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Patch v0.6.0 is here!

Howdy fellow survivors! How are you this Friday?

Today we're proud to announce the arrival of Patch v0.6.0! Shall we jump into the good stuff?

Notable changes
  • Added the Infection Wave! This is the very first special wave we're introducing to Not Dead Yet. Pretty much, at the beginning of this wave, you're going to be infected. The infection inflicts damage straight to your Health, bypassing Armor, and you reduce it by killing zombies - with a twist: this wave consists only of Hazmat Zombies, so watch out!
  • Added Special Rewards! When you finish any Special Wave (starting with the Infection Wave), you're going to receive a special reward that can be several things - from Cash, to Perks or even weapons. Do a good job, and be compensated properly!
  • A huge network performance boost on Multiplayer Matches. Although this might seem small enough for the "Notable Changes" category, the improvements it brings are noticeable. This patch introduces several updates on our network layer to minimize some lags people were reporting while playing multiplayer matches. Although still not perfect, we're pretty confident your experience while playing with friends will be heavily boosted - now gather your squad and go kill some zombies!


[h2]General changes[/h2]
  • Added the 'Bulls-Eye' Perk. This is a rare and unique Perk now available at the Research Table that increases your damage output when hitting zombies in the head.
  • General tweaks on the UI. We improved several things on the UI, but the most prominent change is how your weapon, ammo, HP and armor are displayed. Check it out, at the bottom right corner of the screen:
  • Overhauled the Wave Scaling Algorithm. Prior to this patch, the way we were spawning zombies was pretty limited, predictable, and sometimes unfair; sometimes being too easy for players, sometimes being too difficult. At v0.6.0, we completely overhauled our spawning algorithm, giving us more flexibility and ease when it comes to balancing the waves - not to mention it allows us to expand the game to include more zombies more easily. In other words, early waves will be easier and slower, but late waves will be more punishing and difficult - from 1 player to 4.
  • Research Table repositioned! If you've got some friends to play Not Dead Yet, you've certainly had them stop by the door while doing their researches and blocking your path. We've repositioned the research table to the living room so it will be easier for everyone to access it! (And if you've got no friends to play Not Dead Yet with you should definetly get some, it's a lot of fun!)


[h2]Balancing changes[/h2]
  • (Perk) Buffed Scrapper: It's now not unique anymore - it stacks!
  • (Perk) Buffed Pouches: From 20% Max Ammo to 30%.
  • (Perk) Buffed Extended Magazine: From 10% Clip Ammo to +25%.
  • (Perk) Buffed Sustainable Mind: From +2 Scraps when you change your weapon to +10.
  • (Weapon) Karabine: Fire Rate from 0.9 to 0.75; Reserve Ammo from 40 to 30.
  • (Weapon) Winchester: Fire Rate from 0.75 to 0.55; Primary Clip from 12 to 8. Reserve from 60 to 24.
  • (Weapon) Golden Revolver: Reserve Ammo from 50 to 30.


[h2]Bugfixes[/h2]
This week we haven't released any bugfixes. Although we are aware of some issues the game has, we decided postponing those to privilege content and more notable updates since the bugs we are aware of are not game breaking or critical.

What's next?

For the next week, we are aiming at a few things:

  • A new mechanic: Slow. Being able to move is your best tool to survive - what if you had to deal with enemies slowing you down?
  • A new type of Zombie, with its unique mechanic (we won't spoil it right now).
  • More Perks.
  • More balancing changes.
  • More improvements on the UI.
  • Improve FPS and game performance on low-end computers.


Please, don't forget these are only expectations we have - they might not correspond to what the patch will officially bring. It always depends on feedback, bugs that show up, time, etc etc.

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Now, before we wrap up, we'd like to thank you all that are contributing to the game, being patient with us, writing good (or bad) stuff about us, etc - although our community is small, our team really feels it is strong, lovely, creative and respectful. Keep it that way and we promise a thriving future for Not Dead Yet!

And oh, want to share anything with us? Please do so through our Discord. We're active and welcome any kind of feedback! d(^_^)z

Patch v0.5.0 is here!

Hey hey, how are you survivors?

We're proud to announce the patch v0.5.0 is now available to everyone and that it is the first step towards the replayable state we want Not Dead Yet to have.

Shall we jump into the good stuff?

Notable Changes
  • We overhauled how the Research Table works. Now, instead of purchasing Perks with Cash, you purchase them with a brand new item: the Research Token. You can get these tokens either by purchasing them for Scraps in the Research Table itself, or at the end of every successful wave.
  • We introduced lots of new Perks to help you succeed (or fail?). I won't get into the nitty gritties here - just go ahead and see for yourself in the game.
  • Introduced 3 new achievements.


[h2]General Changes[/h2]
  • Adjusted the attributes of several weapons.
  • Adjusted the costs of things at the Workbench.
  • Added an interaction feedback to the 'Call Wave' button.
  • Added some time between the explosion and the death of the Hazmat Zombie.
  • Tweaked a few things on the Player's Bag screen to support several different perks


[h2]Bugfixes[/h2]
  • Fixed an issue where players buying the same weapon would result in accumulative headshot multipliers.
  • Fixed the Hazmat Zombie dying in the red color.
  • Fixed players not hearing footsteps from zombies behind. (Multiplayer only)
  • Fixed some weapons that were clipping with the character's hands.
  • Fixed 'Join our Discord' button doing nothing.


And we believe that's it! Yeah, it's small compared to v0.4.0, but to keep things always moving, releasing small updates is the way to go.

[h2]A speed runner among us[/h2]
This week was curious to say the least. One thing that we never imagined one would do, was done: our player Intharth tried to speed run Not Dead Yet -- 13 minutes and 24 seconds! Ha! Not even our developers achieved that. Check it out:

[previewyoutube][/previewyoutube]

Would you like to show up here? Submit anything Not Dead Yet to us on our Discord and boom!

[h2]What's next?[/h2]
A few things are being cooked right now, such as a brand new map, tasty reloading animations (more on our Twitter) and much more, but for the next release, we expect to have the foundation of a Task System: pretty much, parallel activities and challenges for players while they have to save themselves from the zombies.

Alright, talk to you next week!

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]

  • 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!

Patch v0.3.0 is here!

Ho-ho-ho everyone! How are you doing? ːsteamhappyː

Today is patch day, wooo! And we're proud to announce that several things just got better, ha!

Let's see what's new, shall we?

[h2]Notable changes[/h2]

  • Spectator mode is now a thing! Streamers and friends, now when you die, you can watch your friends (or foes?) playing, yeah! No more looking at the wall while the apocalypse is going on.
  • On-screen objectives for the newcomers! Did you know there's a way to beat Not Dead Yet? Well, maybe it wasn't clear before - but now, just start the game and press V and you'll see a to-do list to check your progress.
  • Now you can differentiate dead players from alive players. When you press 'tab', you can see some statistics of the game. Until v0.3.0, you didn't know who were dead without having to ask. But now there's a bright, red skull flagging just that!
  • Loading screens & tips! Now when you startup the game or join your friends, you're going to see a loading screen while your machine is preparing the game for you. And more: some useful tips are being displayed as well, so count on them to get better!
  • We've introduced the 'Piercing' mechanic! Oh yeah - now, some weapons such as the Karabine or the AWP just got better because when shooting with them, your bullets pierce through and damage the targets behind.
  • We've introduced 2 new player skins to celebrate Christmas! The Santa Claus himself, of course, and his assistant!


[h2]General changes[/h2]

  • We exchanged the copy 'Headshot' by just an icon, to indicate that your bullet has hit the head of the zombie.
  • Now when you aim at a zombie, it'll be outlined in red.
  • We've added a hit mark to when your bullet hits the target (and not only when you kill them).
  • We improved general zombie's collisions, slightly improving FPS and hitboxes.
  • Some props of the map, such as the Radio and the Start Game button won't highlight when not needed.
  • Keyboard command instructions are now highlighted in orange, so it won't be confused with the rest of the interface.
  • The Karabine received a brand new mesh.
  • We've increased contrast when you're hovering menu items.
  • We've introduced some extra zombie mesh variations.
  • We've introduced the 'Join our Discord' button in the main menu.


[h2]Bugfixes[/h2]
  • Fixed a bug where zombies where attacking one last time after they've died.
  • Fixed a bug where zombies were getting stuck for no reason.
  • Fixed a bug where muzzle particles weren't being replicated across different clients.
  • Fixed a bug where the 'Start Game' message wasn't disappearing when you started the game through the 'esc' menu.
  • Fixed a bug where players could set up their mouse sensitivity to 0, thus being unable to move their mouse.


[h2]Balancing changes[/h2]

First of all, we'd like to apologize some single-player players that faced extreme difficulty introduced by patch v0.2.0. That wasn't difficult - it was programatically unfair (not intentional, though). We corrected that in v0.3.0, and we now are pretty sure you'll have tons of fun at the current balancing state!

Some of the good stuff are:

  • Walton, Karabine, Winchester and AWP now have the 'Pierce' damage. That means they're way more powerful, as well as, more fun to play.
  • Lots of weapons had their statuses changed, but the most notable changes are MG-42 that got a little nerf, as well as the Golden Revolver. They were like, once you get them, you couldn't be stopped.
  • When playing single-player, now you produce more money.
  • Some of the Weapon Box cooldowns were modified.
  • Recycling now gives you 15$ instead of 12$.


This patch is now live and available for you to download and have fun!

What's next?


We're planning to have v0.4.0 released by the next Wednesday (December 30th). Our primary goal is to extend gameplay content a little, but other stuff will be included as well, just to keep the promise of always giving you quality of life updates.

If you're somehow curious of what the schedules of the game look like, don't forget to check our Project Roadmap!

Finally, people, we'd like to thank you all for this amazing release stage! We'd like to say that things went beyond our expectations and our team is completely committed to make this game better every day, so all of us can have more fun, together.

We'd like to wish you, and your family and friends, a wonderful Christmas, packed with good food, fun, and last but not least, safety!

Want to see y'all next year, alive (not zombies, please), so take care yourselves, yes?

Vincae Entrenimento,
from Brazil with love.

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Patch v0.2.1 is here!

Hey! 👋

Today we're proud to announce we're releasing our first game patch! It's small, but it aims to address a few things we gathered from your feedback!

Shall we?

[h2]Highlights[/h2]
  • Added damage displayer - now, when you hit a zombie, we're displaying the applied damage
  • Added sensitive crosshair - now, when you aim at a friend or a zombie, your crosshair changes accordingly
  • Added mouse sensitivity settings - now you can customize your mouse sensitivity however you want
  • Added 'Auto Reload' - now when you have no ammo, you don't have to manually reload your weapon (as long as you have enough ammo at your reserve clip)
  • Pause game when you open to the menu (Esc) (single player only)


[h2]Other changes[/h2]
  • Players who call for rescue now receive 100 NW
  • "Expanded Glock" is now named "Glock2"
  • We changed the visuals of the Mutant and Tango weapons to avoid confusion
  • Now every weapon have their own shooting sound effect (no more repetitive sfx)
  • The 'Start Game' button is now more intuitive for hosts and beginners
  • Weapon Box now avoids rolling repeated weapons (to you - lower chances to roll the same weapon twice)
  • Added pick up sound effect to the Syringe
  • Syringe cost reduced from 130 to 100
  • Added "Reloading" message when your weapon is reloading (as well as some slick fade-in/fade-out effect)
  • Increased the physical size of the Porch of the House a little bit - it was way too suffocating
  • Changed the G36 firing sound effect


[h2]Bugfixes[/h2]
  • Fixed one player skin that had broken legs
  • Fixed zombies applying double damage when hitting player's bodies
  • Fixed the "Buy ammo here" message not disappearing when you change your weapon
  • Fixed a situation where sometimes your shots weren't being registered (multiplayer only) (now you're going to have a smoother hit-and-run experience)


And that's it!

If you want to know more about what we'll be working next, don't forget to check out our Public Roadmap!