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6 Seasons And A Game News

Small Update v2.1.20

Gameplay
- Fixed fatal error on load into GreendaleDay map.
- Rebuilt lighting and corrected LODs.
- Various map fixes and adjustments

Update v2.1.19

Zombie Mode
- We rewrote almost everything here. Zombies now actually find you, follow you, and don’t get lost in corners, usually. The AI is faster, cheaper to run, and gets better as waves go on.
- Zombies now use new behavior trees from Lyra, which means they’re smarter about finding players.
- Added a wave system. You’ll get breaks between waves now instead of instant respawns. If you die, you come back either 60 seconds later (if a teammate is still alive) or at the start of the next wave. Whichever comes first.
- The game now checks if everyone’s dead. If so, the round ends. No more infinite spawning. (Seems to not register with certain listen-server configurations.
- We added new logic to let doors and walls update the nav mesh. Zombies will find new paths when the map changes.
- Added a way to control spawners from blueprints. Zombies spawn close to you wherever you are on the completed side of the map.
- Scoring is tied into Lyra’s stat system now. You’ll get points for kills and assists, and they are supposed to carry over to EOS leaderboards.
- It runs a lot better now too. We cleaned up the old tick system and moved some of the combat to client-side to save bandwidth. You can get a lot more zombies on screen before the game starts to complain.

Gameplay and Balance
- Sprinting no longer traps you in the animation. You can stop and change direction again.
- Fixed an issue where the interact ability wouldn’t always trigger.
- Aiming and recoil feel smoother now. We adjusted them for both controller and mouse.
- Controller aim assist has a new sensitivity table (heavy aim assist for touch screens and a slight aim assist for controllers.) Should feel more natural.
- Wave counter and “All Players Down” messages are now visible in Zombie Mode.

Framework and Engine Changes
- Fully rebuilt in Unreal Engine 5.6. This fixed a ton of lighting bugs and performance problems.
- All materials and shaders were recompiled. No more black skeletal meshes or moveable objects due to old reflection captures.
- Integrated Lyra Framework across everything. Abilities, input, and animation are now using Lyra systems.
- Switched to Epic Online Services for matchmaking. Cross platform support soon?

UI Updates
- Keybinding widgets now update correctly when you change controls.
- Keyboard, mouse, and controller prompts should swap properly now. (Interact Widgets are still incorrect.)
- Added zombie wave and player status indicators to the HUD. Along with GREENDALE DOLLARS! (Greenbucks for short)

Performance and Networking
- Rewrote replication for death and respawn events.
- AI replication priorities now focus on nearby zombies instead of everything at once.
- Fixed some small memory leaks when reloading maps.
- General network cleanup and crash fixes.

Known Issues
- With a lot of zombies (200+), some AI might stutter a bit.
- EOS invites can take a few seconds to appear on some setups. Steam Invites may hang an show join failed on previously joined games.

Happy Halloween! Major Update v2.1.19

[p]Hey Human Beings!

To say this is an update is a bit of an understatement, The entire project has been brought over from Unreal Engine 4, to the incredibly reliable and not at all buggy Unreal Engine 5! First of all, a huge shout out to the original community and the volunteers that collaborated to bring us the original. We are happy to report that numerous members of the original team are now making games professionally!
[/p][p]We are pleased to offer you this extremely early build of the remastered 6 Seasons and a Game! So, what's new?[/p][p]
[/p][p]ZOMBIE MODE!
Really that's the new hotness. It's a playable proof of concept (playable is even a bit of a stretch too).

Improved (more secure) networking[/p][p]The entire game is built on the Epic Online Services and the Lyra project from Unreal (a lot of the assets are still placeholders from the bones of that[/p][p][/p][p]Third Person Gameplay[/p][p]The character models really are the best part of the whole project so far. Why not show them off?[/p][p][/p][p]Bots Bots Bots
Hone your skills against some annoyingly good bots. [/p][p]
Cross-play
In addition to the Steam Deck release, we are currently working on internal testing for the Android build of SSAAG and need more testers! No iOS development has been started.[/p][p][/p][p]All in all, this is more of a announcement that we are still here and would love to start developing this game further. We are looking for people that can contribute to the project. If you're interested at all, head over to our Discord server and talk to us about getting on the team!

Happy All Saints Day Month to you and yours,

-SSAAG Devs[/p]

Merry Christmas..

Hi everyone,

I wanted to share how much I’d love to see this game make a comeback. Sadly, it seems like the developers abruptly ceased communication—removing, blocking, or otherwise cutting ties—and dropped the game without explanation. After all this time, it seems unlikely they’ll return to it.

This game was incredibly fun, full of humor, and gave me personally countless moments of laughter. I genuinely wish the developers had continued to build on what they created.

So, what’s the point of this announcement? Honestly, I’m not sure. I just wanted to let you all know that I, along with many others, deeply miss the game. We’re still baffled by how it was abandoned so suddenly, with no updates or explanations.

Maybe, just maybe, if the developers see this, it’ll inspire them to revisit their project.

Merry Christmas.

V1.0.2 UPDATE#2

Patch Notes


Since the release of our game we have gotten much more player feedback and bug reporting hence the following bug fixes and changes:

[h2]Bug Fixes:[/h2]
- Paintballs are visible now.
- Collision fixes.
- Fixed dean end of match replication issue.
- Fixed Map errors.
- Controls page now auto updates and is scrollable.
- Fixed discord button
- Control menu reflects user’s custom key binds
- Ammo crate material fix
- Fixed an issue with sliding

[h2]Changes:[/h2]
- Loose ammo color randomized.
- Damage indicator color and overlay changed.
- Double Splat and Triple Splat audio cue.
- Big JUICY map changes
- Improved animations (by a lot)3
- Adjusted movement speed.
- Movement tweaks
- Changes to shirley and her picture.

[h2]Ammo Economy:[/h2]
After looking at player feedback we decided to make some changes to the ammo economy:
- Max ammo reduced to 100
- Max dropped magazine size reduced to 8 bullets
We will be making more changes to this in the future.

[h2]
Spawn Camping issue:
[/h2]
We added 1 more door to each spawn to give the player more choices to get out of spawn. We hope to combat this issue further with the upcoming patches

[h2]
The future of the game:
[/h2]
We will keep supporting this game with future updates as long as we feel stuff can be added and the player count stays around a decent number. Expect some even bigger changes to the map and gameplay soon!