Developer postOriginal post (opens in a new tab)

UPDATE! Patch/Build_10_4_2 RELEASED!

List of updates:
We're back online after a short outage and some annoying phone calls with the ISP! Luckily we can do a lot of stuff for the game while offline and we've made some updates.

As usual, exit and restart steam to get the update downloaded.
Most of the updates in this patch are based on player feedback.

- Zombies launch a little better when shot to death...may find some hilarious results with this right now. The difficulty here is tracking hits in virtual space and tracking the forward vector. Nonetheless, we're getting closer, just not spending a ton of time on it at the moment since it doesn't affect gameplay. However, it's still important (in our opinion), so we'll keep looking at it until it feels the right amount of satisfying/good/funny

- Optimized purchase code. No noticeable difference on the front end (hopefully)

- Added upgraded amount to melee weapons to track how much they've been upgraded on the wrist HUD (you'll find it at the bottom)

- Item purchases no longer fall to the floor. In the words of one our players: "the shopkeeper always drop the weapon i paid for on the ground! What an ♥♥♥♥♥♥♥!" lol. The shopkeeper is no longer an asswipe! ... he applies magical forces of gravity and compassion and allows the weapon to float in front of the purchase area for easy pickin'. If you smack the weapon instead of grabbing it.. it will float away. It's fun.. but costly =P

- Added a new interface on the Moon called the Gravitronitron (no typo). If you get bored of shooting the staggering zombies as they stagger about slowly, hit this button when they're near the cage and enjoy the new targets to shoot at =)

- Sound of magnum shot had some dead space at the front causing the main sound to play a bit later than it should. Thanks for the heads-up on this. It should be fixed now

- Katana removed until further notice. Model needs reworking

- Holding the down button on the track pad NO LONGER drops the weapon when shooting. You MUST hold the RIGHT shoulder(menu) button and fire whichever gun you want to drop in order to drop the weapon. Having the down button do this was causing people to move around when trying to drop weapons on the left. Might also change the holstering button to this shoulder button in the future

- Slightly changed weapon positions in hands to look better

- Removed SWAY animation on hands when holding weapons... the human element in VR seems to be enough sway!

- There is now some bizarro music on the moon map...which fits the mood well there... especially when using the Gravitronitron.

- Added some extra height on the restriction in the teleport movement to make it smoother when going up elevated surfaces

- We left a few sniper rifles on the ground in the moon map, they aren't finished yet but feel free to play around with them as is. The reload area is still the hand, not the CLIP at the moment and there's no animations for the Enfield yet. The Enfield will have a more bolt action single shot reload but will be super powerful (standard reload action for now). The modern sniper will have an upgrade-able capacity clip (starts at 3) and less powerful then the Enfield but still strong. It also has two zoom levels. Use the OUTSIDE (SIDE) buttons on the trackpad to toggle zoom. Only the modern rifle has two zooms!