"The important thing now is to go straight for the exit!” (Jeremy Stanford)
Ciao survivors!
we apologize for delayed release but we changed in the course of development phase our original plans.
In order to start working on PVP mode in Q1 2019, we made netcode rework a top priority: we started recoding some core routines and that took some time...
That said, we also worked on some highly requested features and fixed all known bugs!

Netcode rework
Hit detection is now client side authoritative and all weapons/melee/objects logics have been moved client side. What does it mean? This basically means that you can enjoy gun play and melee also on high latency sessions. Playing overseas should be much more rewarding now.
We also fixed tablet lobby menu: all players nicknames are correctly showed as well as their latency (in milliseconds). Host is now able to kick players.
To complete the netcode rework, we're now supposed to move to clients all inventory logic, but this is something we'll address in next release.
Checkpoints
Since we launched early access, this is the most requested feature.
Checkpoints are finally here! Mission is now typically split in 1 or 2 checkpoints.
When a checkpoint is reached a sound is played with a "saving game" subtitle. Quitting the game you'll be able to restart last mission from saved point.
No checkpoints for hardcore gamers playing the game at Nightmare difficulty level. :inflammable_barrel:
Melee refactoring
Melee weapons have been completely redesigned.
First of all they are totally client side authoritative: this means no lag at all when playing as a client.
We also totally redesigned hit logic: damage is now proportional to weapon momentum when hitting zeds, "hand shaking" won't cause almost any damage.
Melee weapons have now a total durability and will break after a certain usage amount.
Last but not least... a well placed hit with a slash-melee weapon can behead a zombie!
Hungy story mission
It's time to face another mission! (chapter 2, mission 4)
When this whole mess started, many people thought about hiding in local sewers along with the soldiers, to avoid the virus... food supplies were not short, but the survivors were hungry... soon enough there wasn't enough food and things escalated quickly, rations stealing increased and the soldiers had to lock the thieves in the deeper sewers. At that point the stronger ones started to...
Ready? :gun_pistol:
Damn bugs..
We're also releasing a number of bug fixes that should solve all reported problems (WMR hands offset, players falling through Sewers map, some rare crashes, ...). Check full list below!
Cheers!
P.S: we started game localization process, if you're interested in helping the Devs, just follow instructions here.

New features & tweaks:
- story mode: chapter 2 - mission 4, HUNGRY
- gameplay: checkpoints
- gameplay: melee refactoring
- multiplayer: client-side authoritative melee, firearms and objects use (in order to eliminate lag in high latency sessions)
- core: Unreal Engine 4.21 porting (with round robin occlusion culling on!!!)
- Santa Carla: zeds will have less chance to spawn with dismembered limbs
- Prologue: level refactoring with dead bodies and zeds outside main road
- multiplayer: adding player latency in lobby menu
- zeds: new zombie prey model
Fixed bugs:
- controls: real life hand and vr controller are now aligned for WMR systems
- zombies: fixed a bug causing zombies to start to fly begin killed (lol)
- multiplayer: doors & cases state (open/close) is now correctly replicated to all clients on late joins
- multiplayer: explosive tanks now disappear also on clients
- weapons: glass should not block bullets
- graphics: explosive bullets don't cause anymore flickering dismembered bones
- Sewers: fixed a bug causing player to randomly fall through map
- multiplayer: lobby menu's kick and leave buttons now work as expected
- multiplayer: lobby menu is now showing all players nicknames
- core: fixed some rare game crashes
To get in touch with us, just drop a line on discussions forum or join our discord channel.
As always, feedbacks are welcome!
"... talk to you when you’re on the other side!” (Jeremy Stanford)



