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Level Zero: Extraction News

Development Update: October 14th

[h3]As of now, we're focusing on major changes to the core gameplay.[/h3]

Currently, our team is in a bit of a quiet phase. That is because we’re focused on a large-scale overhaul of the gameplay and progression for both factions. Hence, the recent patches are of a smaller scale. The overhaul is a complex task that requires a careful approach. So far, we haven’t implemented any new small balance changes, but they will be included in upcoming updates. The global update is scheduled for December, and it’s going to be a massive update with a wipe. Not to be confused with the 1.0 update which will come later in the future. We are also planning on doing an additional wipe before December to adjust the economy and address some of the present ourstanding issues.

We plan on conducting a comprehensive marketing campaign in December. Before attracting new players, we need to ensure that everything is working well. So rest assured, the influx of new players will definitely happen, but a bit later. This week, we may also start testing some gameplay changes.
Here are our short-term goals for upcoming patches and the pre-global update wipe:
  • New optical sights: We will add optical sights of various magnifications and thermal scopes. This will allow players to choose the optimal tools for combat at different distances and in challenging visibility conditions.
  • Stamina mechanics for melee weapons: A stamina system for melee weapons will be introduced. Now, strikes and swings will consume stamina, adding a tactical element of resource management during close combat.
  • Economy rework: We will adjust the economic system to ensure that progression in the next wipe is more extended and balanced.
  • Exploit fixes and anti-cheat improvements: We are actively working on fixing remaining vulnerabilities that allow players to exploit bugs in the game. Additionally, we continue to improve the anti-cheat system for a fairer gameplay experience.
  • Lumen player balance: We are still working on balancing players with and without Lumen. We have some ideas, but they require prototyping. Hopefully, we can show you something soon.
  • Inbox system: A message system will be added to the game, which will send notifications about rewards and other game events directly to the interface. This system will allow players to receive critical information without leaving the game.
  • Improved weapon animations while moving: We are continuously improving character animations to make weapon movements look more natural.
  • Contract visibility on the map: Contracts will now be displayed on the map with an approximate area, making them easier to locate and complete, especially for new players.
  • Continued UI rework: We are improving the UI in both the main menu and in-session to make it more cohesive, understandable, and user-friendly.
  • Leaderboard: In upcoming patches, a leaderboard will be introduced, allowing players to track their achievements and compare their results with others.
  • New weapon types: New types of weapons will be added to the game, offering more tactical possibilities in combat and diversifying the players’ arsenal.
  • Laser mines: In upcoming updates, we’ll introduce a new type of trap — laser mines, which players can place to defend strategic points or ambush enemies.
  • Halloween event: We are preparing a festive Halloween event with themed activities and rewards to bring a fun and celebratory atmosphere to the game.
  • A dedicated in-game news page. All important changes and events will be accessible directly within the game client.
Long-term goals for the big December update:
  • In-session progression for mercenaries: Session progress will directly impact your game progression. Contracts will be divided into difficulty tiers, and as your reputation increases, more complex tasks will unlock. These contracts will require visiting dangerous zones with special survival conditions, pushing players to stay longer in sessions and take greater risks, but with higher rewards to match.
  • Research Facility map rework: The map will be significantly expanded and divided into zones with varying danger levels. Each zone will have unique conditions for entry and survival. The further you venture into the map, the harder it becomes to survive, but the loot found in these areas will be far more valuable. This approach will give players more strategic choices — risk it all for better rewards or stay in safer areas. Lower-difficulty zones will be tailored for newer players.
  • Cave map rework: The gameplay will significantly differ from the Research Facility map in terms of rules and extraction mechanics. We’re experimenting with new gameplay concepts to deliver a unique experience.
  • Mutations for aliens both in-session and meta-game: Like mercenaries, aliens will now have meta-progression, and mutations will allow them to change their abilities during the session, influencing gameplay strategies.
  • New contract type: A new contract type will be introduced to the game, designed specifically for new players who prefer to avoid high-risk situations.
  • Regional matchmaking: We have already set up regional matchmaking for improved match quality. However, we’ll implement this feature with the major update when we expect a larger influx of new players. This will prevent the player base from being split too early.
  • New grenade type for mercenaries: A new type of grenade will be added to the game, expanding tactical possibilities in combat.
  • New weapons and sights: New types of weapons and optical sights will be introduced, offering players new ways to engage in combat.
  • New perks for mercenaries: Unique perks will be added, enhancing character abilities and providing more strategic options in gameplay.
  • New devices for mercenaries: We plan to update gadgets both visually and in terms of gameplay.
  • Storage crates: Players will be able to organize their inventory using crates for more convenient item storage. Crates will need to be purchased and unlocked through trader reputation.
  • New high-tier mercenary character: A new premium mercenary character will be added with deep customization options available for progression.
  • Prestige levels for mercenaries: We will introduce a prestige system for those who reach the maximum level, allowing players to continue developing their characters after the next wipe.

[h3]Why do we choose not to focus on creating a full-fledged playable tutorial?[/h3]

We’ve created video tutorials for the game—our small team can manage as much. Since our game is a multiplayer title and runs on external servers, we can’t build a single-player tutorial without essentially creating a whole new game without network code. Implementing such a tutorial would be a colossal undertaking, requiring us to halt development for 3–5 months just to build a tutorial. We also don’t have the resources to run servers just for single-player tutorials, which would involve separate matchmaking and reworking many aspects of the game. It might seem simple, but it’s a very complex task, which is why it's not our path. In-game tutorials are usually something large projects with teams of 200+ people can afford. Our studio has around 25 members, with only five programmers—the rest are game designers and artists.

Instead, we’re looking at other solutions, like creating a separate lobby for players under level 10 so they don’t end up against stronger opponents. However, we’ll only introduce that when we have enough players to support it. Keep in mind that a separate lobby also splits the player base and increases matchmaking time. But we still plan to separate new players from more experienced ones, just at the point when we’re sure it won’t significantly affect matchmaking.

[hr][/hr]New Firearms WIP



Also, we've noticed that you like the weapon token mechanic from our October 4th weekend event, so we decided to keep it in the game permanently.

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As always, thanks for the support and especially for your patience, guys. We greatly appreciate it.


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Patch: New Weapon Rarity, Rebalanced Melee Mechanics & Bug Fixes

[h2]// INCOMING MESSAGE //[/h2]
Greetings, Mercs and Those Who Lurk in Shadows,

We're excited to roll out a new patch introducing a new weapon rarity, rebalancing melee mechanics, and fixing bugs.
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🛠️ PATCH NOTES & WHAT’S IN STORE 🛠️


[h3]General Changes[/h3]
  • 📌 Blocked Display Gamma settings unintended range edit through game files;
  • 📌 Increased mutants explosion resistance;
  • 📌 Added additional rarity level for high-tier weapons;

[h3]Merc Changes[/h3]
  • Holding melee weapon attack now drains stamina;
  • Melee attack that is being held now automatically happens if a merc is out of stamina;
  • Readjusted melee weapons stamina attack cost;
  • Right mouse button can now cancel charged melee attack;
  • Reduced Tryzub’s damage from 33 to 25;
  • Improved merc jump animation from first person perspective when holding firearms;
  • Motion Detector target position is now updated every 2 seconds (was 0.5 seconds);
  • Increased the amount of cash that spawns in safes;
  • Removed motion detector barter for alien heads [This change was done through a server hotfix earlier];
  • Removed Tryzub from sale from Gunsmith [This change was done through a server hotfix earlier];
  • Moved shotgun and shotgun attaches further in merc progression [This change was done through a server hotfix earlier];
  • Increased Malyuk and its suppressor price [This change was done through a server hotfix earlier].

[h3]Alien Changes[/h3]
  • Removed stagger when exiting invisibility;
  • Aliens no longer take increased damage when invisibility breaks;

[h3]🐞Bug fixes[/h3]
  • Fixed an issue where aliens would not be able to use attack while using abilities;
  • Fixed an issue with “Use flare to damage aliens” tutorial step would not count correctly for merc tutorial;
  • Fixed an issue with Alien tutorial step “Kill a mercenary”;
  • Fixed an issue where setting master volume to 0 would endlessly skip tracks;
  • Fixed an issue with the Brightness counter that would visually go to more than 100% without changing the actual brightness.
Please restart your game to apply these changes.

Thanks for sticking with us and for all your support. Have a great weekend!

Much love,
Lexarion & Doghowl Games



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⚠️WEEKEND EVENT⚠️ Oct 4-7 | Patch 0.5.3: Bug Fixes

[h2]// INCOMING MESSAGE //[/h2]

The event end date/time is Monday, October 7th, 21:00 CET / 12 pm PDT / 3 pm EDT.

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Patch 0.5.3 Is Live


[h3]General Changes[/h3]
  • Added the weapon token that is only barterable during the current weekend event.

[h3]Bug Fixes[/h3]
  • Fixed an issue that caused other alien abilities to duplicate melee attacks;
  • Fixed an issue that allowed mercs to skip standing-up animation after being revived;
  • Fixed several exploits related to graphic settings;
  • Potentially fixed a bug that caused mercs to gain increased movement speed through sprint/ADS interactions;
  • Fixed an issue with weapon show/hide animation that caused elbows to move unnaturally.


Please restart your game to apply these changes.

We’re currently focused on significant changes to core gameplay, including pacing and in-session progression for both sides, so expect smaller patches in the next couple of weeks.


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Patch 0.5.2: Fill Mode Is Back | ⚠️WEEKEND EVENT⚠️ Sep 27-30



Patch 0.5.2 Is Live


[h3]General Changes[/h3]
  • Added Fill in Queue in the previous state; please keep in mind that it can still rarely fail to find a team for a solo player and send him to the raid alone. We’re still working on improving matchmaking to solve those cases. Sorry for the inconvenience;
  • Updated a few tutorial voiceovers;
  • Added death tips for incendiary grenades and flamethrowers.

[h3]Research Facility Map[/h3]
  • Added two more vertical vents between floors in sectors A and B.

[h3]Caves of Turion Map[/h3]
  • Redesigned light switches and light areas in Caves of Turion completely: Light areas are now smaller, and it’s much easier to EMP light switches near light sources now;
  • [WEEKEND EVENT (see more info below)] Reduced the number of land mines in Caves of Turion by 50% for the weekend;
  • [WEEKEND EVENT] Removed flying combat drones in corridors between sectors for the weekend;
  • [WEEKEND EVENT] Moderately increased drop rates of weapons in Caves of Turion for the weekend;
  • [WEEKEND EVENT] Doubled the REP and cash rewards for Turion contracts for the weekend.

[h3]Bug Fixes[/h3]
  • Fixed an issue that allowed clipping through walls to abuse loot in locked rooms and visibility through doors;
  • Fixed an issue that allowed aliens to attack faster through canceling egg trap placement;
  • Fixed an issue that allowed to swap items during Scream Wave;
  • Fixed an issue that allowed to pick up two active flares;
  • Fixed an issue that caused fps drops during extensive pings sent by aliens;
  • Fixed an issue that could break hands animations when selecting the holomap.


Please restart your game to apply these changes.

We'll work on bug fixes, exploit fixes, and QoL improvements for next week's patch.

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[h2]// INCOMING MESSAGE //[/h2]

The event end date/time is Monday, September 30th, 21:00 CET / 12 pm PDT / 3 pm EDT.


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Development Update: September 24th

[h3]This week, our entire team is focusing on addressing the game's bugs.[/h3]

We plan to release a patch with bug fixes soon. If we complete it in time, we will also bring back random matchmaking for squads.

Our priorities right now:
  • Blocking item swaps during the Scream Wave ability.
  • Reworking the character to prevent the head from clipping through walls.
  • Fixing the occasional slowdown of attacks when playing as the alien.
  • Addressing FPS drops when experiencing high ping.
  • Fixing various exploits such as rapid movement, alien attack spamming, etc.
  • Allowing random players to fill in squads when the "Fill" box is checked.
  • Improving animations and fixing animation-related bugs.
  • Enhancing the game's rendering to make it more visually comfortable. We are also exploring a solution to make gameplay feel the same with and without Lumen (this may take some time).

Next week, there will be more content-related changes as we're preparing new weapons and other exciting features.

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Here's a short overview of some content we're making progress on.

New Firearms



Modifications for Glock



New Ammo for Pistols




Crafting Resources



Last, but not least, check out the new music track we've dropped:

[previewyoutube][/previewyoutube]

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