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Terminus: Zombie Survivors News

Terminus: Zombie Survivors - 1.1 NPC Update Now Live!



Hey everyone!

The 1.1 NPC Update for Terminus: Zombie Survivors is now live!

This is the first major update since the 1.0 full release, focusing on new NPC mechanics and improvements, including hostile NPCs, combat with survivor groups, and companion AI automation. Here’s what’s new:


1. Introduction of Hostile NPCs




Now, in addition to zombies, hostile NPCs have been added. We've introduced bandits, pickpockets, and starving elders, each with unique behavior patterns.

  • Bandits will threaten you for supplies—refusing them leads to a fight.
  • Pickpockets attempt to steal your items—react quickly to retrieve them!
  • Starving elders are non-hostile but can be given food, water, or clothing, granting a temporary morale boost.

Prepare for unpredictable encounters that add a new layer of tension to the zombie apocalypse!


2. Combat with Neutral NPCs




NPCs are no longer just traders or potential allies—you can now fight survivor NPCs. To support this, we’ve added new NPC artwork and unique voiceovers. The combat system has also been expanded: NPCs can now suffer from bleeding, sprains, burns, and other status effects. The threatened system has been reworked—an NPC’s health and status effects now influence whether a threat attempt succeeds. If successful, the NPC will flee; if unsuccessful, they will fight back.

Additionally, fortified houses—which previously served as quest hubs—can now be attacked. Break down doors or windows, or use thrown weapons to initiate combat. Defeating the survivors inside offers significant rewards, but be prepared—fighting multiple NPCs won’t be easy!


3. Companion AI Automation




The companion AI automation system has been added. When enabled, companions will automatically handle movement, combat, scavenging, crafting, repairing, eating, drinking, and sleeping. Companions will now attack enemies on their own, search furniture and corpses for items, and take care of farming and tool repairs. You can still control them directly or customize which actions are automated.

To support this feature, we’ve also added new companion animations.


📋Additional Gameplay and UI Improvements
  • New attack types—Slashing, Blunt, and Piercing—have been added, further differentiating weapon characteristics.
  • Critical hits can now occur, dealing approximately 5x damage when attacking the head.
  • NPCs will now respawn over time in the world.
  • A new sandbox mode option allows you to adjust NPC spawn rates and types.
  • UI and notifications have been improved—alerts will now display companion deaths and status effects.
  • The maximum number of recruitable companions has increased to four.
  • You can now send a companion to the Terminus, allowing you to recruit another.
  • 📝For more details, check out the full patch notes below.


This update wouldn’t have been possible without your feedback! Thank you to everyone who participated in the beta and provided valuable suggestions. As always, we appreciate your support! If you have any thoughts on the update, feel free to share them in our Discord or on the Steam forums.

We hope you enjoy Version 1.1!

Thank you!


Best,
In-geon
Longplay Studios

https://store.steampowered.com/app/1534980


Full Patch Notes:

[expand]
[h3]Companion AI[/h3]
  • Added automation features for companions. When enabled, companions can move, attack, search, and perform tasks automatically based on player settings. Manual control remains available.
  • Companions can now automatically attack zombies and NPCs.
  • Companions can now automatically search furniture and corpses.
  • Companions can automatically repair clothing, bags, and gloves.
  • Companions can automatically repair electronics.
  • Companions can continue crafting tasks automatically.
  • Players can request companions to repair broken cars, boats, and helicopters. If companions have a wrench, they will automatically perform the repair.
  • Players can request companions to clear debris.
  • Companions can automatically consume food and water.
  • Companions can automatically read books.
  • Companions can automatically listen to music.
  • Companions can automatically sleep.
  • Companions can automatically repair tools and weapons.
  • Companions can automatically plant seeds, water and fertilize crops, and harvest them.
  • Companions can automatically pick up items from the ground.
  • Companions can automatically use medical supplies.
  • Companions can follow the player when moving between locations.
  • Companions can automatically continue upgrading generators and antigen extractors.
  • Companions can automatically force open locked doors and windows.
  • Companions can automatically enter the terminus along with the player.

[h3]Art & Animation[/h3]
  • Added search animations for companions.
  • Added firearm attack animations (rifle, pistol) for companions and NPCs.
  • Added 30 new full-body art assets for NPCs in combat scenes.
  • Added electronics repair animations for companions.
  • Added book-reading animations for companions.
  • Added clothing repair animations for companions.
  • Added crafting and repair animations for companions.
  • Added eating and drinking animations for companions.
  • Added walking images for hostile NPCs.
  • Improved stability by switching walking animations from code-generated to pre-rendered art.
  • Added animations for clearing debris by hand and with a shovel.

[h3]Bug Fixes[/h3]
  • Fixed an issue where some locations could not be set as bases even after all tiles were checked.
  • Fixed a bug where cooking rotten meat into cooked meat reduced its satiety value.
  • Fixed an issue where characters at the original location could be moved inside a fortified house when another character traveled by vehicle.
  • Fixed a visual bug where flags were sometimes cut off by walls.

[h3]Content[/h3]
  • Added combat functionality with NPCs.
  • Introduced new NPCs: "Bandit," "Pickpocket," and "Starving Elder."
  • Bandits can threaten the player and initiate combat if demands are refused.
  • Pickpockets can steal items from the player, requiring players to catch them to recover stolen goods.
  • Players can offer food, drinks, and clothing to starving elder, receiving an immediate morale boost and the "Fulfilled" status effect.
  • Players can now engage in combat with fortified houses by breaking doors/windows or throwing weapons.
  • Added a new cooking recipe: "Shrimp Skewer."

[h3]Gameplay[/h3]
  • Added the ability to dismiss companions.
  • Introduced critical hits for head attacks, dealing 5x normal damage.
  • Added attack types (Slash, Blunt, Pierce). Most weapons have one type, and some have two.
  • Slash deals 50% extra damage to the torso, Blunt deals 50% extra damage to legs, and Pierce doubles critical hit chances for head attacks.
  • NPC combat includes effects like Bleeding from slashes and Sprain from blunt leg attacks.
  • Removed the old weapon compatibility system for body parts.
  • Changed the success of threatening NPCs from being probability-based to fixed outcomes.
  • NPC HP and status effects now influence the success of threatening.
  • NPCs immediately flee if a threat is successful.
  • Failed threats result in combat.
  • Players can now cover or uncover windows from outside if they are open.
  • NPCs now spawn periodically.
  • Fortified houses generate significantly more items than regular houses.
  • Added dialogue for hostile NPCs.
  • Construction workers can now throw furniture at NPCs.
  • Increased the maximum number of recruitable companions to 4.
  • Companions entering the terminus will now move inside. Additional companions can be recruited to replace those who have entered, and companions already inside will count towards the survivor total.
  • Companions within 2 tiles of a boat or helicopter, even if not directly adjacent, can now escape together.
  • Adjusted overall hit chance in melee combat. The chance to hit the head has been reduced, while removing zombie arms or legs now increases hit chance.
  • Adjusted melee weapon proficiency to increase hit chance instead of damage.
  • Increased hit chance by 4% for each combat stat level.

[h3]Help & Documentation[/h3]
  • Removed outdated help content and added new explanations about cooking.

[h3]Modding[/h3]
  • Fixed an issue where ending turns could fail after modifying crafting recipes in JSON to set the work amount to 0.
  • Added logging functionality to help identify crash causes. Logs are saved to the game_log.log file in the installation directory.

[h3]Sandbox[/h3]
  • Added an option to adjust NPC spawn rates.
  • Added options to control spawn rates for specific NPC types (Survivors, Bandits, Pickpockets, Starving Elder).
  • Adjusted certain options (e.g., turn time scale) so that modifying them no longer prevents achievement progression, as they do not significantly affect difficulty.

[h3]Sound[/h3]
  • Added 9 unique hit and death sounds for different NPCs.
  • Differentiated player sounds based on male and female characters.
  • Updated debris clearing sounds to match the new animations.

[h3]User Interface[/h3]
  • The "Auto-close Attack Window" option now applies after picking up zombie heads if no zombies remain on the tile.
  • Added maximum values to tooltips for character statuses.
  • Reworded effects to display duration in turns instead of time.
  • Added a warning popup when attacking decayed zombies to notify players of the risk of disease.
  • Version mismatch warnings for save files now only appear for major version changes.
  • Added notifications that include companion names when status ailments occur.
  • Added a notification for when a companion dies.
  • Changed debris clearing to use a menu and character animations instead of a popup.
  • Improved character buttons to display status icons and HP.
  • Removed the concept of character attack power and updated the attack window tooltip to display detailed factors affecting damage.
  • Added a software cursor option to fix an issue where the mouse cursor was not visible when using Windows magnifier and similar features.

[/expand]

Terminus: Zombie Survivors - 1.1 Update Release Date Announcement

Hey everyone!

The 1.1 update for Terminus: Zombie Survivors is set to launch on February 11, 2025! This update introduces hostile NPCs, fortified house battles, companion automation, and many other new NPC-related features and improvements. We’ll be sharing a full update announcement on release day.

If you’d like to experience the update early, join the v1.1 - Unstable beta version branch. Simply open your Steam library, go to properties, and select the beta version from the Betas tab to try it out.

Your feedback and support have been invaluable in shaping this update. Please continue sharing your ideas with the community—we truly appreciate your input! We hope you’re looking forward to the 1.1 update, and we can’t wait for you to play it!

Thank you!

Best,
In-geon
Longplay Studios


https://store.steampowered.com/app/1534980

Steam Awards 2024 – Nominate Terminus: Zombie Survivors!

Hey everyone!

Nominations for the Steam Awards 2024 are open until December 4, and we’d greatly appreciate your support in nominating Terminus: Zombie Survivors for the "Most Innovative Gameplay" category.

Terminus: Zombie Survivors reimagines survival in a zombie apocalypse through its innovative turn-based system. Your nomination means the world to us and inspires us to continue making the game even better.

We’re currently hard at work on the 1.1 NPC update, scheduled for release early next year. We’re doing our best to deliver even more engaging content as soon as possible.

Thank you for playing Terminus: Zombie Survivors and for your continued support and encouragement—it truly means so much to us!

If you haven’t picked up the game yet, don’t miss out on the ongoing Autumn Sale!

Thank you!

Best,
In-geon
Longplay Studios




https://store.steampowered.com/app/1534980

Terminus: Zombie Survivors Wins Indie Game Award at Korea Game Awards!



Hey everyone!

We’re excited to announce that Terminus: Zombie Survivors has won the Indie Game Award (Minister of Culture, Sports and Tourism Award) at the 2024 Korea Game Awards!

Hosted by the Ministry of Culture, Sports and Tourism and organized by the Korea Association of Game Industry, the Korea Game Awards is the most prestigious gaming award ceremony in Korea, recognizing the best domestic games of the year.

It is an incredible honor to receive the top award given to a single indie game developed in Korea this year. This achievement was made possible thanks to your unwavering support and encouragement. We truly appreciate it!

Please look forward to future updates. We’ll continue to work hard to improve and develop the game!

Thank you!

Best,
In-geon
Longplay Studios


https://store.steampowered.com/app/1534980/Terminus_Zombie_Survivors/

Terminus: Zombie Survivors - 1.1 Update Preview

Hey everyone!

We’re excited to share an early look at the main content coming in the 1.1 NPC update. Version 1.1 will focus on new NPC systems, including companion automation, the addition of hostile NPCs, and battles involving fortified houses. Our goal is to add depth to the survival experience and offer more diverse gameplay elements.


[h2]1. Companion Automation[/h2]



Your companion characters will now be able to automatically engage in combat, eat food, read books, and carry out necessary activities on their own. This update will allow you to focus more on your main character’s survival. To improve the companion automation system's functionality, we’re also working on adding various character animations for activities such as scavenging and eating.



Additionally, the companion automation system is being developed with customizable options so that companions can act according to your preferences. You will be able to toggle and adjust behaviors like movement style, attack patterns, weapon choices, and which types of books to read.


[h2]2. Introduction of Hostile NPCs[/h2]


We are adding a variety of NPCs, such as bandits, pickpockets, and starving elders (non-hostile). These new NPCs will bring unique interactions, such as threatening the player to steal supplies or offering opportunities for players to help and gain morale boosts.



To distinguish NPC combat from zombie encounters, we’re creating a new combat system specifically for NPCs. Unlike zombies, NPCs will have a unified HP system and be subject to unique effects based on targeted attacks, such as bleeding or sprains.

To complement this system, we’re also revising the weapon mechanics. Instead of body-part-specific damage bonuses, weapons will now have different effects based on their type—slashing, blunt, or piercing. For instance, slashing weapons may cause bleeding, and head-targeted attacks could deal critical damage.


[h2]3. Battles with Fortified Houses[/h2]



You will now have the opportunity to engage in battles involving fortified houses. These encounters, while challenging due to the presence of multiple NPCs, will reward successful players with valuable supplies.


In addition to these main updates, we’re working on adding more gameplay features, such as the ability to release recruited companions and unique voices for different zombies and NPCs. Your feedback has been instrumental in shaping this update, so please continue to share your ideas in the discussions! Your suggestions greatly contribute to our development.

While we’re pushing to release this new content as soon as possible, the extensive AI enhancements and content updates mean that the completion timeline is not yet set. We’ll keep you updated with any new information as it becomes available!

Thank you to everyone for supporting and enjoying Terminus: Zombie Survivors.


Best,
In-geon
Longplay Studios