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Yet Another Zombie Survivors News

New bundle: Soulstone Survivors x Yet Another Zombie Survivors

[h3]Welcome, Survivor![/h3]

The next update is coming along nicely, but it still needs more time in the oven. But we have news!


[h2]Soulstone Survivors x Yet Another Zombie Survivors[/h2]

Soulstone Survivors is another gem in the Bullet Heaven genre, and we're happy to announce that you can now get both games at a discount with this brand new Zombies 'n Soulstones bundle!

https://store.steampowered.com/bundle/43777/Zombies_n_Soulstones/

They just released a new major update they've been working on, so be sure to check it out!


[h2]Quick progress update on the next update[/h2]

As always, thank you for your patience as we work on the 0.7 update. We're closer than we've ever been to releasing an open beta, but the amount of changes is so staggering that it's taking longer than expected. Here's what you can expect when we're done:

Brand new skill trees, two evolutions for EVERY ability in the game, base ability reworks, stat system overhaul, new damage types, new horde AI, reworks for all items, and the list goes on and on!

We hope you're excited, because we're not slowing down, and we're going to do our best to get it out to you as soon as possible, while maintaining the quality of each release as much as possible. Cheers!


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


ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Development Update — July 2024

ㅤ[h3]Welcome, Survivors![/h3]

You asked for a status update, and we're here to serve. Please enjoy the read!

[hr][/hr]
  • [h3]Version 0.7 Progress Report[/h3]
[hr][/hr]
The last month has been pretty hectic so far, as we're in the process of moving our office to another building (more space, ho!), but we're still hard focused on developing our beloved Bullet Heaven ːheart_meː.

Work is progressing steadily. The amount of changes and improvements in this release is staggering, and as such it takes time, but we hope it will be worth it in the end and make YAZS a much more interesting game than before!

Most of what we're doing right now is code and numbers, but there are a few things we can show you to give you an idea of where we're headed. Keep in mind that everything we discuss here is not final and subject to change. So your feedback is more than welcome!


[hr][/hr]
  • [h3]Per-Survivor stats and removal of stat caps[/h3]
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All capped stats are now scaled with diminishing returns in mind. This allows them to scale indefinitely, so you no longer have to worry about crossing the line and picking a less-than-optimal upgrade. All stats will have a breakthrough threshold, after which further investment in them will result in lower bonuses, but bonuses nonetheless.

Weapon and ability stats are now tied to each survivor. Our goal with this change is to both allow for a much larger stat boost for the squad member of your choice, as well as introduce an additional tactical element to the game where players are incentivized to mix and match stats across their teams depending on other factors within the current run.

With this change, the Military Training panel will now focus on selecting a bonus to a specific Survivor's stats, while other upgrade sources will focus on boosting team-wide stats and buffing all survivors at once. However, we're still discussing what to do with infinite upgrades after you're done with the leveling options.

ㅤㅤㅤㅤㅤㅤ

[hr][/hr]
  • [h3]New damage types and type tag stacking[/h3]
[hr][/hr]
To further increase the variety, we're adding new damage types to the game, which are
  • Kinetic
  • Slashing
  • Explosive
Kinetic damage type will be dealt by all bullet and piercing attacks, such as from: Pistol, Bow, Shotgun, etc. This damage type will be the most common, so we're still thinking about a fun effect to tie into it. For now, we're just scaling its numbers higher than others.

Slashing damage type comes from all the cutting tools in the Survivor's arsenal, such as the Katana, Axe, and Saw Drones. Our current plan is to have these attacks place an Injured debuff on enemies, increasing the damage they take from all sources.

Explosive damage is self-explanatory, as it includes all the regular explosions currently in the game. The common effect of all #Explosive damage is that it is dealt in a circular area of effect, and as such, adding this type to the game will allow us to add modifiers to the range and damage of explosions separately. This will certainly make the game... a blast to play ; )

Damage types will now sometimes overlap. For example, Pyro's Fireaxe will be both #Slashing and #Fire, while Hunter's Exploding Arrows will be both #Kinetic and #Explosive. The whole "tag" damage type system will allow us to introduce more mechanics that benefit from accumulating multiple damage options of the same type, as well as specializing in "rainbow" teams armed with many different damage tags.


[hr][/hr]
  • [h3]Item reworks and item slots[/h3]
[hr][/hr]
While we've previously teased item upgrades/evolutions, we're currently putting those on hold for the 0.8+ update and focusing instead on the basic rework of the items themselves.

As mentioned in the previous development update, we're reworking virtually every item in the game, making them (hopefully) much more powerful and game-changing. Gone will be the days of boring "just +1% to stat" boosts, because even if an item does provide a stat boost, it should now be much more impactful and tied to additional scaling or game mechanics.

Having said that, we'll still want some items, especially the basic ones, to be easy to understand and universal. The more advanced ones will offer more in terms of synergy or specific play styles, many of which will work well in tandem with others. The first iteration of items will not be the final, as we hope to tweak them further and introduce many more interesting and advanced options in the future.

Since items are a big gameplay modifier, each item will have only one stack (you can't take the same item multiple times), and their maximum number will be limited by a certain number of slots. However, we're trying to balance things so that the number of items will scale nicely with each game mode, and the limit should only be a real factor in the endless modes, where you'll have to strategize about which powerups to pick up and hold on to.

[hr][/hr]
  • [h3]Ability reworks and evolution[/h3]
[hr][/hr]
Abilities will be stronger and more powerful with the introduction of brand new evolutions for each of them, as well as synergies between different Survivors (added to their respective skill trees). We're also reworking some abilities that were boring and didn't fit well with the new & improved game systems.

To make set Survivors more interesting, all simple passive stat bonus abilities - such as "Eagle Eye" and "Protocol: Critical" - will be reworked into brand new ones. The passive stat boosting effects will still be tied to the Survivor's kits, as we'll be adding them as skill tree nodes, synergies, and starting perks (v0.8+).

We've already teased two of these new abilities on our social media profiles (be sure to follow us there!). Medic, for example, will be getting a Medical Drone ability, which is a defensive and offensive tool in her kit. When stationary, it'll heal survivors, but when in motion, it'll switch to attacking nearby targets, giving Medic a new support ability that doubles as a damage-dealing ability.

Every single ability in the game will now receive two evolutions, which (once unlocked) will allow you to choose between two ultimate modifiers for each of them as a rank 5 level-up upgrade. Some of these modifiers will make the damage-dealing ability deal even more damage or change its type entirely. In contrast, others will modify the ability to work differently, some even completely reversing its effects or triggers.

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[hr][/hr]
  • [h3]Adressing other common points of criticism[/h3]
[hr][/hr]
The game will continue to evolve and improve in all areas, so you can be confident in its overall quality. With update 0.7, we're working to add more QoL improvements, which include, to name a few
  • New leveling system that brings meta progression rewards to Extermination mode.
  • Improved lockdown system, making the option both more useful and infinitely usable.
  • Controller vibrations, background pause/mute audio options, survival guide, and a music player!
Game difficulty will be further optimized to allow more room for simple, casual fun. The first implementation of difficulty levels will be added, which will also introduce greater challenges to the game, as we plan to make it much harder (and more rewarding) for players who consciously seek out difficulty spikes.

More maps and Survivors coming in upcoming updates. Once we're done with all the big changes we're currently working on, we'll resume our work to add at least two new maps and two more Survivors to the base game before its full release. While we would love to add more, we want to keep our scope realistic (we're a tiny indie studio, remember?), so the above will be our goal for version 1.0.

Game performance and readability will be further improved with additional code magic, as well as new options to customize the amount of ground clutter (e.g. grass) and the graphics quality setting. The latter will both make the game look better than ever before and allow it to run at the lowest settings available, lowering the game's minimum requirements. We're also working on smoothing out the crashes that some players have reported (thank you for your patience!).

ㅤㅤLOW GRAPHICS: ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤULTRA GRAPHICS:
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  • [h3]See you in the open beta![/h3]
[hr][/hr]
As mentioned before, please understand that all of the above is a work in progress, and things are subject to change from today, through the upcoming open beta tests, and even until the end of the Early Access period. If something works worse than intended, don't worry, it will be improved and polished over time.

Depending on how long it takes us to implement the rest of the planned features, we're still aiming for the end of July or the first half of August to launch the Open Beta and hopefully get all the feedback we can. Remember, our goal is to make the game as fun as possible, and we won't rest until that goal is achieved.

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

If you'd like to, be sure to check out one 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

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...
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  • [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.



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  • [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

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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