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Update 24 - Holiday Update

Hi there

I've released a small update which adds the Air Drop feature and Steam Achievements.

[h2]Air Drops[/h2]

Added air drops. You can receive Air Drop Flares as rewards occasionally from The Wave or from Storm Warriors. After the flare is deployed, wait a moment and an emergency air drop will be called to that location.



[h2]Achievements[/h2]

Steam Achievements have been added! Have fun exploring the world and completing these challenges.



The artwork was created by artist Sara Fernández. Check out her other work here: https://www.artstation.com/sifdibuja



[h2]Remaining Patch Notes[/h2]

  • [Quality of Life] All recruitment boards are now active instead of just one.
    • It was a common pain point that the recruitment boards were too hard to find.
    • Added information that explains how far away the board is from refreshing and a recruit from arriving.
  • [Bug] Fixed a bug where the survivor recruitment board could show negative values.
  • [Balance] Increased the duration of emergency flares [4]


I appreciate your time and attention! I am very grateful for the support and feedback.

Thanks ːsteamthumbsupː
Ryan

Update 23 - Fixes, Balance & New Support Abilities

Hi there

I've released a small update to address some feedback since the launch. I've receive a ton of feedback, with some people drawing attention to bugs and common pain points. Thanks for this support!

[h2]New Support Ability: Focus[/h2]

Listen closely and try to locate any potential nearby threats. When a survivor does this, the approximate locations of threats will be revealed in a short radius.



  • This is useful for approaching areas with limited visibility.
  • Focus costs 1 ability token and is available in low tier workshops, so it is a very accessible ability.
  • The 'scavenger' preset survivor starts the game with this ability.

[h2]New Support Ability: Prepare[/h2]

Ends the survivor's turn. One action point is spent preparing. After that, any remaining action points will be transferred to the next turn.

  • Useful for tactically distributing your actions - there are often situations where you can wait a turn but will require more action points the next turn.
  • Prepare costs 2 ability tokens and is available in medium tier workshops.

[h2]Remaining Patch Notes[/h2]

  • [Balance] Study durations in the Library are now fixed at 12 turns [14]. They no longer increase for subsequent library sessions, whereas previously they got longer for each time the survivor studied.
  • [Bug] Fixed a bug which would prevent a save loading during the World Storm.
  • [Bug] Fixed a bug where the auto-repair shop would be inaccessible because the barricade could not be reached.
  • [Bug] Fixed a bug where the scavenging abilities in the ability tree showed information for communicator abilities.
  • [Balance] Abilities token costs reduced for most expensive abilities. This is to encourage more class hybridisation.
    • Marksman - Ability Token Cost [3]
    • Overkill - Ability Token Cost [2]
    • Overkill - Action Point Cost [2]
    • Sweeper - Ability Token Cost [2]
    • Expert Engineering - Ability Token Cost [3]
    • Projects Complete Faster - Ability Token Cost [3]
    • Expert Healing - Ability Token Cost [3]
    • Faster Healing - Ability Token Cost [3]
    • Advanced Leadership - Ability Token Cost [3]
    • Communicator - Action Point Cost [2]
  • [Balance] Buffed the Armour Shredding ammo payload
    • Increased the armour shredding effect [70%]
    • Increased the damage dealt to unarmoured zombies [85%]



Thanks ːsteamthumbsupː
Ryan

Undeadly Full Launch

[h2]Hi there![/h2]

Undeadly has now launched from Early Access into Full Release! Thanks for following along this journey.

https://store.steampowered.com/app/1646070/Undeadly

To mark the occasion, here is an update which adds exciting new features. Let's dive in.

[h2]The World Storm[/h2]

An ominous storm approaches on the horizon.



The World Storm is a cyclical event where surreal weather engulfs the map.

Being exposed to the World Storm is dangerous. Survivors will need to use gas masks and take shelter indoors to avoid the effects of the storm.



Some zombies become enraged. This means they are aggressive throughout the day-night cycle, instead of aggressive only during the night like usual.

The World Storm will also create Storm Warriors. These zombies are only active during the storm and represent a new tier of difficult zombies.



The World Storm arrives in phases, with different intensities. At the higher intensities, the effects of the storm are more potent.

[h2]Upgradeable Facilities & Blueprints[/h2]

Items in the workshop or the library must be unlocked. This can be done by upgrading the tier of the facility or through finding blueprints out in the world.

Blueprints are a new loot item that can unlock access to items regardless of the tier of the facility.

For workshops, this means weapon, ammo and utility item productions depend on the level of engineer and tier of the workshop.



For libraries, this means that the abilities that survivors can access are tied to the tier of library.



[h2]New Zombies[/h2]



Zombie

Description





[h3]Storm Warrior[/h3]

  • The toughest variant of any zombie yet.
  • Active only during the World Storm, though few in number, they are a challenging foe.
  • These zombies have a chance to drop the highest tier blueprints - which may come in handy for surviving high intensities of the World Storm.






[h3]Riot & Military Zombies[/h3]

  • These are variants of regular zombies with added armour protection.
  • They are able to drop ammunition and medkits.
  • These zombies are wearing helmets, so headshots will go through the armour system like regular attacks.






[h3]Shadow Zombies[/h3]

  • This new variant stands out because they posses a key ability; Shadow Mode.
  • Shadow Mode alternates on and off every turn. While in Shadow Mode, the zombie cannot be attacked.




Zombies can now drop loot.
  • Regular zombies have a low chance to drop standard loot.
  • Rarer zombies are able to drop ammunition and workshop blueprints.
  • This provides a new dynamic inlet for survivor loot. However, the main sources will still be from scavenging out in the world.

[Quality of Life] Zombies now have an icon on the HUD which makes it easy to remember if a zombie has been headshot. This applies for zombies which would otherwise reawaken as a crawler.

[h2]Reclamation & Renovation[/h2]

The 'Last Stand' house in the Residential District has been integrated with the reclamation and renovation system. This means you can clear out the area and build facilities inside the house.



Base floodlights will now only activate once an area has been reclaimed.

[h2]New Survivor Abilities[/h2]

There is a new 'Support' category within the library which has three abilities aimed at survivors helping other survivors.



Ability

Description





[h3]Communicator[/h3]

  • Reduces the cooldowns of all nearby survivor abilities by one turn.
  • Useful for intense moments when you want to cycle through survivor abilities quickly.






[h3]Leadership[/h3]

  • Donate one action point to the nearest survivor.
  • Great for situations where you need to empower a specific survivor.






[h3]Advanced Leadership[/h3]

  • Give an action point to all nearby survivors.
  • This is the first special tier ability! Unlock it by finding the blueprint from high tier loot.


  • [Balance] Reduced the action point cost of the 'Attack and Defend' ability [1]
  • [Balance] Reduced the action point cost of the 'Sweeper' ability [2]

[h2]Game Modes & Difficulty Levels[/h2]

Survival mode now has three difficulties, Easy, Normal, and Hard.



The are many differences between the difficulties, but some key ones include:
  • The amount of zombies.
  • The length of the day-night cycle.
  • Generosity of starting conditions.
  • Potency of hazardous rifts

There are now two more supplementary game modes - Peaceful/Exploration and Lock & Load



[h3]Peaceful/Exploration[/h3]
  • Take your time and explore the world at your own pace.
  • This is a game mode without zombies and with reduced amounts of hazards and rifts.

[h3]Lock & Load[/h3]
  • Expect too many zombies to handle - fight to the last moment.
  • Hit the ground running with a full squad of geared survivors, ready for action.
  • Significantly increased zombie spawns.
  • This comes with two difficulty levels: hard and insane.

[h2]New Weapons[/h2]

14 new weapons have been added to the game.


There is now a special tier of weapons. These weapons must have their blueprints discovered from high-level loot locations.


[h3]Remaining Patch Notes[/h3]

  • [Balance] Made the sweet spot band for all sniper rifles more generous.
  • [Balance] Buffed shotguns when targeting multiple enemies. More damage is now dealt overall, though damage is still divided amongst targets.
  • [Balance] Numerous weapon balances to make sure all weapons have a role.
  • [Balance] Zombie spawns now change over the course of the game
    • Earlier on, only simpler zombie variants will spawn. As the game progresses, the more difficult zombies will begin to appear.
    • This smooths out the difficulty curve, making early-game easier and the late game harder.
  • [Balance] Starting a survival game will only give survivors tier 1 utility equipment.
  • [Balance] Reduced the spawn frequency and total amount of mobile putrid rifts.
  • [Balance] The Overdrive event now occurs ever 6 days instead of every 7.
  • [Balance] Increased the amount of loot spawning across the map to meet greater scrap costs with new features.
  • [Tutorial] Added these helpful tutorial screens:
  • [Balance] The World Reset may offer ammo that is above the current engineering tier of your best workshop.
  • [Quality of Life] Reduced the spawn frequency and total amount of mobile putrid rifts.
  • [Quality of Life] Headshot mode is now disabled after every attack.
  • [Quality of Life] Reduced the volume of the Tesla Rift.
  • [Quality of Life] Scatter weapons such as shotguns can now attack tiles in between zombies, whereas previously tiles had to be within the scatter in order to perform a valid attack.
  • [Quality of Life] Made the survivor selection visuals and grenade/mine previews much more visible.
  • [Quality of Life] Made the putrid zombies more obvious based on their colour and putrid glow.
  • [Quality of Life] When reclaiming an area, the task to clear the zombies from the area will only be visible if you are inside that area.
  • [Quality of Life] Disabled the ability icons in the survivor hover menu. These were added, but are too often in the way of clicking on survivors themselves.
  • [Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
  • [Bug] Fixed a soft-lock that could occur when an aggressive zombie became passive at the same time as having moved to be next to a survivor, not allowing the zombie turn to complete.
  • [Bug] Increase the stability when loading saves. There were a set of issues that could arise if your computer was too fast, spamming door sounds and showing object pop in.
  • [Bug] Fixed a bug where leftover inferno rifts would disappear after reloading a save where the inferno beam was already destroyed.
  • [Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
  • [Bug] Fixed an edge case where there was an issue when a wide scatter could potentially hit multiple inferno beacons in one attack.[Bug] Fixed a soft-lock that could occur at the beginning of the inferno beam event in some cases.
  • [Bug] Fixed a bug where rebuilding a facility in a reclaimed area would incorrectly require the area to be explored again.
  • [Bug] Fixed a bug where the overview menu button pointing to the archives was not linked.
  • [Bug] Fixed a bug where a passive zombie could move through a closed door in some cases.
  • [Bug] Fixed a bug where you could circumvent the container salvage process through the inventory hotkey in some cases.
  • [Bug] Fixed a bug where you could not load a game with a save number of 1.
  • [Bug] Restored the physics explosion to the frag and spike utility payload.
  • [Bug] Fixed a bug where a task producing the AKS74u would incorrectly create an AK47.
  • [Bug] Fixed a visual bug where the velocity ejected shells from guns would not respect the direction the survivor was facing.
  • [Bug] The reload button was visually interactable in the case where you don't have enough ammo reserves to reload when it should not have been.
  • [Bug] Fixed an audio bug where not all sound effects would not play for the molotov payload.
  • [Bug] Tidied up visual artefacts with bright objects in the Outskirts district.
  • [Bug] Fixed a visual map bug where the canal gas in the Putrid Den did not fully touch the northern canal edge.
  • [Bug] Fixed a bug where the trackable corner would not update until closing the workshop menu during the tutorial.
  • [Bug] Fixed a bug where the zombie putrid heal ability was not applying as expected.
  • [Bug] Fixed a visual bug where certain zombie variants were not displaying their correct disappearing animation after death.
  • [Bug] Fixed a bug where a zombie could spawn in a few isolated tiles hovering over the void rift.
  • [Bug] Fixed a bug where the survivor recruitment board would say fewer than zero turns remaining before refresh
  • [Bug] Fixed a bug where the survivor recruitment board may have had issues after loading from a save.
  • [Bug] Fixed a UI bug where there were duplicates of the ability icons for potential survivor recruits.




I appreciate your time and attention! I am very grateful for the support and feedback through this time in Early Access. It means a lot to me.

Thanks, ːsteamthumbsupː
Ryan

Undeadly 1 Week Until Full Launch

Undeadly is one week away from launching out of Early Access and into Full Release!

Here is a quick preview of the World Storm, a major event that occurs in cycles throughout the game. Also featured is a new tier of weaponry, which can only be accessed by finding high level blueprints.

[previewyoutube][/previewyoutube]

The launch date is 26 June @ 3pm PDT. Click here to check the date in your local time zone.

Thanks for following along this journey!

Thanks, ːsteamthumbsupː
Ryan

Undeadly Upcoming Full Launch

Exciting news! Undeadly is launching from Early Access into Full Release soon.

The launch date is 26 June @ 3pm PDT. Click here to check the date in your local time zone.



I'm hard at work adding exciting new features. Stay tuned over the coming weeks for more news and announcements about the full release.

Thanks for following along this journey! It means a lot to me.

Thanks, ːsteamthumbsupː
Ryan