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Yet Another Zombie Survivors News

New bundle: First Dwarf x Yet Another Zombie Survivors

[h3]Welcome, Survivor![/h3]

We're hard at work on the next major update, but we wanted to share some great information with you!

[h2]First Dwarf x Yet Another Zombie Survivors[/h2]

First Dwarf, a game from our friends at Star Drifters (also from Poland!), has just released its Early Access on Steam, and we're happy to announce that anyone interested can get the game at a discounted price in a bundle with your favorite zombie-killing game!

https://store.steampowered.com/bundle/42466/First_Dwarf_x_Yet_Another_Zombie_Survivors/

Jump into your mech as a dwarf traveling through the sky islands. Build a base, explore the world and fight the dark forces. There's also a dragon, and it talks, and you can control it yourself! Be sure to check out the First Dwarf x Yet Another Zombie Survivors bundle!

[h2]You're awesome![/h2]

Just stating the facts, sorry, not sorryㅤːsansː

Thank you for sticking with us and for your patience as we work on the 0.7 update. The amount of changes to the in-game systems makes it so it will still take a while to complete, but so far we're happy with how it's shaping up. We plan to launch the public beta test next month, so keep an eye out for that!

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


ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Development Update — May 2024

ㅤ[h3]Welcome, Survivors![/h3]

How is the Green Hell update going so far? We wanted to share with you our design goals and ideas that we'll be implementing for the next update and beyond.

We've tried to be as short as possible, but sometimes we can't help but go on and on about our passion projects, so we'll also add a "TLDR" note to each paragraph 😅.

But first...
[hr][/hr]
  • [h3]Welcome to Hell - New (Mini) Trailer![/h3]
[hr][/hr]We have a new micro trailer for the 0.6 update! Maybe a bit late, as our dedicated trailer wizard (Kalafiorek) was on sick leave (we are a tiny indie development studio, after all). Still, we wanted to make one for every update that brings a new map, so here it is. Hope you'll enjoy it and share it with your friends!

[previewyoutube][/previewyoutube]
[hr][/hr]
  • [h3]Skill-trees, meta-progression, synergies[/h3]
[hr][/hr]TLDR: Brand new multiple skill-trees, ability modifications & new synergy possibilities.

We're delving into the new skill tree and meta progression systems, which will hopefully allow us to add a lot more nuance to both the build crafting process and the depth of the game itself.

Our plan is to release several new skill trees. One will be a global tree, similar to the one that already exists, but with the potential to add more nodes and seamlessly unlock major gameplay mechanics (e.g. military training) by advancing your Survival Level.

There will also be a separate skill tree for each Survivor in the game. The leveling of these may remain similar to the current model, where you just have to play the preset character as your team leader (other team members can do the killing), but we're also thinking about a classic experience system, where each Survivor you have on your team will gain a certain amount of experience, divided by the number of teammates and their time on the field.

ㅤ(Work in progress: first mockup of Survivor experience gains / bars)

These trees will offer the existing weapon & ability unlocks, but we also want to introduce selectable ability modifications (e.g. make Ghost's Shuriken either do chemical damage over time or stun enemies) to customize your play style, as well as adding cross-class synergies, like "your ability does X if you have Y on your team".

As for transferring between systems, we've discussed this at length, and we think we'll be able to transfer your previously earned points on a 1:1 basis, up to the amount you could unlock in the existing skill tree. This won't transfer your excess skill points, so as not to take away from the fun of unlocking new things we're yet to add. Of course, we'll do our best to keep your already unlocked weapons & abilities intact.

Going forward, we want to better manage the skill point economy without making the game too grindy, so we're thinking about limiting the max level to the current max amount of unlockable nodes, separately for each skill tree. This way, different Survivors can have different max levels in a given version of the game, depending on the amount of nodes in the skill tree), but you will no longer accumulate a crazy amount of "useless" points in each Early Access version. We don't really mind leveling indefinitely, but we'd prefer it to be a feature you can use in a fully released version of the game.

ㅤ(our old mockup; we're working on making it look nicer)

[hr][/hr]
  • [h3]Game being too easy / too hard[/h3]
[hr][/hr]TLDR: Difficulty levels for casual and seasoned players alike, hardcore challenges, enemy AI tweaks.

Many of you have raised your voices about the difficulty of the game. This is one of the most important things we'll be addressing in the next update. As always, we'll be looking at the balance of the core systems and making adjustments as necessary.

We've decided to add multiple difficulty levels for the game modes on each map. These difficulty levels may have modified enemy waves, changed zombie stats/horde level, or even offer some new challenges. The higher the difficulty, the better the experience/rewards.

You will most likely be able to advance to the next difficulty rank once you complete the set game mode on the set maps. We'll be able to both tweak the base difficulty to be a bit more forgiving, provide a greater challenge for those who want it, and allow for different ways to play the game and unlock new things.



We'll continue to tweak the current and maximum speed and/or AI of various enemies, especially the pesky runner zombies, which have often been the cause of headaches for many players. Overall, we'll be trying to make fast enemies less annoying while keeping the fast gameplay of YAZS intact. We're also experimenting with changes to the Horde wave AI. These changes could help in modes like Extermination, where slower zombies can take a while to get to your position.

As mentioned in the past, we're also planning to add fully optional, non-Steam achievements to your in-game profile that will offer no gameplay benefits or unlocks other than visual things (like Hall of Fame-type displays or main menu indicators).

These challenges will offer tasks ranging from very hard to insanely difficult, in case you feel like pushing the limits of what's possible. Be sure to give us your ideas on what kind of such challenges you'd like to see added to the game!

All in all, we can't possibly make everyone happy, but we can sure as heck try, and do our best to make sure that you all have tons of fun playing YAZS, no matter what your gaming level is.

[hr][/hr]
  • [h3]Improving items & Military Training (passive upgrades)[/h3]
[hr][/hr]TLDR: Bigger numbers, much better items, more build variety and deeper gameplay depth.

We've gotten a lot of feedback from you that the military training numbers, especially the "Infinite" variety, are still a bit too low. Since their introduction, we've been buffing them to be higher, but it's a really tough thing to balance, for several different reasons, such as:

[expand]
  • They can be taken an infinite number of times & they can occur very frequently (depending on your banishes).
  • Their only role is to serve as
  • small* boosts to team strength that can be taken an infinite number of times.
  • Making them as strong as normal Military Training would invalidate that system and make getting the MT much less enjoyable (less fun).
  • Stat caps exist, so stats can be maxed out either way if the player chooses to pursue a particular stat.
  • Making these too powerful would promote a gameplay loop of banning weapons and abilities just to get to the stats, which wouldn't be healthy for the whole game on multiple levels.
[/expand]
Still, we never want to leave the game in a state where the player feels bad about getting an upgrade, so we plan to do several different things to improve the situation. Here are a few examples:

We're expanding the current implementation of stats so that each of the survivors has their own stats in addition to the global ones. This already exists somewhat in the game, as seen in the case of the Tank's "Fury Unleashed" ability, which only affects his own stats. Refining this system would allow us to both increase the depth of gameplay in terms of build variance, as well as buff and tie some of the in-game bonuses to individual characters: Military Training cards could now be much more powerful, when slotted on the Survivor of your choice.

We've also heard you say that the items are boring, and we've listened. As such, we are reworking all the items! Because we want to make them much more exciting and tie into synergies and build crafting, we will be limiting them all to a single stack, but with the option to upgrade them to their ultimate versions during the run! This also means that we will most likely limit the number of items you can have at one time, but don't worry, this will mostly only affect the endless modes, and we will do our best to make it worthwhile by making their effects much more powerful!

Here are some of the ideas. Please note that these effects are not final:



Item:

Base Effect:

Upgraded Version:




When damaging a frozen non-boss type enemies with any type of damage that isn't ice, there is now a chance to kill them instantly.

+ The chance to instantly kill an enemy is increased and can now affect boss-type enemies.




When an electrical damage type attack jumps between two enemies, it will now jump once more when possible.

+ The amount of possible additional jumps is increased by two. When an electric damage attacks or jumps onto a boss enemy, that boss enemy will generate up to 6 additional jumps.




Boosts the damage of air support type abilities by 50%.

+ For each damage instance done by an air support type ability, there is a chance for a grenade to spawn, dealing the same amount of damage with an explosion.




Doubles the amount of ammo of all weapons.

+ Doubles the weapon cooldown reduction for all Survivors. While there is only one Survivor active in the team, it instead triples their weapon cooldown reduction.




Adds indicators for white powerup pickups. Grants a 20% chance for an item chest to spawn as a treasure chest.

+ White powerup pickups can now be collected at twice the distance. Increases the spawn rate of item chest.


As you can see, some of the effects will be simple, while others will offer more in-depth strategies and synergies. We want you to have fun playing the game, whether you're in the mood to min-max your build for harder challenges, or if you just want to take simple damage bonuses and watch the fireworks.

On the other hand, we will continue to revise the stats to reduce the hard caps on them, instead offering diminishing returns once certain percentages are exceeded. This would allow you to continue to grow in strength beyond the previous limits, while also allowing us to offer you larger numbers without worrying about breaking the game... a bit too soon 😉

ㅤ(Work in progress: First mockup of re-design of the pause menu around per-Survivor stats.)

These are some of the ideas we have in mind. What do you think about them? Adding these will take some time to implement, so as always, we ask for your patience as we work to (hopefully!) improve the game.

[hr][/hr]
  • [h3]Survival Guide & Jukebox[/h3]
[hr][/hr]TLDR: Freakin' Jukebox, dude! How awesome is that?

In order to answer many gameplay related questions, we're implementing an in-game Survival Guide, which will serve as both a place to quickly find answers to potential questions, as well as a sort of in-game tutorial.

Since the game is still in Early Access, we'll do our best to keep it updated as changes are made to the in-game systems. We can easily update it and add new entries, so if there's something you think needs to be better explained, you can let us know and we'll include it.

We're also thinking about tying one of the achievements to the player reading all of the currently unlocked pages (or more accurately, browsing through them, looking at each page at least once) to promote the feature and reduce a lot of potential confusion about the gameplay mechanics. What do you think about this idea?



On another topic, we've heard that many of you would like to have a greater choice of background music, both new and classic. With that in mind, we'd like to share with you our idea on how to address this topic.

With the upcoming addition to the game, YAZS will be the first title in the genre (to our knowledge) to offer an in-game music player that will allow you to play, change, queue, and loop your favorite themes while playing the run.

Yes, this also means the ability to play the "classic", Creative Commons licensed tunes that came before our official soundtrack was added. Since these may not always be 100% safe for content creators, we'll be sure to add a toggle to bring them back into the game, which will be appropriately described and disabled by default.



[hr][/hr]
  • [h3]That's all folks! (TM)[/h3]
[hr][/hr]
There are other things we're working on behind the scenes (quality of life, etc.), but this news post is long enough, and we don't want to spoil all the surprises in one go. As you can see, the next update will be a big one, so we thank you for your patience while we cook this tasty dish for you. As always:

[h2]Thank you for your continued support![/h2]

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 ㅤㅤ TikTok


ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Update 0.6.0c (HOTFIX)

[h3]Welcome, Survivor![/h3]

We're releasing yet another hotfix, which consists of:

  • New music for Green Hell Hardcore, Extermination, and One Hit modes (our favorite so far!).
  • Camera now shows more of the screen when Survivors are moving down.
  • Implemented another fix for the rare screen flashing issue when Engineer uses their abilities.
  • Potential fix for soft lock that could happen when pausing at the exact frame a level-up was gained.
  • Improvements against lag-like/slowdown behaviors from the game on G-Sync enabled monitors (disabling G-Sync should fix this issue, but we're working on a permanent fix on our end).
  • Fix for Big Mummy boss attack hitbox to remain active after enemy death.
  • Several minor user interface improvements.

[hr][/hr]
Here are the last two hotfixes we released in case you missed them:

[h3]0.6.0a - Hotfix Update[/h3]
  • 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
  • The internal wave timer for the Decide Their Fate achievement is now properly synchronized with the 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)
[h3]0.6.0b - Hotfix Update[/h3]
  • 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

[hr][/hr]
For the upcoming major update (0.7.0), we are planning a compromise that should appeal to both casual and hardcore players. We expect to announce more details in May after the redesign is finalized internally. We believe these changes will make the game more enjoyable for everyone 🙂

Thank you for your patience & have fun!


ㅤStay awesome,
ㅤㅤAwesome Games Studio

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.