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Summer Update #2 is here!

Hey guys! It's Gui here once again to bring you another update - this time it's Summer Update #2, a.k.a. v0.14.0!

[h2]The Grenade Launcher has arrived![/h2]
We said last week that our weapon rework would allow us to create more unique weapons faster, and this is the first one we bring you! You can blow up groups of zombies with no effort with this bad boy, just may not be that great against Mefisto (at least at the time being.).



[h2]'Poisonpace' just joined the family![/h2]
You already know Slowpace - that nasty snowball thrower -, but now say hello to Poisonpace! Mechanically speaking, the two are the same thing: they throw a projectile and leave a trail behind them. But Poisonpace, instead of causing slow, its riot spins around Poison! Yeah, Antidotes are about to shine!



[h2]Behold the Stun Grenade & the Stun mechanic![/h2]
Are zombies threatening you with their super ultra-fast moves? Look no further because the Stun Grenade got you covered!



With the Stun Grenade, all you have to do is to aim at your target and throw it! They'll freeze immediately and for 5 seconds your foes won't know what's going on. And don't panic: you can't stun yourself, hehe.

The next patches will introduce more synergizes to this mechanic, but rest assured it'll help you enough for the time being. ;)



[h2]General changes[/h2]
  • Added 'Epic' Perks: One of our goals with Not Dead Yet is to support multiple builds with different styles of gameplay, and by introducing Epic Perks we are giving a major step in this direction. These Perks are what we consider 'build definers' - it's easy to notice how lower-tier Perks will synergize with Epic Perks.

    At the time being, the number of Epic Perks is quite limited, thus you may not feel that much difference just yet. The plan is to always add more Perks of all tiers and then creating a build would become funnier and explicit.

  • Self-damage is no longer fatal: One of the playstyles we want to support is the self-damage route. This way of play is as simple as dealing damage to yourself and get rewarded for staying at low Health. But while it should be risky for you to stay on low Health, it shouldn't impossible to run certain Perks that damage yourself if you don't have any form of sustain, so now any self-damage you take won't bring you below 1 Health. You'll still die if you get hit, but at least you won't soft lose by taking these Perks and running out of Health.

  • Overhauled the way zombies spawn: Zombies will now spawn within a radius around the players, but always respecting a minimum and maximum distance. Although we are still tweaking the constraints and this new system is not yet perfect, we are going to polish it further in the upcoming patches. For those wondering the motivation behind this change: we are pretty close to release a new map, and we realized the old spawn system wouldn't work with a bigger, more open scenario.

  • Standarized the description of the Perks and Items: Although still a WIP, we rewrote all the descriptions of our Perks and Items to follow a more human-friendly standard; to you, it means: expect to have more clarity of what things do before committing to them.

  • Better multiplayer performance: This is and always will be ongoing work from us, but last week with the introduction of Weapons 2.0, we delivered a boost in multiplayer performance when it comes to shooting - the bullets are now more precise than ever. Now, with v0.14.0, we addressed some network issues and we are confident multiplayer matches will be way more pleasant to play!


[h2]New Perks[/h2]


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[h2]What's next?[/h2]
Despite the usual balance changes, improvements, bug fixes & etc (tm), we expect that the biggest major change we're going to introduce next is a new map. Of course, depending on how our story unfolds our plans may change but... hey :).

We hope you enjoy this update. And please, don't spare us any feedback, yes? Thanks!

Talk to you next patch! :-)

Summer Update #1 is here!

Summer sweet summer!

Oh, hey! How are you? :)

Here we are, for another patch! And this time, a tasty one my friends!

Shall we?

The Sun has risen

Summertime has hit Not Dead Yet as well, and for a limited period of time, we are replacing that dark, obscure and thrilling map with a shiny new one -- sunshine is here!

Look at it, so lovely...

But for real - nothing has changed mechanically speaking. It's just a new, temporary skin. All the scraps are in the same place, there are no new obstacles, etc - we just thought you'd enjoy a new horizon to look at.

Say hello to Ana and Ney

These two nifty, Brazilian skins just joined the family permanently, so... say "olá"! :-D



Weapons 2.0

This was a tough one, people. Our old weapons system was the very first system we built and it was more like a game jam solution rather than a proper, scalable thing. It was time to say goodbye.

After more than 3 weeks full-time working on a new system from scratch (and making sure we weren't breaking anything), we got some really nice results. Allow me to give you a glimpse of what changed, shall I?

  1. We are now free to create perks/interactions with individual weapons or any weapon category (i.e. shotguns, pistols, SMGs, etc.). Although nothing new has arrived with v0.13.0, expect to see more weapon-specific mechanics soon;
  2. We can now introduce more unique weapons, with their own mechanics (such as flamethrowers, grenade launchers, laser weapons (why not?), etc.). Once again - these things have not arrived with this patch neither are they promises, but hey... ¯\_(ツ)_/¯
  3. We improved multiplayer shooting by A LOT. Yes -- that old stutter while shooting is not among us anymore. I dare to say shooting in multiplayer is as smooth as in any Triple-A game, hehe. :P (And please, I'm really talking about shooting. The other multiplayer areas still require some polish.)
  4. We removed useless weapons;
  5. And my favorite one: we animated all the weapons we have! I mean, we've reworked the old shooting animations, added proper reloading animations, improved particles, VFX and SFX, and geez, it's now so much better! Just to give you some sugar:


And this is just the beginning. ;)

[h2]Other changes[/h2]
  • Added Camera Shake effect while moving (you can disable it through the Settings menu)
  • Runners will no longer spawn on the first wave
  • Re-scaled the values of every weapon in the game according to their new tiers
  • Enemies will now scale utilizing a brand new formula to accommodate the new weapon damage values
  • You can now skip your Perks if you don't like the options for some Cash reward


[h2]New Perks[/h2]
  • Mortar (Scav Only): After firing 3 Frag Grenades, Gain 1 Frag Grenade.
  • Frag Powder (Scav Only): Frag Grenades deal 20% more damage.Re-scaled the values of every weapon in the game according to their new tiers

And we reworked Behemoth: Doubles your damage (instead of +70%). Decrease movement speed by 30% (instead of triplicating your reload time).

[h2]Bugfixes[/h2]
  • Treasury is now closeable
  • You'll no longer die by poison after killing Mefisto


And my dear people, this is Not Dead Yet's Summer Vibes. We hope you like it and if you have any issues, just let us know, will ya?

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What's next?

We are planning to release some summer updates in the upcoming weeks. And we expect them to be fun. Weapons, maybe? We shall see.

That's it! Talk to you next patch! d(^_^)z

(...or sooner, if you join our Discord)

Patch v0.12.0 is here!

Haaaaaaaappy Friday folks of mine! Today I'm really excited to announce v0.12.0 because it brings LOTS of goodies for us!

Let's jump into action, shall we?

Introducing the Hostility System

Some people think Not Dead Yet is too easy; others think it's too hard. Balancing a game isn't an easy task, indeed, and that's why we are proud to announce the Hostility System.



Now, by beating the game, you unlock the Hostility Level 1 (Rookie). It adds one difficulty modifier to the game that will make things a little bit more complicated. Once you beat the game at this given Hostility Level, it'll unlock the next one, which will also add another difficulty modifier. But watch out: the modifiers stack. That said, if you are at Hostility 5, you're going to receive its own difficulty modifier plus all the previous ones.

It's worth mentioning this is an opt-in/opt-out functionality - you can simply ignore it if you don't want a more unwelcoming challenge.

Also, this is our first iteration towards this system, meaning it can (and probably will) be quite unbalanced. Our idea is to adjust it over the next few weeks so in no time we're going to have a smooth experience. And oh - it now only counts with 5 levels. Our plan is to scale it up to more levels (maybe 20?) and also give players extra rewards by beating them.

Activatable items are here!

One thing that everybody likes are items, right? You click a button and something occurs. That's pure fun, especially when it comes to roguelikes where loot is pretty much everything.

From v0.12.0 and on, those types of items are now a reality and will bring more diversity in how you play Not Dead Yet.

This is our first iteration towards this system as well, so the catalog of possibilities is still quite scarce; in the long haul though, our idea is to release as many items as possible so players can go creative and beat the game the way they like the most.

To give you a glimpse of what has come:



Icon

Name

Description




Bandage

Gain +7 Health at the end of the next 3 Waves.




MedKit

Gain +15 Health at the end of the next 3 Waves.




Antidote

Upon use, removes 5 stacks of Poison.




Military Tonic

Gain +5 Health for every 10 Armor you have. Removes all your armor.



[h2]New Perks[/h2]
We were inspired this week. Pretty much, we implemented a good load of Perks - and going further: we expanded our current Perks System to work with even more mechanics, making it easier for our team to build upcoming Perks. That to say: expect some good twists when it comes to synergies in the following weeks. :D

Now let's check what's new.



Icon

Name

Description





Capitalism


Deal +5% Damage for each 100 Cash you have




Thrill of the Hunt

Gain 1 Stamina when killing an enemy




Tell's Apple

+100% Damage at headshots. Your Primary Clip is and always will be 1




Head Candle

Every 10 enemies killed with a headshot will instantly refill your clip.




Worker Shell

You are immune to enemy damage while scrapping




Berserk

Deal +30% Damage when at or below 25 Health




Black Skull

+50% Damage. Loose 5 Health every time you reload




Bloody Money

Gain 3 Cash every time you lose Health




IR Thermometer

Gain +1 Damage every time you gain Health




Torch

+50 Damage at your first hit against an enemy




Behemoth

+75% Damage. Triples your Reload Time



[h2]Other changes[/h2]
  • Added a Field of View slider so players can tweak how much they see;
  • Added an FPS Limit setting;
  • Added a VSync setting;
  • Added filters to the Workbench;
  • Added more SFX;
  • 'Frag Grenade' now scales its damage with your character;
  • Lots of tweaks.


[h2]Bugfixes[/h2]
  • Fixed the impact area of the Toxic Zombie;
  • Fixed timer not pausing when the game is paused;
  • Fixed Perk 'Perfect Scraps' not always working;
  • Fixed Ammo Box not giving the correct amount of ammo to entirely refill your primary and reserve clips;


[h2]What's next?[/h2]
Phew - what a patch, huh? Well, we are excited about the next chapters - our aim is to fix bugs, of course, plus polishing current perks/items/statuses (balance, bugfixes, synergies, etc.), improve UI/player feedback, and most importantly: bring the most requested features our players want.

I believe our next major goal is to rework the entire Weapons System. This will be a challenging one - it's the core of Not Dead Yet after all -, but pretty rewarding. Everyone wants a more polished aiming/shooting experience, so yes - we are aware of that and consider it something we have as a high priority.

Anyways, we'll unveil more in the coming weeks. For now, we have to say we're pretty excited to hear from you what you think about the new goodies. I mean, we put our hearts into all of this and we expect you love it as much as we do!

Take care y'all & see you next week!

Gui.

Patch v0.11.0 is here!

Hello friends, how are you today? Hope y'all are doing great!

I'm excited to announce the arrival of v0.11.0, which brings several changes to the game - that we hope you'll find as fun as we did.

Shall we jump into the good stuff?

Notable changes
  • Added Grenades! Hell yeah, boy. This is a functionality we were expecting to implement since day one, and it finally arrived - yay!
  • A Mysterious Folk is among us. All we know about this chap is that he sells stuff. Pretty much, all that sweaty Cash you make has a whole new meaning now. I don't want to spoil further so go ahead and discover him by yourself. ;)
  • (Re)introduced some weapons to the game. In order to let people play with the guns they like, we reintroduced some of the old weapons to the game in a brand new fashion. Now, you have more options without losing swag.
  • You now can craft weapons at the Workbench. You read it right: the Workbench is now a source for weapons -- although we hope you went well in math back in school days because it requires quite an effort in order to figure the most optimal way to scale your gunfire.
  • Added 'Disassemble Weapon' functionality. At the Workbench, you are free to disassemble your weapon in exchange for Weapon Parts - which are now a vital item if you want to craft weapons yourself.


[h2]General changes[/h2]
  • Increased initial Cash from 10 to 100.
  • You can now craft Research Tokens at the Workbench.
  • Added Perk 'Terrain Adept', which makes one immune to slow.
  • Added 'Weapon Parts' item. Pretty useful to craft weapons.
  • Added 'Mysterious Token' item. You'll figure it out, maybe...
  • Added some POI indicators when you're running low on ammo.
  • Lots of UI improvements.
  • Lots of balancing changes.


[h2]Bugfixes[/h2]
  • Fixed the Escape Car being repairable with any amount of Scraps.


[h2]Intharth[/h2]
One of the things we are proud about the most is our community. We have people from all around the world that dedicate their precious time to embark on this journey that Not Dead Yet is. And we have this one very special player and friend, known as 'Intharth', that has been with us since the very beginning.

At every patch we release, there he is - trying to speed run the game and beat his own records. Sometimes it's comical because we catch ourselves trying to beat him internally but without cheating, our team is quite a disaster (lol).

The drama doesn't stop there: Intharth already became a 'unit of measurement' for our team. If there's any obstacle he can't overcome, then the game is unbalanced and we gotta fix it.

Alright - all that to say, thank you, Intharth. You're such a genuine, amazing person and player and we hope to see you with us for the long haul.

But wait, what is that supposed to mean for me, the player?

Oh, yes, yes. I almost forgot. As a tribute to Intharth and his dedication to speedrunning Not Dead Yet, we are making available to everyone a brand new playable in-game character, Intharth:



Say hello!

[h2]What's next?[/h2]
The main focus of v0.12.0 is Quality of Life. We are preparing new perks, items, better VFX/SFX, better UI, bugfixes, and greater player configuration options so the game becomes more personal. That said, we are not planning any new/major feature or mechanic -- the idea is extending and improving what we have.

-----

We hope you enjoy this patch as much as we enjoyed bringing it to you, alright?

See you next patch,
adiós!

Gui.

Patch v0.10.0 is here!

Hey folks!

Here for another Patch Notes, now related to v0.10.0, which is our eleventh update since our release back in December. Shall we see what we brought to you?

Notable changes
  • Introducing the Sprinting mechanic. Now, by pressing 'Shift', your character runs faster. Not without a cost: we also introduced an attribute called Stamina that you have to manage in order to run faster.
  • A 'Skins' system. Now when you are in the Lobby, you can change your skin by interacting with the Wardrobe. This is only the first step towards character customisation.


[h2]General changes[/h2]
  • Added some variation to the walk animations of some zombies
  • Added 1 extra Ammo Boxes to the Mefisto Pit map
  • Increased cost to repair both Workbench and Research Table (from 25 to 200)
  • Added perk 'Masochist Boomerang' (Gain 100% Weapon Damage. You take 1 Damage every time you hit an enemy)
  • Added perk 'Sneakers' (Gain 10 Stamina)
  • Added perk 'Energy Soup' (Gain +2 Stamina Recovery)
  • Added perk 'Sponsored' (Removes the cost for buying Ammo)
  • Added perk 'Researcher' (Whenever you Research for a Perk, gain +1 option to choose from)
  • Added perk 'Perfect Scraps' (Scraps are always at 100% quality)
  • 'Steady Hands' Accuracy increased from 10% to 20% (buff)
  • 'Sustainable Mind' Scraps given increased from 10 to 30 (buff)
  • 'Hand of Midas' Cash given increased from 20% to 25% (buff)


[h2]Bugfixes[/h2]
  • Fixed some scraps not being scrappable above the barbecue at the Houses' garage.
  • Fixed unscrapped Scraps not being destroyed at the end of the wave.
  • Fixed old issue with interaction feedback getting stuck sometimes.
  • Fixed unstable couch texture at the Lobby.
  • Fixed some weird collisions at the house.
  • Fixed typo on Vampirism perk.
  • [Multiplayer] Fixed wrong notification being displayed for servers when they open the game.