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The Infected News

Progress Update!

Hey folks! I was hoping to have enough new footage to post a second developer video update for January, but that didn't work out. We'll make a post or video when we have additional recorded footage available. Currently the next update is still on track to be released by the end of March- if that window changes, we'll let folks know.
Development continues on the game's map, models, and mechanics, so let's dive into the details.




[h3]Progress Notes[/h3]
  • Finalized models for werewolf and vampire-styled AI
  • Model and UI work towards animal husbandry asset: Barn
  • Addition: Added a field harvesting option with reduced material drops. Will provide a little less reliance on the butcher table.
  • Land Claim Pole- will function to address light/noise measurements for AI attacks. The pole may have further uses in the future.
  • Addition: Wind values, giving turbines variable generation
  • Addition: New food recipes and the addition of milk to some older recipes
  • Addition - toggle setting to adjust lightning flashes
  • Alteration: The vehicle garage will be able to summon the truck or ATV
  • Optimization work on building pieces- large buildings and the relation to frame drop






[h2]New Models[/h2]

The final model versions for both the vampire and werewolf styled AI are now complete! Note: There will be no naked vampire styled vambies frolicking through the map, he's just a model preview that didn't have time to dress appropriately.




[h3]Animal Husbandry[/h3]





In case you missed it, here's a link to our first Devlog, posted back at the start of December. There's a lot of great content coming down the pipeline, including an entirely new map!
[previewyoutube][/previewyoutube]

V13.0.8 Hot Fix Update.

Hey folks - this is just a small patch to remedy some issues that the community has reported. Thanks to community requests, in a future patch we'll be adding in the ability to bulk craft repair kits and medkits.


CHANGE - Thank you for the continued reports on the AI teleportation quirks. We've made some adjustments to how & when the AI teleport when stuck. This should (hopefully) address some of the weird teleportation issues players are reporting.
FIXED - Shield block sound sometimes fired twice.
FIXED - A specific AI attack (the kungfu looking attack) would visually seem like it hit the player but was dealing no damage. (Trace is more accurate)
FIXED - Mike would sometimes disappear when players loaded back into a game. This bug would place Mike back at one of the two spawn locations as if he was never found. This fix should address the bug moving forward, however current files that are experiencing this issue will have to find the NPC and administer the antibiotics.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

General Chat is just for generally chatting! Please be polite and obey the moderators to make the best of your time with us.

Bug Reports is to report bugs/issues. Please read the pinned post(s) before posting.

Tips & Guides features helpful posts and guides from the community. Please read the pinned post(s) before posting.

Feature Wishlist is for you to post your suggestions and ideas. Please keep in mind this is for NEW ideas- a refinement of something currently in game belongs under the next channel, Game Feedback.

Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.





V13.0.7 Mini Update!!

Hey folks!

Just dropping a small patch today. This patch mostly addresses the vambie related issues that some players were experiencing. Want to thank everyone that sent in saves, video footage, and detailed bug reports- it all came together to help pinpoint issues that were difficult to reproduce.

While some of the causes behind these issues may be addressed by this patch, we can't replicate every single scenario where this occurs. We want to emphasize that if you are still experiencing these errors to try and get footage (if possible) or experiment to see if you can pinpoint the exact scenario by which the issue(s) can be reproduced.

This is also the initial roll out of a player held shield for defensive purposes. Because this is just the first pass of the shield, you do not need to craft or equip this shield. It also cannot be destroyed by the vambies. This is basically a functionality and usability test. The default button for blocking is T, but it can be modified in terms of keybinding.

Comments will be locked upon posting to divert folks to the proper Infected subforums for feedback, suggestions, and bugs. We appreciate you guys posting to these sections and working with our moderators & helpers to keep the community both active and on topic, it helps us locate and address posts/info more quickly.

FIXED - Vambie teleportation into player base
FIXED - Vambie teleportation/jumping into villages houses, instead they will remain ready to re-engage when you emerge.
FIXED - Vambie "invisible attacking" after/during teleportation.
ADDED - Player shield.



Keep in mind that some of these channels require you to be logged in to view or post, to determine game ownership.

General Chat is just for generally chatting! Please be polite and obey the moderators to make the best of your time with us.

Bug Reports is to report bugs/issues. Please read the pinned post(s) before posting.

Tips & Guides features helpful posts and guides from the community. Please read the pinned post(s) before posting.

Feature Wishlist is for you to post your suggestions and ideas. Please keep in mind this is for NEW ideas- a refinement of something currently in game belongs under the next channel, Game Feedback.

Game Feedback is for your feedback about things currently within the game and how you feel they should be improved and/or changed.


Experimental/Beta branch update v13.0.5

Just a small patch detailing some changes to the current version of the game on the Beta Branch only!

Version 13 will be moved to the live branch of the game on Monday, barring any earth shattering issues popping up over the weekend. A fresh start/new save will not be required for this update. As always, please post any feedback, issues or suggestions to the proper subforums and not to the comments on this thread.

  • Bugfix- Mike should no longer get stuck on top of watermelon crates.
  • Bugfix- Adjusted the targeting on being able to use the NPC bed to summon Mike.
  • Added- Remainder of the translations have been added.
  • Bugfix- Fixed issue with players unable to right click items in/out of the NPC storage crate.


The last change is a revision to the Mini Boss vambie. He will no longer take a strike without fighting back, but will instead retaliate against the player. This change will require some adaptation!

Experimental Branch Mini Patch- v13.0.3

This is a small patch that addresses many of the current issues players are experiencing with Mike, the friendly NPC. Again this is for the Beta Branch of the game only.

Some translations will be missing from this iteration of the game and will be added once they are in hand. Additionally we'll be changing all reference to AI - in regards to friendly folk, like Mike- to NPC.


  • Fixed issues with Mike not placing melons into chests.
  • Fixed the issue of Mike eating all types of food.
  • Added a new NPC storage chest, found under the NPC Buildings tab. This will be the only chest type that Mike can interact with in terms of withdraw & deposit. That makes it the spot to store his food and repair kits, and to fetch your harvested crops.
  • Mike can now open and close gates, making it easier for him to get in and out of the base.
  • Mike can no longer teleport to the top of buildings.
  • Vambie corpses should no longer disappear through the ground upon death.
  • Mike should no longer browse storage chests throughout your base as he looks for food.
  • Following community feedback, the loot table for MiniBoss vambies has been scaled down.
  • You can now summon Mike by interacting with his bed, which will teleport him back if he's lost/stuck.





[h2]Please continue to post feedback, suggestions and requests to the appropriately labeled sub-forum. We appreciate your input and your help in keeping things neat! [/h2]