Thank you all for being here still. As promised an update before the end of the year. I have mostly been experimenting with the visuals, trying to get a higher quality look while maintaining vibrancy and much better effects. The zombie models were almost completely redone at one point, but they are the heart and soul of the game, so only slight changes were made to make them look smoother and have less weird shading.
Otherwise, work is continuing in my free time as I push forward with my other work (Read the previous news update for a better explanation) https://steamcommunity.com/games/645530/announcements/detail/4183358371422028876.
I'm excited for what's to come and I hope many of you will be too.
Environment
Working on dynamic atmosphere and day and night cycle. Testing detailed stylized rocks and majorly improved grass.
Volumetric lights and awesome post-processing.
It's still a small empty plot of land for testing so it will be a bit bare bones, missing cliffs, trees, rocks, details ,etc. These are the base minimum just to get a good understanding of how the elements will look together.










Effects
Lots of unique effects.




Cool portal vfx
Here is an experimental paintshot (might not be used for paint though could be used to shoot liquids and potion ), just a fun toy
Zombies
What Raise The Dead is all about. This time they are more smoothed out and colorful! Still goofy and minimally dangerous!









Lots of experimentation happening, but I think the improvements will mostly be graphics, presentation, feel and quality! The game design will be upheld at its core, only improved. So you'll still be catching zombies and putting them in the lab, harvesting their parts and such. Testing out potions and doing crafting, farming, base management, research and exploring.
Thanks for sticking around, and until next time!
