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Yet Another Content Update 0.6



[h3]Welcome, Survivor![/h3]

Update 0.6 - "Green Hell" is live!

We may have promised you smaller updates, but we couldn't help ourselves,
so we're breaking that promise with the biggest content update yet!


[h2]Major performance update[/h2]

For the past few months, our friends at HyperStrange have been helping us optimize the game and the engine itself. You should now be able to enjoy much higher frame rates and improved game stability as a result of our combined efforts.

We don't want to hype this change as a big one, but from our testing and the feedback from our lovely beta testers, it seems that the performance change is indeed a big one, which is awesome!

These improvements should especially help people with low- to mid-end computers, as well as those of you who play on handheld gaming devices (e.g. Steam Decks). Be sure to give it a try!



[h2]New map: Green Hell[/h2]

The trees rustle in the wind as you approach the clearing, your destination. You seem to catch something in the corner of your vision. You breathe a sigh of relief when you realize it's just a wild deer. However, when you realize that the deer is walking on two legs and that this dark, humanoid statue is closing in on you, you begin to panic.

Enter the Green Hell!

Our third map takes the Survivors into a dark, rural forest environment. Filled with remnants of blasphemous witchcraft, you must survive while watching your step to avoid stepping into puddles of strange, corrosive substance. You'll be fine! Just watch out for that one giant, very, very bad dog.



[h2]New game mode: Extermination[/h2]

We've thought long and hard about how to improve Boss Rush so that it's not just another Endless mode, and we've decided to put it on the back burner for now and offer a much more interesting game mode in its place. Don't worry, your Boss Rush completion will transfer seamlessly to the Extermination completion, and the two achievements that existed for Boss Rush have been restructured as achievements for this new mode.

The Extermination mode is completely different from the existing modes in that it is a wave-based mode. This means that there is always a set number of enemies in each wave that you must defeat in order to move on to the next wave. Clear a certain number of waves and you win! The faster you win, the better - it's the only mode in which your high score is the lowest time you can reach.

Between waves, you'll be able to level up, recruit Survivors, and choose military training and items. Every fifth wave from the third wave on is an Elite Wave, filled with stronger enemies, while every fifth wave is a Boss Wave, filled with even deadlier foes. Prepare well and take down the Horde, wave after wave!



[h2]New enemy form: Elite[/h2]

Speaking of Elite Waves, the elite enemies themselves are enhanced versions of the regular enemies. You can tell them apart by the red glow that surrounds them and the crimson tentacles that extend from their bodies. They're also much larger than their standard counterparts.

These enemies have better stats - they're stronger, tougher, and deadlier - but killing them also provides a better drop in terms of experience gems. Think of them as another fun and varied addition to the core YAZS gameplay.



[h2]Item Pool Customization[/h2]

Once you've unlocked a total of 50 items, you'll also unlock the Item Pool Customization option in the game's main menu. This interface allows you to choose which items you would like to see in your game from a pool of all unlocked items.

There is no limit to the number of items you can have enabled, but the game requires that you have at least 40 items in the pool. This allows you to customize your experience, much like building a deck in a trading card game.

Just try not to remove the Potato. Potato is love. Potato is life.



[h2]Zombiepedia[/h2]

We've been teasing the addition of a Codex/Encyclopedia for some time now, and we're excited to let you know that it's finally here!

It will allow you to track and showcase the progression of your in-game profile, as well as learn more about various elements of the game. Think of it as an in-game wiki that you can access from the game's main menu.

Of course, we will be improving it and adding more content in future updates, so keep us posted on what you would like to see in it.



[hr][/hr]
Patch notes / Changelog
[hr][/hr]
[h2]GAMEPLAY CHANGES & ADDITIONS:[/h2]
  • Major optimization improvements.
  • New map - Green Hell:
    ㅤ○  3 new enemy types, including a very, very bad dog.
    ㅤ○  Feet-melting puddles of deadly ooze to watch out for.
    ㅤ○  Awesome new music tracks to fit the theme.
  • New game mode - Extermination:
    ㅤ○  Wave-based mode, where you need to survive and defeat all enemies in predefined waves.
    ㅤ○  Timer gets paused between each wave as you select Survivors, level-ups, and items.
    ㅤ○  The faster you defeat the foes, the better - aim for the lowest possible times!
    ㅤ○  Replaces “Boss Rush” mode (and related achievements) which we send for further improvements to possibly return in a future update.
  • New enemy form - Elite:
    ㅤ○  All non-boss enemies can now appear in their elite variant.
    ㅤ○  These types of enemies are larger and have additional visual effects.
    ㅤ○  Stats of elite enemies are increased by up to 5 times their normal counterparts.
    ㅤ○  Elite enemies have increased drop rates, similarly to boss enemies.
  • New setting - Item Pool Customization:
    ㅤ○  Available as a main menu option after unlocking 50 items in total.
    ㅤ○  Press the confirm button or mouse-click any item's icon to ban or unban it.
    ㅤ○  Currently available items to draw in a run can be checked in the pause menu.
    ㅤ○  There is no upper limit, so you can freely ban any item, as long as you don't go under the minimal required number of 40 items.
  • New interface - Zombiepedia:
    ㅤ○  List of unlocked/seen enemies, weapons, abilities, and items.
    ㅤ○  Power-ups & military training descriptions.
    ㅤ○  Interesting player’s profile statistics & details.
  • Improved Horde AI/flock behaviors of enemies.
  • A small memorial was added in honor of Sanji, who has passed away.
  • 13 new achievements.

[h2]QUALITY OF LIFE:[/h2]
  • All pause menu stats can now be selected with gamepad & keyboard controls.
  • Weapon & ability descriptions were added to their respective popups in the pause menu.
  • Unlocked weapon & ability descriptions are now displayed on mouse-over in the Team Leader selection interface.
  • You can now enter the in-game pause menu using the right mouse button when playing in “mouse movement” modes (rebindable).
  • “It’s Raining Men” achievement adjusted to require just 6 ragdolls.
  • Auto-aiming improvements for some of the weapons.
  • Dozens of new & reworked sound effects.
  • Anonymous diagnostic system to help us balance the game (toggled in the Options menu).

[h2]BALANCE CHANGES:[/h2]
  • Military Training: XP modifier: legendary variant now gives +30% (from +20%).
  • “Butcher” boss enemy now has reworked & improved attack patterns.
  • “Charger” boss enemy now has a shorter charge distance & its attack indicator is more accurate.
  • SWAT: “Sniper Rifle” weapon range increased (10 → 14) and bullet penetration improved.
  • TANK: “Saw Drone” ability speed gained from the Ability Cooldown Reduction stat increased greatly (Speed + Speed
  • CD Reduction
  • 1.5).
  • Ghost: “Windcutter” weapon attack speed increased from base cooldown decreased by -0.5s.
  • Huntress: Team leader's passive changed to 5/10/20% (from 2.5/5/10%).
  • Medic: Team leader's passive changed to 10/25/50% (from 25/50/100%).
  • Item balance changes:
    • Glass of Milk: Healing bonus -5% (from -2.5%), 1 stack (from 3).
    • Power Glove: 2 stacks (from 3).
    • Pickup Pick: Heals 10% of max HP (from +50 HP).
    • Heavy Metal: Heals 50% of max HP (from +250 HP).
    • Pocket Watch: Effect per stack changed to +1s (from +0.5s).
    • Golden Key: Effect per stack changed to +25% (from +5%), 2 stacks (from 5).
    • Teddy Bear: Effect per stack changed to +10% (from +5%).
    • Annoying Trumpet: Now has a 50% chance of activation (from 25%), 1 stack (from 2).

[h2]ISSUE & BUG FIXES:[/h2]
  • Potential fix for stuttering / slow-downs when V-Sync is enabled (in case of any issues and reduced FPS, please try disabling Vertical Synchronization in the graphics options menu).
  • Further improvements to the saving system to counter rare cases of save game being reset.
  • Multiple fixes for rare cases of whole screen flicker when playing with an Engineer on the team.
  • Fixes for rare cases of invisible enemies (Runners and Boomers).
  • Yet another set of fixes for rare cases of the gameplay not pausing when entering interfaces.
  • Fixed elemental damage calculation error, which caused the elemental modifier value to sometimes incorrectly apply twice for weapons.
  • Gamepad: Lockdown & Banish functions should once again work correctly on DualShock & DualSense controllers.
  • “Scarab” enemy no longer explodes before activating after fully spawning and isn’t targetted by the Survivors AI before it’s active.
  • Tank's “Rocket Launcher” and Medic's "Antidote Flasks" weapons now correctly apply critical damage.
  • Fix for placeholder endgame screen elements appearing on rare occasions.
  • Multiple other miscellaneous code refactors & fixes.


[hr][/hr]
Infection Free Zone
[hr][/hr]
Our friends at Jutsu Games have just released their own awesome zombie game: Infection Free Zone. We think it supplements YAZS greatly, being a zombie apocalypse base building sim, so it should be something you, our players, will be interested in.

We're happy to let you know that you can get it at a discounted price in a bundle with Yet Another Zombie Survivors! Follow the link below to check out both the game and the bundle:

https://store.steampowered.com/bundle/39872/Infection_Survivors/


[hr][/hr]
What's next?
[hr][/hr]
With this update, we've implemented most of the things we've listed for next versions in the last major update patch note (new map, item pool customization, optimization improvements, and elite enemies). But, naturally, we're far from over, and there's still a lot of things to be done.

For the nearest future, we plan to work on the things listed below:
  • Gameplay systems changes/expansions to improve the fun aspects for both casual and hardcore players.
  • Skill-tree rework, expanding the general tree but also adding skill trees for each and every Survivor.
  • Reworks to multiple items, for them to offer new and exciting modifiers, allowing new gameplay approaches & builds.
  • Addition of synergies, which might come in different variants, such as between the Survivors, types of damage, and items.
  • Improvements to abilities and weapons, potential reworks to ones that feel off, "evolved" ability upgrades, etc.
  • One Hit rework: an improved and a bit more forgiving mode, that'll provide challenges for all kind of players.
Once we're done with most of the above, we'll continue to expand the content, with new Survivors, new maps, and at least one more game mode coming between now and the future 1.0 release.

Of course, that's not all, as we'll also be adding QoL additions, gameplay tweaks, improved graphics & sounds, optimization fixes, and all the other good stuff, many of which will also be added withing the scope of the minor updates.

This all takes time, and we're grateful for your patience as we develop the Early Access version with you, our players. Thank you for being with us, playing, giving us feedback, reporting issues, and leaving us reviews.

As always, a special thanks to our beta testers who pointed out the flaws of the test version and gave us invaluable feedback and many great suggestions. Thank you very much!


See you in the next one!

ㅤStay awesome,
ㅤㅤAwesome Games Studio



ㅤㅤ Discord ㅤㅤ X / Twitter ㅤㅤ Facebook ㅤㅤ Instagram ㅤㅤ TikTok


https://store.steampowered.com/app/2163330/


-

[hr][/hr]
0.6.0a - hotfix update
[hr][/hr]
- fixed an issue where "Come With Me If You Want To Live" would sometimes incorrectly unlock
- fixed an issue where occasionally the game would not fade properly on startup
- internal wave timer for Decide Their Fate achievement is now properly synchronized with in-game timer
- potential fix for Engineer screen flashing issue (also - we're sorry it's taking so long to fix but it only occurs on very specific occasions and we're not able to locally reproduce this issue)

Also, we're also aware of the issue in Extermination Mode where zombies would sometimes get stuck and stop moving. We're working hard to specify the cause and as soon as we have a solution we'll push a hotfix build.





[hr][/hr]
0.6.0b - hotfix update
[hr][/hr]
- fixed an issue when an empty chest could spawn, locking further progress
- potentially fixed the issue with the game lagging occasionally
- potentially fixed issue with Engineer effects causing screen flashing
- Master Sword statistics are now properly applied according to the description
- fixed an issue where abilities usage in Zombiepedia was not accumulating properly
- fixed an issue where item popups would display incorrect text on highlight in the pause menu
- fixed an issue where indicators of few abilities were hidden underground
- slightly improved weapon aiming systems
- Pause and Defeat screens now also display the currently played game mode
- fixed an issue with Zombie Butcher having it's damaging collider enabled even while not in attack phase
- fixed an issue where Level Up passive bonuses were incorrectly granted Common rarity instead, as previously, Infinite

Public Beta Test - Version 0.6

[h2]Welcome, Survivor![/h2]

We are launching the beta test for the 0.6 update to the game. Please read the information below to find out what's changing in this build and how you can help us test things. Keep in mind that everything is subject to change based on your feedback, so please let us know what you think.

[hr][/hr]
IMPORTANT: To reduce any possible confusion and accelerate the implementation of changes, please keep all the discussion related to the test versions to the spaces listed below: You can also send us your feedback at [email protected]
adding "0.6 Beta" somewhere in the title of your message. Thanks!

[hr][/hr][h2]How to join the Public Beta Test?[/h2][hr][/hr]
Want to help us out & get an early look at the new version of the game? Awesome!

[h3]DISCLAIMER: Before jumping straight in, please understand, that this version of the game might be unstable, create issues when switching between old & new builds of the game, and may generally be less stable, more buggy, and in an overall imperfect state. We will do our best to help you with any issues, but please understand the risks associated with beta testing.[/h3]

If you understand the potential problems and are willing to take the risk, here's how you can get in:

[h2]How to join:[/h2]
  1. Open your Steam client, find Yet Another Zombie Survivors on your games list, right-click its name and select the "Properties..." option.
  2. Enter the "Betas" tab, click the "None" drop-down menu on the right, and select the "public-beta" option. You can always return to the default version of the game by selecting "None" again.
  3. If you want to share your feedback about the beta version (thanks in advance!), click the image below to join our Discord server (you'll need an account for that, but it'll be worth it, believe me!):


  4. When joined, you will be able to comment on the current beta version in the new #yazs-beta forums, which you can join by selecting it from the drop-down list:
  5. And that's all! If the beta/test version of the game is different from the current one, the Steam will update the game with its changes. You will know that the Beta Branch is active from the "[public-beta]" text to the right of the game's title in your game's library.

[hr][/hr][h2]What should I test in this version?[/h2][hr][/hr]
The most important thing we want you to test and give us your feedback on, is the new map and how do you feel about the wave definitions (types of enemies appearing at which moment in time). This content addition is aimed at players with fully filled out current skill-tree, which is Survival Level 80-90.

Here are some of the things that have been added/changed in this release:
  • New map: Green Hell, with new enemy types and new environmental hazards.
  • New game mode: Extermination (replaces Boss Rush mode and related achievements).
  • New enemy form: Elite (increased size & stats, but have better drops).
  • Item Pool Customization function (available after unlocking 50 or more items).
  • First iteration of the Encyclopedia, which will grow in time upon your feedback.
  • Additional (to previous beta) engine optimizations and performance tweaks.
  • Additional fixes for frame pacing issues that were reported on some 60+ Hz displays.
  • Another sound effects update (new sounds & changes to some of the existing ones).
  • Other minor fixes & improvements / balance changes.


We're restructuring Boss Rush into a new game mode because we found that the previous mode was not significantly different from the Endless mode. We want to bring new & interesting experiences to the game, so we hope the wave-based mode will prove to be such.

One Hit is also on our radar and we are planning to revamp it for the next update (0.7). We'll try to remix it so that it's still challenging, but with a little more room for player error. The end result should be a lot more interesting; we all enjoy a fun arcade game from time to time, don't we?

[hr][/hr][h2]What should I do if the game works worse or crashes?[/h2][hr][/hr]
Keep us posted on the stability of the game, as we'll continue to work on improving the game and fixing any issues you may encounter with this beta test. If the game stutters or crashes more than before, please let us know!

If your game is performing worse than before, please press F8 on your keyboard and quickly fill out the survey to let us know what's going on. This will also send us your log files so we can check if there are any errors happening in the background.

If your game has crashed, you can send us your crash reports instead, which you can find at
  • %localAppData%\Temp\Awesome Games Studio\Yet Another Zombie Survivors\Crashes\
Please zip / rar / 7z this folder and send it to us at [email protected]


[hr][/hr]
Depending on the amount of changes and improvements that need to be implemented based on your feedback, we aim for this beta to take about 2 weeks, after which we will officially release the 0.6 update.

Thank you for all your support and patience ːheart_meː

ㅤStay awesome,
ㅤㅤAwesome Games Studio



https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/


[hr][/hr][h2]UPDATE 2:[/h2][hr][/hr]
  • fix for the bug where certain items/powerups would occure twice on the same selection screen
  • some improvements for systems detecting incoming damage to be more precise
  • slow down debuff icon adjusted
  • improvements for Extermination mode last enemies indicators
  • fix for a bug where Team Level on Main Menu sometimes would display 0
  • windup for Werewolf's fast attack increased a bit
  • fix where Item Pool was not loading properly after restarting the game
  • fix where Boomers would sometimes become a spooky moving acid fog

  • Huntress's class perk changed to 5/10/20% (from 2.5/5/10)
  • Medic's class perk changed to 10/25/50% (from 25/50/100)
  • Glass of Milk: Healing bonus -5% (from -2.5%), 1 stack (from 3)
  • Pickup Pick: Heal 10% of max HP (from +50 HP)
  • Heavy Metal: Heal 50% of max HP (from +250 HP)

[hr][/hr][h2]UPDATE 3:[/h2][hr][/hr]
  • New awesome music tracks for Green Hell.
  • New in-between wave interface for the Extermination mode.
  • Additional fixes for potential screen flashes when playing Engineer.
  • "It's Raining Men" achievement is easier to trigger (6 ragdolls needed).
  • Anonymous diagnostics added (can be toggled on/off in options).
  • Other tweaks, and fixes for reported bugs & issues.

Yet Another Development Update — February 2024

ㅤ[h3]Welcome, Survivors![/h3]

We hope you're enjoying the 0.5 update so far. Here's another round of news and interesting tidbits from behind the scenes of Yet Another Zombie Survivors' development process. Not all of today's news is happy, but we hope you'll enjoy reading it anyway.

[hr][/hr]
  • [h3]Epitaph to Sanji the rabbit[/h3]
[hr][/hr]
Unfortunately, we have to start this devlog with some bad news. It is with a heavy heart that we let you know that our mascot, which you have grown to love, has recently passed away.

Seven-year-old Sanji suddenly fell ill overnight, and as it turned out, he had contracted a bacterium that rapidly worsened his condition. Despite the veterinarians' quick response and efforts, our friend could not be saved. The bacterium attacked the nervous system and in just three hours Sanji was gone. He was loved to the end, and just before he died, he ate his last, favorite treat - a slice of banana.

We're sure he's not suffering now as he binks through the clearings full of endless carrots and potatoes. He was always a sweetheart, quiet and eager to be petted, and will be remembered as such. His legacy lives on as he left behind two other loving family members - Chopper & Nami - who are also rabbits.





Thank you for all the potatoes you've fed him. Let's keep him in our minds and hearts from now on.

[hr][/hr]
  • [h3]Upcoming new map[/h3]
[hr][/hr]
At the time of writing, we're hard at work on the next map, which will feature a forest-like environment.

You'll face more challenges than before, as well as brand new enemies and modified versions of the old ones. We've got a few ideas for fun stage hazards and interactions, but we'd also love to hear your thoughts on what and how to challenge you in this new area.

As for the name, it's a temperate forest at night, full of zombies and mutated creatures. It's not set in stone, but we found a name that stuck pretty well: Green Hell. Is it a good one? Let us know in the comments.


We'd love to share more, but this is all a work in progress, so we don't want to hype something that may or may not get added. We hope you'll jump into the public beta as soon as it's available to give us your feedback on the new map and its content. Actually, you can join the beta right now, as we're currently testing the performance updates - but about that...

[hr][/hr]
  • [h3]Major performance improvements[/h3]
[hr][/hr]
With the help of our friends at HyperStrange, we've been working hard to improve the performance of the game and the engine itself.

We're happy to report that from both our testing and feedback from our public beta, the improvements are really noticeable. Depending on your hardware environment, you can expect a 20 to 100 percent framerate improvement in upcoming versions of the game!

For example, the Steam Deck can now run the game at a 50-70 FPS (depending on your graphics settings) most of the time, whereas it used to stick around 20-40 FPS in the previous versions. There's still the issue of framerates getting lower and lower the longer you play the modes with no time limit, but that's something we'll continue to work on in the future.



We're still working on the issue of vertical sync capping the framerate at low values on some devices, so some players will need to disable it (easily turned off in the game's options) for smoother gameplay. If you experience weird stuttering or FPS drops in the game, please disable vertical sync and set the framerate limit to your monitor's display value (Hz). This should help!

[hr][/hr]
  • [h3]Item pool customization[/h3]
[hr][/hr]
Another promise we've made, and one we intend to keep, is to give players the ability to customize the ever-expanding item pool. Starting with version 0.6, you'll be able to customize the potential item chest content. Players will be free to disable (and enable) any item they wish, as long as the total pool remains with at least 40 items.

This is just one of many changes to itemization to come, as we're committed to making items yet another fun way to interact and customize your runs. We'll be adding new items as well as tweaking the stats of the old ones, and even tweaking the ones that aren't your favorites or are considered a bit bland.



[hr][/hr]
  • [h3]A new Awesome Dev appeared![/h3]
[hr][/hr]
What is that rustling in the tall grass over there? A shiny, legally distinct pocket creature?

Not at all! It's a new Awesome Developer joining the fight for awesomeness! Adam has recently joined our (tiny but mighty) team as a new programmer. Here's a word from him to you:


ㅤㅤ
Hello everyone, my name is Adam!

Obviously I'm a gamer. I've been playing and enjoying different genres since I was young - e.g. Racing, RPGs, Adventure, Strategy, Shooters, Stealth... and so on - mostly on PC, but also Mobile, Quest, VR and lately Steam Deck
🙂

I've always been curious about modifying, modding and creating games - that's why I became a programmer. At Awesome Games Studio I'll be helping the team with the development of YAZS and other upcoming titles
😉

I hope you enjoy my contribution and will have a great time playing YAZS!

You'll find Adam mostly working on a separate project of ours, BUT he will jump in from time to time to help Mariusz (and his two dogs) program YAZS. He's actually the one behind the item pool customization integration.

[hr][/hr]
  • [h3]Stay tuned for version 0.6 Beta![/h3]
[hr][/hr]
As mentioned, we're still adding ones and zeros for the upcoming update, and it's coming together nicely. Be sure to keep an eye out for the 0.6 public beta test, as it's definitely coming in March.

In case you missed the last few news posts about the game, we're also continuing to work on a new skill trees / meta progression rework that will allow us to easily add new fun nodes and modifiers to the game in the future. Since this requires a lot of planning and balancing, it will most likely come in a future update (we hope to have it implemented in version 0.7).

We're also working on adding a promised Encyclopedia/Codex feature to the game, which will list all the important information and details that players will want to gather and read. Be sure to keep us updated on what you would like to see detailed in the in-game codex (could be anything from tutorial information to the number of potatoes taken).

On the topic of information and encyclopedias, the Yet Another Zombie series also has an official wiki that was recently launched, which we invite you to browse and expand as we go along with the game's development: https://yetanotherzombie.wiki.gg.


If you'd like to, be sure to hop on any of our social media profiles and/or our Discord server:

ㅤㅤ Discord ㅤㅤ X / Twitter ㅤㅤ Facebook ㅤㅤ Instagram


As always, thank you for accompanying us on this journey!

ㅤStay awesome,
ㅤㅤAwesome Games Studio

Public Beta Test - Performance Update

[h2]Welcome, Survivor![/h2]

We're launching a special beta test for the game's upcoming performance update. Please read the information below to find out what's changing in this build and how you can help us test things.

[hr][/hr]
IMPORTANT: To reduce any possible confusion and accelerate the implementation of changes, please keep all the discussion related to the test versions to the spaces listed below: You can also send us your feedback at [email protected]
adding "0.5_PerfBeta" somewhere in the title of your message. Thanks!

[hr][/hr][h2]How to join the Public Beta Test?[/h2][hr][/hr]
Want to help us out & get an early look at the new version of the game? Awesome!

[h3]DISCLAIMER: Before jumping straight in, please understand, that this version of the game might be unstable, create issues when switching between old & new builds of the game, and may generally be less stable, more buggy, and in an overall imperfect state. We will do our best to help you with any issues, but please understand the risks associated with beta testing.[/h3]

If you understand the potential problems and are willing to take the risk, here's how you can get in:

[h2]How to join:[/h2]
  1. Open your Steam client, find Yet Another Zombie Survivors on your games list, right-click its name and select the "Properties..." option.
  2. Enter the "Betas" tab, click the "None" drop-down menu on the right, and select the "public-beta" option. You can always return to the default version of the game by selecting "None" again.
  3. If you want to share your feedback about the beta version (thanks in advance!), click the image below to join our Discord server (you'll need an account for that, but it'll be worth it, believe me!):


  4. When joined, you will be able to comment on the current beta version in the new #yazs-beta forums, which you can join by selecting it from the drop-down list:
  5. And that's all! If the beta/test version of the game is different from the current one, the Steam will update the game with its changes. You will know that the Beta Branch is active from the "[public-beta]" text to the right of the game's title in your game's library.

[hr][/hr][h2]What should I test in this version?[/h2][hr][/hr]
This release is special because instead of testing an upcoming content update, we want you to test the performance and stability of the game against the build on the default branch (0.5.1a+). We hope to make the game run better for you, especially with improvements to the CPU usage.

Here are some of the things that have been added/changed in this release:
  • Various performance related changes, engine & tools updates.
  • Potential fixes for framerate drops, crashes, and rare cases of savegame resets.
  • Some small gameplay tweaks, nothing major (e.g. reworked attack patterns for the Butcher boss).
  • Added controller support for the pause menu controls and pop-up information.
  • Added mouse-over pop-up information for the Survivor's weapons and abilities in their selection menu.
  • Another sound effects update (new sounds & changes to some of the existing ones).
  • Legendary version of the Military Training XP modifier now gives +30%, up from +20%).
  • Fixes/improvements to how Lockdown & Banish options work with gamepad/controllers.
  • Tank: Rocket launcher should now be able to deal weapon critical damage again.
  • Other minor fixes & improvements.

While these changes may seem minor, the performance and engine updates are of immense importance to the current and future health of the game. The updated version should definitely run better on most hardware that meets the game's minimum system requirements.

[hr][/hr][h2]What should I do if the game works worse or crashes?[/h2][hr][/hr]
Keep us posted on the stability of the game, as we'll continue to work on improving the game and fixing any issues you may encounter with this beta test. If the game stutters or crashes more than before, please let us know!

If your game is performing worse than before, please press F8 on your keyboard and quickly fill out the survey to let us know what's going on. This will also send us your log files so we can check if there are any errors happening in the background.

If your game has crashed, you can send us your crash reports instead, which you can find at
  • %localAppData%\Temp\Awesome Games Studio\Yet Another Zombie Survivors\Crashes\
Please zip / rar / 7z this folder and send it to us at [email protected]


[hr][/hr]
This beta will most likely be merged with the upcoming 0.6 beta test, resulting in the 0.6.0 public content update release, which will combine these performance improvements and new content additions.

Thank you for all your support and patience ːheart_meː

ㅤStay awesome,
ㅤㅤAwesome Games Studio



https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/

Yet Another Update 0.5.1a (HOTFIX)

[h3]Welcome, Survivor![/h3]

We're releasing a quick hotfix to address pressing issues that appeared in version 0.5.1:

  • Fixed the in-game Feedback Form (F8) getting stuck after pressing the "Submit" button.
  • Fixed the after-run end screens displaying wrong/placeholder values and information.

Thank you for both your reports and your patience!


ㅤStay awesome,
ㅤㅤAwesome Games Studio