlock new features and systems
Added Building/Unit Improvement System
To empower players to fight unknown threats, after clearing (Chapter 4 Stage 8), the Building/Unit Improvement System will be unlocked.
Players can use serum to improve unit abilities during battle preparation.
There are "Tier 1 Improvements" and "Tier 2 Improvements."
The ability pool is the same, but the required materials differ.
Improvement grants one random ability from the following:
Biological Fiber Synthesis - increases resource gain
Iron Metal Refining - increases resource gain
Network Expansion - affects attack range
Network Contraction - affects attack range
Bioenergy Amplification - affects health
Titanium Alloy Frame - affects health
ZΔ-type Warhead - affects attack power
ZΩ-type Warhead - affects attack power
Rapid Fire Chip - affects attack speed
Magazine Core Expansion Module - affects max magazine
Bullet Flow Supply - affects max magazine
Reflective Reload Circuit - affects magazine cooldown
PΣ-type Warhead - affects penetration
ZΨ-type Warhead - affects bullet speed
ZΛ-type Warhead - affects bullet speed
Modular Structure - affects building cooldown
Developer note: Actually there were more types, but during testing the developer couldn’t get the desired effect... so finally only the above types remain!
After improvement, the unit stats permanently change. Players can customize with different added attributes to match their style.
Improvement will overwrite the original ability.
Currently only Tier 1 abilities can be obtained.
Tip for players... for example, you can improve Weapon A to be used early game, Weapon B for late game. Some hints are hidden in the game.
Other than that, players are encouraged to create unique playstyles.
Added Player Custom Attack Mode System
To provide advanced players with better command, at mid-stage of (Chapter 4 Stage 3), unit attack mode control will unlock.
Game starts with default basic mode applied.
Press (T) or click attack mode icon to switch to that mode.
Switching mode at any time changes the default mode.
After creating units, default mode applies automatically.
Click on units after creation to change attack mode.
To prevent excessive attack mode operations, changing attack mode applies to default mode.
Therefore, if it’s too difficult, just don’t press (T), it will keep original attack mode.
New attack modes at certain deployment points provide new strategies for players.
Mode 1: Attack the closest target to the unit
There are 2 types of units
The first type focuses fire until the current target leaves range or dies before switching target.
The other attacks the closest target currently.
Mode 2: Random attack, will not switch target until current target leaves range or dies.
Players can select appropriate attack mode depending on tactics.
Character Skill Balancing
Weakened some overpowered characters under the new system.
Strengthened some currently too weak characters.
Some characters gained new skills or improved abilities.
UI Improvements
When mutants drop serum on kill, the dialog no longer shows as a large popup but as a smaller dialog on the top-left corner, disappearing within 3 seconds.
When creating units, required resources show in hand, no need to open details.
Detailed info will show the improved ability effects.
Game Values Disclosure
Build cost - minimum is 0
Upgrade cost - when original upgrade cost > 1, minimum is 1
Range - minimum is 1.75
Bullet speed - minimum is 2
Building cooldown - at least 2 seconds, because some characters can make buildings free. Free, no cooldown, plus fixed HP would be invincible...
Updates since last dev log
*If read, can skip to future plans
Players can choose pixel-art quality characters or AI high-def characters to change the whole game’s art style
New character unlocked: 11th girl survivor
A girl from Zone4 with unstable mind, full of madness.
A character with strong close-range damage output.
Unlock condition: clear Zone3 and enable character exchange feature.
Difficulty system adjustment
Game default is "Easy mode" to avoid players accidentally choosing high difficulty at start.
Easy mode: all zombies HP -50%, serum drop rate greatly decreased.
Normal mode: all zombies HP -25%, serum drop rate slightly decreased.
Hard mode: unchanged.
Game title change
Someone: You just added all tags to the game title, can you choose a better name?...
...
...(discussion ongoing)...
...
Developer: OK...
Added level 1-10 tutorial
If you find the game difficult, enter a level and watch the content (no need to complete, just watch opening dialogue with important survival tips)
Zone3 story officially added
This chapter contains important survival tips, especially for players aiming for [Hard mode].
If it feels difficult, please do not click [Skip] to skip.
After clearing Zone3, character exchange feature unlocks (use 5 serum to exchange character once).
Others
All characters have added profiles
Level rewards reset, old logic removed, new rewards shown in level detail panel.
Preparation time, selling, downgrading will refund 100% resources
Zombie AI optimized, no longer laggy like before
Can choose main screen
Character exchange feature (requires clearing level 3-10)
Future plans
Add endless mode after 4-10
With corresponding story and tutorial
Expected 200 waves
Records highest wave reached
Rewards calculated based on current wave at end; higher waves mean better rewards.
Zone5
Has corresponding story and new characters
Open Zone1 restricted mode
With corresponding story and tutorial
Add cloud saves
Since players’ playtime exceeds 10 hours, current tech causes saves to disappear when switching computers (because saves remain on old computer). So currently testing cloud saves on "own computer."
Considering cloud save setup errors might cause current saves to disappear, requires extensive testing, so won’t finish soon.
Bug fix
Sometimes it’s not that we don’t want to put all fixes in the announcement, but spending 15 minutes fixing a small bug, then N minutes (even more) polishing text for humans to read (not just ourselves), and translating into 11 languages is silly...
So maybe not all fixes appear in announcements... please forgive us!
