The POWERHOUSE update is here!
You thought we'd be dead, right? Well, not yet. ;)
The last update was released last year, in December, and since then we've been silent. Not because we abandoned the game; actually, because of the very contrary -- we were focused and hard working to bring you cool stuff.
Anyways, we are sorry about the silence. However, we promise that from this update and on, we're fully committed to transparency and constant dialogue with the community.
Now, let's jump into what matters: the update. Shall we?
v0.4.0
In short, this update took this long not only because we introduced new features and contents, but also because we refactored several things in our code base, just to allow us ship more things, faster.
[h2]Notable changes[/h2]
[h3]General changes[/h3]
[h3]Bugfixes[/h3]
(Believe it or not, v0.3.0 had almost no bugs, so...)
[h2]What's next?[/h2]
Phew... what a ride, huh? Yeah, well, let's talk a little bit about the future.
The POWERHOUSE update (or v0.4.0) introduced lots of new things, meaning features, content, mechanics, quality of life, etc. Thus, we tried our best to make sure no bugs slipped our sight. That said, the idea for the next update (v0.4.1 or v0.5.0, we shall see) is something to support v0.4.0. Meaning:
We don't want the next update to take longer than a week (if it does, we'll let you know), so we are aiming primarily on Quality of Life. After that, we want the next regular patches to bring one outstanding functionality, alongside content & (like always) more quality of life.
For what it's worth, the most requested functionality still dwelling in our backlog is "bigger map plz". We can't promise an exact date, but look at this...

🤫 sshh... still being cooked...
Aaaaand I think that's it? Let me check my list.... hmmm... Yes, that's it!
If you read it all through, hey, thank you!
Ultimately, we hope you enjoy the news. And of course, let us know what you think!
The last update was released last year, in December, and since then we've been silent. Not because we abandoned the game; actually, because of the very contrary -- we were focused and hard working to bring you cool stuff.
Anyways, we are sorry about the silence. However, we promise that from this update and on, we're fully committed to transparency and constant dialogue with the community.
Now, let's jump into what matters: the update. Shall we?

In short, this update took this long not only because we introduced new features and contents, but also because we refactored several things in our code base, just to allow us ship more things, faster.
[h2]Notable changes[/h2]
- A brand new, overhauled UI. Yes, we recreated the entire UI from the ground up. And not only its visuals changed, but the engine behind it -- this allows us to give you interfaces with better quality, faster. For the geeks: we are now using React (yes, the JavaScript library)!
- The Weapon Shop. Prior to THE POWERHOUSE, you had to depend on luck to get the weapons you wanted. Now you have an entire shop, packed with weapons, just for you.
- The Workbench. Now you can craft stuff, look at that! For the veterans: do you remember the Syringe, used to revive your teammates? Now you won't have to count on luck anymore -- just craft it at the Workbench and boom! A side note here -- the variety of items at the Workbench is pretty small. Our focus with this first version of it was releasing the foundation for crafting, so, pardon us.
- The Research Table. You now have a manner of improving your character permanently and passively -- and this is through the perks researched at the Research Table. Just like the Workbench, the variety of content here is small. The "excuse" is the same: creating and releasing a foundation. From here, we expand and conquer.
- Scraps! I know there are natural scavengers lurking around, and to satisfy them, we introduced a new mechanic: scrapping. Pretty much, nothing new under the sun, but it's useful to craft stuff at the Workbench and to overcome the current main goal: beat the game. (More on that later...)
- A new utility item: the Scrap Chest. Annoyed on how you can't recover your health? Oh well, we got you covered -- just head to the Workbench and craft the Scrap Chest. It currently acts as a recoverable "HP", but its differences will be more noticeable in later versions.
- A new wave format... yet, traditional. Now you and your squad have unlimited time to spend between waves, allowing you to strategize in peace. And plus: zombies are no longer scaling with time, but with waves.
- Shotguns!!!! And this is my personal favorite. We are now introducing a new type of gun: shotguns. Their most substantial difference from the rest, besides attributes, is the fact your bullets spread. Great to kill concentrated waves of zombies.
- Two new zombie types. Speaking about zombies, meet Kamikaze and Runner! Save these names. One is yellow, the other, well... runs faster. Watch out: they sound easier than they really are.
- Better shooting animations. We improved several shooting animations in the game. More are on the works -- we are pursuing tasty animations, ok? --, but this is the first step towards awesomeness. Also, thanks to these animation changes, now when you reload, there's a subtle animation to give you better feedback.
- Repair the Radio Station all way to the victory. The victory condition is now clearer than ever: you collect scraps, you repair the Radio Station in the front yard, you survive the ultimate wave and celebrate!
[h3]General changes[/h3]
- New Lunar New Year skins. To celebrate the Lunar New Year, we introduced two new skins to everyone. Zombie carnage + swag -- what not to love?
- Reduced weapon arsenal (temporarily). Maybe bad news? Maybe good news? We reduced the amount of general weapon variety in game. That's because we want each weapon to be unique, but we were far to achieve that. So now that number is reduced, increasing the sense of variety on the ones that left. But don't panic: you still have a good amount to play with. :D
- Balanced everything. The v0.3.0 update was good, but brutal for some. The POWERHOUSE aims to address that in a clever way: it's harder, but more forgiving. In short, all the numbers were tweaked, including damage, pricing, timers, etc etc.
- We improved the FPS. At least, slightly. Not yet at where we want to be, but it's a step nonetheless. Pretty much, low-end computers should now feel more comfortable with the graphics of the game.
- Improved multiplayer network usage. We changed some bits here and there, and we expect the multiplayer to be smoother to everyone. There's still work to be done, but one step at a time, right?
[h3]Bugfixes[/h3]
- Fixed achievements. Probably the most complained about one. All the achievements are now working as they should.
(Believe it or not, v0.3.0 had almost no bugs, so...)
[h2]What's next?[/h2]
Phew... what a ride, huh? Yeah, well, let's talk a little bit about the future.
The POWERHOUSE update (or v0.4.0) introduced lots of new things, meaning features, content, mechanics, quality of life, etc. Thus, we tried our best to make sure no bugs slipped our sight. That said, the idea for the next update (v0.4.1 or v0.5.0, we shall see) is something to support v0.4.0. Meaning:
- Bugfixes (our 1st priority),
- More perks,
- More items,
- More content in general,
- Balancing.
We don't want the next update to take longer than a week (if it does, we'll let you know), so we are aiming primarily on Quality of Life. After that, we want the next regular patches to bring one outstanding functionality, alongside content & (like always) more quality of life.
For what it's worth, the most requested functionality still dwelling in our backlog is "bigger map plz". We can't promise an exact date, but look at this...



🤫 sshh... still being cooked...
Aaaaand I think that's it? Let me check my list.... hmmm... Yes, that's it!
If you read it all through, hey, thank you!
Ultimately, we hope you enjoy the news. And of course, let us know what you think!