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Yet Another Zombie Survivors News

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.

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  • [h3]Epitaph to Sanji the rabbit[/h3]
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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.

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  • [h3]Upcoming new map[/h3]
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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...

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  • [h3]Major performance improvements[/h3]
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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!

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  • [h3]Item pool customization[/h3]
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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.



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  • [h3]A new Awesome Dev appeared![/h3]
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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.

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  • [h3]Stay tuned for version 0.6 Beta![/h3]
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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.

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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]


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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

Yet Another Update 0.5.1 + Official Wiki!

[h3]Welcome, Survivor![/h3]

We're releasing an update to both fix some issues that were present in version 0.5.0, as well as add some much-needed additions.

First of all, we apologize for the less-than-ideal state of some things within the previous version. These problems stem from some of the big changes that happened in the 0.5.0 public beta branch, which changed a lot of things. For example, the minor and major level-ups were reworked into the military training system, which drastically changed the pace of leveling itself.

We're sorry that we didn't address this properly before we released the 0.5 update, as we didn't want to make you wait any longer for the update. We'll do our best to make sure situations like this don't happen again with major version updates.

Moving on, this update brings:
  • Improved leveling curve with more frequent level-ups.
  • Better Military Training / passive level-up upgrade values / numbers.
  • Higher chance of stackable items to reappear in Item Chests.
  • Buffs to area of effect melee attacks, chemical damage, etc.
  • New QoL features, gameplay tweaks, and fixes for reported issues.
  • And more! (see below).

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Patch notes / Changelog
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[h2]GAMEPLAY & BALANCE CHANGES:[/h2]
  • Improved balance of experience progression for better gameplay feel (TLDR: more level-ups!).
  • Further improvements to the passive leveling / military training system:
    • "Common", "Rare", and "Legendary" variants now offer much better bonuses, ranging from 2x to 4x better than in version 0.5.0.
    • Passive upgrades that appear when the level-up selection pool dries up are now of “Infinite” rarity, which usually defaults to half of the updated “Common” values.
    • Life Steal Chance and Amount passive upgrade cards have been removed (even tiny amounts of +% for these stats were really strong, but getting +0.05% upgrades didn't look good to players. We'll most likely rework these stats in a future update).
    • Slightly increased the rarity boost effect of the "Luck" stat.
    • Reduced the spawn rate of the Military Training powerup slightly to balance the changes above.
  • Picked items now have a higher chance of reappearing in Item Chests if they have more than one available stack.
  • (Ghost: / Pyro:) Area damage melee weapons now always hit all enemies within their radius (previously there was a limit to the number of enemies hit per attack), but their damage is greatly reduced after reaching a certain number of targets.
  • (Medic:) Chemical damage over time now also deals additional damage equal to 1% of the enemy's maximum HP per tick.
  • Engineer: "Energy Shield" ability base cooldown increased to 50 seconds (from 40).
  • SWAT: "Grenade Trail" ability Amount stat increased by +2 and base damage increased by +50.
  • Pyro: "Flamethrower" area of damage increased (also, killed zombies now have a burning visual effect).
  • "Runner Zombie" enemy health points scaling reduced / nerfed.
  • Endless: Horde stats adjusted - slighty faster HP growth, slighty slower damage growth.
  • Adjusted spawn rate of various pick-up/power-ups.

[h2]QUALITY OF LIFE:[/h2]
  • A visual representation of enemy that killed the player is now displayed at the endscreen interface.
  • Stats that are at their cap (limit) are now grayed out and have an exclaim mark next to their value.
  • The Reset Progress function in the Options menu now has a hold-to-confirm button to prevent accidental progress erasure.
  • Added information in the bottom right corner of the screen to show the current status of the Manual Aim/Auto Fire settings when the game starts or when they're toggled using a hotkey.
  • Changed "Team Level" to "Survival Level" to better differentiate between the in-game team level and the meta progression profile/account level.
  • Tweaked the "hitbox" of the buttons on the character/map/game mode selection screens when using the mouse cursor.
  • Added new sound effects. Please note that some sounds and their volumes are still under development.
  • Added additional information about the "Reset Points" button to the "Forget It" achievement.
  • Added a custom description for the Health Potion item to better convey information about how it works.
  • Updated most instances of "reload speed" phrases to "weapon cooldown reduction".
  • Changed the title of the "Kill Characters" option to "Conclude Run".
  • Some other translation improvements.

[h2]ISSUE & BUG FIXES:[/h2]
  • Entering menus while in-game should once again always pause the gameplay.
  • The Steam API has been updated to the latest version, which should help with some savegame-related issues.
  • SWAT: Bullets created by the "Ricochet" ability will now always spawn correctly on the enemy hit by the original projectile.
  • Huntress: Leveling the "Arrow Penetration" ability will no longer wrongly decrease the chance of its effect to occure.
  • Fixed an issue that would cause the movement speed decreasing effect of "Frozen" status to stack multiple times, instead of always causing an exact -50% movement speed debuff on the enemy.
  • Fixed the stacking amounts of the "Teddy Bear" and "Golden Key" items.
  • Using the "Switch Tab" key while in the "Reset Progress" option of the Options menu will no longer break the options interface.
  • Fire Walk With Me" achievement progress is now saved correctly and no longer resets between game restarts.
  • Fixed the "Fatigue" popup in the pause menu displaying an incorrect tooltip.
  • Fixed weapon and ability usage endscreen times to properly display values greater than 60 minutes.
  • The visual representation of the experience bar should no longer freeze in rare cases.
  • Other minor bug fixes and improvements.

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For the next major update (0.6), we have decided to focus on the current state of meta progression, among other things.

We plan to both expand the meta progression skill-tree and introduce per-Survivor skill-trees, which will allow us to easily add new powers, enhancements, and ability modifiers in the future.



Here's one of our early WiP concept arts for one of its pages. Let us know what do you think about it!

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In addition, we've partnered with Wiki.gg to open an official Yet Another Zombie Wiki!

[h2]https://yetanotherzombie.wiki.gg[/h2]

It's still in its infancy, but you can check it below, as well as help us fill it with new content.
If you'd like to help us in maintainging it, be sure to come to #yazs-wiki on our Discord!

As always, we're grateful for all of your feedback, suggestions, and bug reports. Thank you! ːheart_meː

ㅤStay awesome,
ㅤㅤAwesome Games Studio



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

Yet Another Content Update 0.5



[h3]Welcome, Survivor![/h3]

Update 0.5 - "Fire Walk With Me" is finally here!

It's taken us some time to finish, but we hope this update was worth the wait, as it's the biggest one yet! Here are some of the highlights:

[h2]New Survivor: Pyro[/h2]

Once a firefighter, he found himself in a somewhat unhealthy relationship with burning flames. Though unpredictable and impulsive, his true nature is that of a kind soul who'll walk through inferno to help his comrades survive the hell on Earth.

Pyro is a specialist character, offering both melee and ranged damage options. Focusing primarily on fire damage, he can be incredibly resilient, as his tolerance for pain has allowed him to not only survive the fiery hells, but also allow the entire team to gain strength as they lose health!

As he is tied to an update that introduces elemental damage mechanics, he not only excels at dealing this type of damage, but also boosts all elemental damage dealt by the rest of his squad. We hope you'll find Pyro a fun addition to your teams, and that his flames will heat up this cold winter season.

ㅤㅤㅤㅤ

[h2]Stat Reworks & Elemental Damage[/h2]

One of the reasons this update has taken so long to complete is because of the amount of under-the-hood code changes we've made to the game. We've improved the number generation mechanisms on several fronts, both the obvious ones and the more cryptic ones.

We've tweaked all the stats for every single one of them so that the higher the number you get, the better the outcome. Say goodbye to "the lower this statistic is, the better". We've also tweaked the armor stat, which had a bit of a wonky implementation before, being a flat amount of damage reduction. Now it's a percentage, so if you have 50% armor, you take 50% less damage from every single source.

In addition to the stat tweaks, we've also added brand new ones, from the previously missing Critical Chance and Damage to the fan-favorite and much-requested Ability Area and Duration. But that's not all! There are now four additional damage modifiers tied to each of the game's elements: Fire, Ice, Electric and Chemical. Investing in these will hopefully increase build variety, but more importantly, it'll allow us to introduce new fun synergies in future versions of the game!



[h2]Passive / Minor Level-ups[/h2]

Here's a fun addition to the gameplay that we hope you'll all enjoy: In addition to normal leveling during a run, you'll now be able to earn new powerups that, when collected, will directly increase your team's stats. These upgrades are per run only and can be earned indefinitely, so when you run out of weapons and abilities to choose from on the leveling screens, you'll be then offered these passive upgrades instead.

Items that served a similar purpose in the past have been reworked and repurposed to both add interesting new gameplay effects and serve as "pros vs cons" gameplay modifiers to provide more build variety. Note that in a future update (hopefully 0.6), we'll also be adding an option to customize the pool of available items, allowing for further customization of each player's gameplay.

With the introduction of infinite upgrades, we've also had to implement hard caps for some stats, as in several cases, stat celling was required. For example, reaching 100% in either Dodge Chance or Armor would make your characters invincible, and most of us can agree that wouldn't make for very exciting gameplay in the long run. Don't worry though, both the stat scaling and the caps are subject to change as more content is unlocked in future updates.



[h2]New Original Soundtrack![/h2]

Some of you may remember the cool and catchy tunes we had in our previous title, Fury Unleashed. These were created by our friends and industry veterans who also worked on titles like The Witcher, Bulletstorm, and Shadow Warrior 2.

Well, Adam Skorupa, Krzysztof Wierzynkiewicz & Michał Cielecki are back in action, and we're happy to let you know that they'll be handling the audio side of things for YAZS. Since the game is still in Early Access, both the OST and sound effects libraries will grow over time, and we'll be incorporating their work into our game from now on!

With the introduction of the 0.5 update, we're adding new music to the game, which currently consists of the main menu theme and two music tracks for each of the available maps (five tracks in total). In addition, the level music now consists of an intro theme and a separate loop for when the gameplay unfolds and the action really gets going.

Different game modes also offer music of different intensity: Normal & Nightmare variations of the songs. In the future, we'll be exploring new ways to incorporate music into the game to create an exciting and heart-pounding experience, so be sure to let us know what you think of the new OST!

[previewyoutube][/previewyoutube]

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Patch notes / Changelog
[hr][/hr]
[h2]GAMEPLAY CHANGES & ADDITIONS:[/h2]
  • New playable Survivor - Pyro. Melee/ranged hybrid focused on fire-type elemental damage.
  • Enemies now drop a new power-up - Military Training. Collecting 4 of these grants a choice of 4 random per-run passive stat improvements.
  • Elemental damage system and new stat scaling for set Survivor's weapons and abilities: Fire, Ice, Electric, Chemical.
  • New stats: Ability Duration, Ability Area, Ability Critical Chance, Ability Critical Damage.
  • Stat reworks: Armor (percentage damage reduction), Ability & Weapon Cooldown Reduction (+% instead of -%).
  • Passive stat options are now offered indefinitely instead of money/health in cases of empty reward pools.
  • 17 new items added, 28+ item reworked (item banning / pool customisation planned for Update 0.6).
  • 18 new achievements + redesigned item rewards for most of past and current ones.
  • Completely new, original soundtrack, with different intros & loops and separate normal & hardcore versions of songs.
  • New sound effects and improvements to existing ones.

[h2]QUALITY OF LIFE:[/h2]
  • UI/UX reworks and QoL tweaks for multiple different interfaces.
  • Items now show their maximum stack amounts at the selection screen and in their popups (e.g. 1/3).
  • Active ability effects are now displayed above the Survivor's in-game position.
  • Damage numbers are now also colored to show what damage type is being dealt.
  • New level-up description system implemented: "Current >> New" instead of "New (+changed by)".
  • New accessibility option: HUD Transparency (for abilities and item icons).
  • New accessibility option: Arachnophobia mode.
  • Weapon volume option added to sound settings.
  • "Toggle Auto Fire" key added to control binding options (defaults are: T key / left thumbstick button).
  • Improved default controller binding to better take 4 options in selection interfaces into consideration.
  • Large numbers now show spaces as separators (e.g. 12 734 125 instead of 12734125).
  • SWAT's "Pistol" weapon changed from an unspecified handgun to a Desert Eagle.
  • Language/translation improvements & terms unification, such as:
    • "Weapon Fire Rate" renamed to "Weapon Attack Speed".
    • "Weapon Reload Speed" renamed to "Weapon Cooldown Reduction".
    • "Team Level" in main menu and skill-tree renamed to "Account Level".

[h2]ISSUE & BUG FIXES:[/h2]
  • Potential fix for rare cases of save game being reset.
  • Achievement panel now displays correctly on ultrawide resolutions.
  • Potential fix for freezes related to V-Sync being enabled on some of the 60+ Hz displays (if problem continues, please check if turning V-Sync off and limiting FPS to 60 in game's options fixes the issue).
  • Yet another set of improvements to aiming AI and game's overall optimization.
  • Other minor fixes.

[h2]ITEM CHANGES:[/h2]
  • New items added: Detective's Pipe, Icon of Cinder, Icon of Stillness, Icon of Tempest, Icon of Pestilence, Spoil Canister, Special Snowflake, Jacob's Ladder, Plague's Visage, Zugzwang Hypergaster XD, Glass Cannon, Bells & Whistles, Camping Set, Pocket Watch, Golden Key, Jewel of Life, Jewel of Death.
  • Armor stat values of multiple items were adjusted for the stat update (flat damage reduction amount changed to percentage-based).
  • Items modified to offer an extended or more interesting stat variations: Axe, Wrench, Bolts & Nuts, Compass, Duck Tape, Electric Perosnality, Frozen Heart, Frying Pan, Giant Enemy Crab, Lucky Bill, Slingshot & Toilet Paper.
  • "Chocolate Box" now increases armor by 20% (from flat +70) when its effect is active.
  • "MedKit" now also instantly restores 25% health points but decreases Movement Speed by 50% for 5s.
  • "Health Potion" now instantly restores 100% health points.
  • "Congratulation Letter" now has a new effect: Increases Movement speed stat by +50% for 5s after gaining a level-up.
  • "Coffee Cup" now has a new effect: defeating a boss increases the Ability Cooldown Reduction and Ability Duration by 25% for 3s.
  • Items "Barrel Roll", "Power Glove" and "T-Pose Doll" reworked so that they offer different bonuses than invincibility frames.
  • "Apple" now has a new effect: For each 200 points of maximum HP, increases Health Regeneration by +1/s.
  • "Suspicious Pendrive" now has a new effect: Opening an Item Chest creates an explosion around the Survivors, pushing enemies back.
  • "Self Care" now has a new effect: When HP drops under 20%, vaccums all healthpaks from the map. Effect can activate up to once per minute.
  • "Pills" now has a new effect: You are now able to collect health pickups when at max health. Each health pickup collected this way gives you a damage buff of +100% for 5s.
  • "Teddy Bear" now has a new effect: Every charge of Lockdown, Reroll, and Banish now have a chance to not be consumed.
  • Fan favored "Annoying Trumpet" reintroduced, with a new effect: When you get hit, you have a 25% chance to create an explosion around the Survivors, pushing enemies back.
  • "Potato" now has 1 stack (from 3) and its effect is boosted to 50% (from 15% per stack).

[h2]BALANCE CHANGES:[/h2]
  • Level-up selection screens now always offer 4 options, instead of 3 + 1 on full teams.
  • Item chests now always offer 4 options, instead of 3.
  • All weapons & abilities now have 4 levels instead of 5/3.
  • All weapons & abilities stats tweaked accordingly to the new leveling curve.
  • Most stats now have hard caps, which can be displayed in their popup windows (these clamps will be tweaked with future content additions).
  • Base yellow XP gems value increased from 10 to 11 (blue gems scale 5x of this value).
  • One Hit: Vile Wasteland wave definitions rebalanced to offer a fairer challenge.
  • "Protocol: Critical" became a passive ability, which focuses on buffing Ability Critical Chance and Damage.
  • Engineer's weapon "Laser" now deals continuous damage.
  • Other balance and number tweaks.


[hr][/hr]
What's next?
[hr][/hr]
As mentioned above, there are a few things we want to do for the next major update. While we have a lot of things planned, we'd also like you to enjoy smaller but more frequent updates, so some of the upcoming features may come in pieces rather than one huge patch.

Our next goals for 0.6 and beyond are (among others):
[h3]
  • A new map
[/h3]
This also means new enemy types/variations, new stage hazards, and new music tracks. It goes without saying, but there's more to making a new map than just the level design, so we appreciate your patience while you wait for more of this content. We'll do our best!
[h3]
  • Skill-tree rework
[/h3]
We're well aware that many of you have filled it up way back in the past and are longing for more meta progression to be added. We're thinking about a new implementation that will hopefully give you many more skill nodes to spend points on, as well as an easy way for us to implement new ones in the future. Thank you for your patience!
[h3]
  • Item pool customization
[/h3]
Yes, there are a lot of items in the game, and we couldn't help but add more >_[h3]
  • Optimization improvements
[/h3]
While we don't want to get ahead of ourselves, there is a real possibility that the next update will bring a pretty big performance boost. With the help of some of our friends' experience, behind-the-scenes code tweaks, and planned updates to many of our tools and the engine itself, we expect the game to continue to run better and better. Even if it would turn out to be a small improvement, get ready for one coming soon!
[h3]
  • Elite enemies
[/h3]
While we already have "normal" bosses in the game, and we've always thought about the possibility of adding stronger main bosses, we'll try to take a step back as we'll most likely first implement the elite variants of each enemy. We hope that they will serve as an exciting addition to your standard gameplay loop, as they will both be more challenging to defeat than standard enemies, but also offer greater rewards when defeated. What do you think of this idea?
[h3]
  • Synergies
[/h3]
While we originally planned for these to come sooner, we'll try to implement different ways for things to work well together. We're discussing possibilities, such as the element, item, and ability combinations working together to create additional effects. We'll try to implement some of those in upcoming updates!
[h3]
  • Lots of other things...
[/h3]
This consists of both our and your ideas for content additions. There are a lot of them! We'd like to keep the scope of the game realistic, but after reading some of your suggestions, we can't help but wonder what else is in store for us in this adventure together!


Thank you for being with us, playing, giving us feedback, reporting issues, and leaving us reviews on Steam! Be sure to check out our roadmap to see what we are currently focused on: https://trello.com/b/Ipc33X20/yet-another-zombie-survivors-roadmap


Special thanks to all of our beta testers who helped us make version 0.5 a great update (we hope!). We are always grateful for your support, but those who have played this public beta know how much YAZS has changed for the better based on your suggestions and feedback. Thank you so much!

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

@AwesomeGamesStd
@AwesomeGamesStudio
@awesomegamesstudio
@awesomegamesstudio
  https://discord.gg/m4JfXuS


Thank you everyone! Show the Horde the meaning of FIRE!

ㅤStay awesome,
ㅤㅤAwesome Games Studio



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