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Level Zero: Extraction News

Level Zero: Extraction 1.0 Is Now Available | Map №3: Space Station



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What's new in v1.0


[h2]🌌 New map: Space Station[/h2]
A big three-layered map with loot & events ↓



[h2]⛰️ Revamped the Caves of Turion map as a "battle royale-like" experience[/h2]
Here's a list of changes:

  1. The main elevator can only extract three Mercs; as the session approaches its end, the elevator can't be called;
  2. Two additional solo exits that are one-time only;
  3. Better loot;
  4. A ring of erosion starts moving toward the central elevator 10 minutes into the session;
  5. Aliens are immune to ring of erosion damage.

[h2]💼 A "Mercs Only" mode[/h2]
This is a separate optional mode for Mercs only. It offers a more forgiving experience without Alien Monsters, but the loot is of a slightly lower tier.


[h3]OTHER CHANGES:[/h3]
  • Final screen UI rework:

    1. Causes of death;
    2. Names of all the people in the lobby with more details about what happened to them during the session;
    3. An ability to add friends.
  • New skin attribution system: Skins are now obtainable through achievement-style goals and are never reset after completion.
  • New Alien Monster feature: Cocoons. When playing as an Alien, wrap a dead Merc in a cocoon; if it stays intact until the end of the session, you get a share of the loot that the Merc was carrying.
  • New weapon: Sniper rifle

  • New grenades: Gas, UV Flashbang



  • Revised economy with faster progression
  • Steam Friends through in-game UI. You can add other players as friends during a session—a pop-up will appear above them.
  • Matchmaking update: Locked regions. If you choose a region, you will only look for games in that region.
  • Various UI & UX Improvements

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[h2]❗ SERVER WIPE ❗[/h2]

The progress, including your stash, trader reputation, and Merc/Alien Monster levels, has been reset. Unique cosmetic skins remain in your inventory.

❗ The skin acquisition system has been changed to provide permanent gains upon completing a challenge. This means that any skins earned will not be affected by wipes from now on, and will remain in your inventory.

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Here's a detailed list of balance patch notes for this update (expand to read):

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General Changes:
  • Added matchmaking lock for the 1.0 release to provide better latency, matching players in specific regions without expanding matchmaking to other regions.
Research Facility Changes:
  • Increased the amount and chance of weapon spawns in the warehouse and airdrops.
Caves of Turion Changes:
  • The central elevator is no longer called but instead arrives on a timer and leaves 2 minutes after arriving. Max capacity: 3 mercs;
  • The bore exit can only extract 1 merc per match;
  • The Grappling Hook exit can only extract 1 merc per match;
  • The solo elevator can only extract 1 merc per match;
  • The loot quality on Caves of Turion has been increased.
Merc Changes:
  • Reduced prices for items and weapons;
  • Headshot multiplier has been reduced from x3 to x2 against mercs;
  • Rebalanced damage for all weapons according to the new headshot multiplier;
  • Added a distinct sound for headshots;
  • The starter kit weapon changed to FoxFive;
  • Increased recoil for most of the weapons by 20-30% (reverted recoil changes);
  • Reduced the amount of stamina it takes for a melee attack for both one-handed and two-handed melee weapons;
  • Reduced the damage of marksmanship rifles;
  • Removed icons of card printers from the holo map when they’re active;
  • New item: Gas Grenade, working as a perfect mix between smoke grenade and alien’s acid cloud ability;
  • New item: UV Flashbang. It doesn't blind mercs, but it will do heavy damage to aliens close to the explosion.
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Level Zero: Extraction is 35% off until February 9th:

https://store.steampowered.com/app/1456940/Level_Zero_Extraction/

Update 0.7.2: 🧬Mutations Upgrade System for the Alien Class

IMG or GIF

[h3]Introducing Mutations 🧬[/h3]
We’re excited to announce that the 🧬 Mutations feature is live. We postponed the release of this long-awaited system several times to refine other core aspects of the game, such as shooting mechanics, light system redesign, and UV lights. Now, we’re ready to share more about the mutation system, how it’s designed, and why it’s shaped the way it is.


[h3]Design Philosophy Behind Mutations[/h3]
A core part of the alien design is to create constant tension within the extraction environment. Camping isn't a viable strategy because the third faction—the aliens—can hear, sense, and relentlessly hunt you. This forces players to keep moving and make tactical decisions.

However, this design came with a challenge: aliens had a stale power curve. Their strength depended entirely on starving mercenaries of resources and catching them at their weakest. To counteract this, we needed to introduce a system that allowed aliens to grow in power dynamically during a match.

The Mutations system is a scalable in-session progression mechanic that allows aliens to adapt their abilities to their preferred playstyle or counter the specific enemies they face. As time passes, aliens grow stronger through their actions, becoming an ever-greater threat to mercenaries lingering in dangerous zones or pushing for high-value loot.


[h3]How Does the Mutations System Work?[/h3]
Aliens begin each session at mutation level 1, starting with no mutations. From there, they can earn mutation points in four main ways:
  1. Collecting eggs
  2. Observing Mercenaries in medium proximity
  3. Successfully using skills
  4. Knocking out and killing Mercenaries
Once enough mutation points are accumulated, aliens can unlock a mutation.


[h3]The Power of Mutations[/h3]
Mutations offer a variety of options to enhance gameplay. They allow aliens to:
  • Modify Existing Skills: Tailor abilities to fit different playstyles or scenarios.
  • Add Passive Effects: Gain new advantages to complement their strategies.

This system creates a dynamic power curve for aliens. Early in the session, they hunt for mercenaries’ mistakes and vulnerabilities. As the session progresses, they evolve into formidable threats, making it increasingly difficult for mercenaries to survive in high-risk areas.


[h3]Mutation Effects & Levels[/h3]
  • Mutation Level 2: Slime Spit improvements (see the screenshot above ⬆️), such as increased damage, faster slime spit, slow effect, or healing reduction for victims of a slime spit for a limited time.

  • Mutation Level 3: Egg Trap improvements (see the screenshot above ⬆️), such as an armored egg, an egg that deals more damage, an egg that replaces baby alien with an explosion that slows enemies around the egg, or an egg that senses nearby mercs, revealing their position to the alien player.
  • Mutation Level 4: Passive effects, such as reduced incoming damage, increased movement speed, or increased damage traded for vulnerabilities.
  • Mutation Level 5: EMP improvements, such as increased range, damage output, temporary shield, or healing from disabling devices around you.
  • Mutation Level 6: Scream Wave improvements, such as reduced cooldown, increased resistances against targets of a scream wave, or slow down effect.
Aliens will start with two mutations per mutation level, with additional mutations becoming available with higher Alien levels.


[h3]The Future of Mutations[/h3]
While some rough edges and balancing issues may emerge during this initial phase, we’re committed to addressing them. Your feedback and gameplay data will guide us as we release regular balance patches in the weeks following the feature's launch.

Once we’ve established a solid foundation, we’ll expand the system by adding more options for existing mutation levels and introducing new mutations for abilities we haven’t yet enhanced, such as invisibility, enhanced melee combat, and acid cloud. This is just the beginning, and we can’t wait to see how you evolve your playstyles with these additions!

Update 0.7.2: December 25, 2024

General Changes:
- Introducing first iteration of alien mutations;

Merc Changes:
- Improved aiming using optic sights, allowing to aim much lower;
- Improved weapon animations when aiming down sights while crouching;

Alien Changes:
- “Mutations” menu is unlocked now, showing all of the available mutations that aliens could pick up in session;
- Aliens now have mutations levels, that are advanced by gaining mutation points;
- Aliens can get mutation points through stalking, collecting eggs, successfully using abilities and knocking or killing mercs;
- Alien melee attack now increases through mutation levels, starting from 12 and growing to 15;
- On mutation level two, aliens can choose from egg trap mutations: Savage Spawn, Fortified Shell, Viscous Trap, Seeker Egg;
- On mutation level three, aliens can choose from slime spit mutations: Rapid Reflux, Voluminous Bile, Venom Surge, Viscous Grasp, Corrosive Wounds;
- On mutation level four, aliens can choose from EMP mutations: Amplify, Surge, Pulse Shield, Light Drain, Overload;
- On mutation level five, aliens can choose from passive mutations: Shroud, Fast, Plated, Glass Cannon;
- On mutation level six, aliens can choose from scream wave mutations: Rapid Scream, Berserk, Echoing Reach, Extended Scream, Paralyzing Echo;



[hr][/hr]Just a heads-up, Level Zero: Extraction is 50% off until January 2nd:

https://store.steampowered.com/app/1456940/Level_Zero_Extraction/

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Patch 0.7.1

[h3]General Changes[/h3]
  • Increased footstep and shot sound slightly and reduced the effect of sound occlusion on them.

[h3]Merc Changes[/h3]
  • Increased UN-56 damage against aliens from 4 to 5;
  • Reduced the bonus XP points from the Extraction value by 50%.

[h3]Alien Changes[/h3]
  • Increased starting/respawn cooldown of Acid Cloud from 115 to 138 seconds;
  • Increased cooldown of Acid Cloud from 44 to 50 seconds;
  • Increased starting/respawn cooldown of EMP from 138 to 165 seconds;
  • Increased starting/respawn cooldown of Scream Wave from 138 to 165 seconds;
  • Increased starting/respawn cooldown of Slime Spit from 40 to 48 seconds;
  • Increased starting/respawn cooldown of Egg Trap from 50 to 60 seconds;
  • Attacking from invisibility will now trigger invisibility end animation before the attack.

[h3]Research Facility Map Changes[/h3]
  • Moved first card printer from Armory Sector B to room in Generator section in Sector C;
  • Moved second cart printer from room above Generator section in Sector C to Lab room in Sector B;
  • The room above the Generator Section is now back as a locked room requiring an access card;
  • Increased radiation room mutants gunfire and melee resistance and quantity;
  • When active, card printers will now be displayed on everyone’s holomaps;
  • When active, the Radiation alarm crate will now be displayed on everyone’s holomaps.


Please install the patch and restart the game.

A reminder: Level Zero: Extraction is 50% off until December 19th. Feel free to pick it up if you haven't already.

Level Zero: Extraction Is 50% Off | Daily Deal

[h2]Feel free to pick the base game and DLC at 50% off:[/h2]

https://store.steampowered.com/app/1456940/Level_Zero_Extraction/

https://store.steampowered.com/bundle/43807/Level_Zero_Extraction__Ultimate_Edition/

The offer ends on December 19th.

The current version of the game includes the most recent content update that introduced three new weapons (two SMGs and a highly-requested sniper rifle), two new map sectors to explore and loot, a reworked contract system, and more. An upgrade system for the Alien Monster class, 🧬Mutations, is in the works and is scheduled to arrive later this month.

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Update 0.7: New Weapons & Map Sectors, Redesigned Contracts | Server Wipe



[h2]❗ SERVER WIPE ❗[/h2]
The progress, including your stash, trader reputation, and Merc/Alien Monster levels, has been reset. Unique cosmetic skins remain in your inventory.

[h3]General Changes[/h3]
  • Added 2 new wipe cosmetic skins for the Merc and Alien Monster;














  • Added 3 new weapons: Two SMGs and a marksman rifle;


  • Added new types of syringes: anti-radiation and DNA. Anti-Rad ones help withstand the radiation of the Radiation Tests sector (more info below). DNA syringes can be found in the Medblock sector. These grant a random buff or debuff related to mutant DNA experiments;
  • New generic contracts that require basic items found on both maps;
  • Redesigned contract system: basic contracts in easy-accessed zones are available to players on starting REP levels. As REP increases, traders will require harder contracts available in dangerous zones instead of simpler ones;
  • Optimized optical sights performance;
  • You can now see open customization options and check them out even if you don’t have access to a certain character.

[h3]Research Facility Map Changes[/h3]
  • ⬆️Added a new sector: ⚕️ Medblock. It requires an access card that is printed in the Research Facility;

  • ⬆️Added a new sector: ☢️ Radiation Tests. It requires an access card that is printed in the Research Facility;

  • Added a new enemy type to the Radiation Tests sector;
  • Added a new type of mutant to the Medblock sector;
  • Introduced card-printing machines that can print access cards to secured areas around the map; three card printers can be found on the map;
  • Reworked a closed room in Sector C that required the yellow access card; it now requires a new access card that is printed on the Research Facility map;
  • Redesigned some of the contracts to evenly spread contracts throughout the map.

[h3]Merc Changes[/h3]
  • Overall increased the amount of bullets required to kill a merc with an automatic weapon and shotguns; find specific changes below;
  • 12g slug damage reduced from 50 to 30;
  • Reduced HV Bolt’s damage from 50 to 40 against humans and from 25 to 20 against aliens;
  • Increased HV Bolt’s effective distance to 80m;
  • Increased Damage Capsule’s damage from 25 to 27;
  • Reduced SKAR’s damage against humans from 15 to 14;
  • Reduced MRX’s damage against humans from 12 to 11;
  • Reduced RD-707’s damage against humans from 17 to 16;
  • Reduced Malyuk’s damage against humans from 17 to 16;
  • Reduced SR-32 damage against humans from 34 to 25;
  • Reduced recoil reduction for grips and suppressors by around 50%;
  • Rebalanced reputation levels and item unlocks based on that reputation.

[h3]Alien Changes[/h3]
  • Added VFX effects for flares, glowsticks, and emitters to easily distinguish them from one another;
  • Increased alien rewards for killing mercs to 30% of merc inventory worth;
  • Alien skulls now show the player's nickname.

[h3]Bug Fixes[/h3]
Fixed an issue with leaderboards where the stats of players would be shown to be 0.
Please install the patch and restart the game so the changes take effect. Expect smaller patches in the next couple of weeks, as currently we're finalizing the Mutations feature.

An update on the 🧬Mutations upgrade system for the Alien Monster class:

We've taken more time to finish the Mutations system properly. Our team is aware that you are all expecting it to be added ASAP; rest assured, we're working as fast as we can to deliver it. It will be released in one of the following updates before the end of the year.

Here's a few new sneak peeks into Mutations:


Alien Monsters' eggs will change their appearance depending on the mutations you use.











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