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Yet Another Zombie Survivors News

Yet Another Content Update 0.4

[h3]Welcome, Survivor![/h3]

Update 0.4 - "Lock 'n' Loaded" is here! This release includes several much-needed improvements suggested by our great community, quality of life features, and fixes to most reported issues.

Scroll down for a full changelog, but here are some highlights:

[h2]New Game modes[/h2]

To spice things up a bit, this update introduces two new game modes that are available one after the other, waiting to be tackled once you have completed the Hardcore mode challenge. These two are aimed at players who are looking for a greater challenge than any of the previous modes in the game. We hope you find them an exciting addition, and we'd love to hear your thoughts on them!




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BOSS RUSH

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ONE HIT

Boss Rush is similar to Hardcore mode, but with a twist. The twist is that you're constantly being attacked by waves of mini-bosses (and probably big bosses in future versions). It also borrows some of the mechanics of the Endless mode; you win if you survive to the 10th minute, but then you can continue to play further with no time limit!

One Hit is all about the player's agility and reaction time, as you can be defeated with a single hit. It's a condensed 5-minute challenge with greatly increased experience gain and chest/SOS spawn rates, with additional tweaks to remove redundant stats, abilities and items. For the potential players who would still find it a relaxing experience, it also has no upper time limit, so you can race your peers to see who gets the highest minute mark!

[h2]Updated selection interfaces[/h2]

One of the biggest changes in this patch is the update to the level up, item chest and SOS signal option selection interfaces. If you're playing with a full team, the level-up interface will now offer a choice of 4 options, to reduce the overabundance of options and help you build your team the way you want to play. In addition, the "Skip" function has been redesigned as "Lockdown" to help in all cases where there are two good options to choose from. Now you can lock any upgrade in place so that it will appear with 100% chance the next time you open the same interface. For all you challenge and achievement hunters out there, there's also a (yet another) "Skip" button that lets you skip any choice altogether. Don't worry, you won't accidentally press it, as you'll have to hold it down for a few seconds to activate it. Oh, and there are now additional icons under the selection cards to indicate which upgrades are considered weapons and which are considered abilities.


[h2]New Endless mechanic (Fatigue)[/h2]

As discussed in the previous development update, we continue to tweak and balance the Endless mode to keep it fun and challenging for all types of players. We're making the experience smoother with looser Horde scaling and some per-enemy balance tweaks across all modes, but we're also introducing a reason to keep growing and being aware of your surroundings by removing a state where the player could not be defeated at all.

With the introduction of a new debuff/mechanic called "Fatigue", which will appear in the late stages of Endless and Boss Rush modes, you will no longer be able to stay AFK in one place for hours without being defeated. Fatigue only affects one thing: your maximum damage buffer, which increases every second from a default base of 1000. In a game that's all about getting stronger and pushing the limits, we obviously don't want to nerf any player's strength and power with a debuff like that, so the Fatigue doesn't affect anything else at all.

Casual Endless enjoyers - don't worry! This debuff will start to accumulate after the victory mark minute, so it will have little to no effect on players who aren't looking for a tougher challenge. We believe that this change will ensure that the challenge remains as such, and that the game remains... well... a game - with both the winning and losing conditions working for the sake of an enjoyable experience.



These are just some of the many changes we are introducing in this update. We hope you'll enjoy version 0.4.0, explore new tactics that make the most of each Survivor's arsenal, and look forward to seeing what else we have in store for the future. Have fun!

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Patch notes / Changelog
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[h2]GAMEPLAY CHANGES & ADDITIONS:[/h2]
  • New Game Mode - Boss Rush (accessible after completing Hardcore on set map).
  • New Game Mode - One Hit (accessible after completing Boss Rush on set map).
  • 10 new achievements (empty reward slots are by design - we can always fill them in later versions).
  • 4 level-up choices when playing as a full team of Survivors (instead of always 3).
  • Old "Skip" function rebuilt into "Lockdown" - you can lock an upgrade to appear 100% next time.
  • New hold-down "Skip" button added, which lets player forfeit the level-up/chest/SOS selection.
  • "Reroll" function now ensures that the rerolled options will be different than the current ones (when possible).
  • "Fatigue" debuff added for game modes without a time limit. Reduces the maximum damage taken buffer after the victory state minute mark (20m/10m on Endless/Boss Rush). The calculation is: dmgcap = 1000 + 2% per minute, up to 5000 at 100%. This debuff doesn't affect player combat power or stats in any way.

[h2]QUALITY OF LIFE:[/h2]
  • "Indicators position" option added, allowing to customize on how are the arrows, magnet & health drop indicators displayed.
  • Weapons and abilities now have icons on the level-up screen to help differentiate between the two types of upgrades.
  • Small freeze-frame added when the selection interfaces are being closed, to better see the gameplay area before unpausing.
  • Stats now have popup descriptions on mouse-over on multiple different interface screens.
  • If the game detects a possibility of the save file being corrupted, it will show a message in main menu on how to restore a backup.
  • The feedback form (on the F8 key) now also sends the save and backup files, so that we can better assist in cases of lost progress.
  • Achievements in the achievement panel are now sorted more naturally.
  • Achievement tracking added to challenges that require reaching a certain number across multiple playthroughs.
  • Achievement "It's Dangerous To Go Alone" can now be completed while taking multiple stacks of the same one item.
  • "Reset points" option in skill-tree interface was made to be more visually noticable.
  • Alt-tabbing/switching window focus now mutes the game audio.

[h2]ISSUE & BUG FIXES:[/h2]
  • Fixes for "Armor" stat not working properly in some cases.
  • Abilities from previous runs should no longer trigger when starting a new game.
  • Enemy: "Boomer" no longer deals AoE damage before exploding.
  • Item: "Stretcher" fixed to no longer decrease the Health Regeneration stat in some cases.
  • Item: "Healing Potion" once again heal for the correct amount.
  • Yet another yet another potential fix for boss health bars being displayed for no reason.
  • Fix for the "Minigun" weapon not being able to deal critical hits.
  • Fix for visual glitches on the "Energy Shield" ability.
  • Fix for controller losing focus after banishing a choice.
  • Fix for new weapons and abilities not being marked as "NEW" in the level-up interface.
  • Minor language/translation fixes and wording improvements.
  • Other fixes and improvements.

[h2]BALANCE CHANGES:[/h2]
  • Base yellow XP gems value increased from 9 to 10 (blue gems scale 5x of this value).
  • Red XP gems buffed to give 35x the value of a yellow one (from 15x).
  • Enemy damage tweaked: Scarabs, Boomers, Spitters & Flies damage scale slower over time.
  • "Spitter" class enemies projectile speed reduced (6 -> 5).
  • "Desert Spitter" enemy HP reduced to 250 (from 400).
  • "Scarab" enemy base damage reducted to 250 (from 300).
  • "Scarab" enemy now has higher priority of being targetted by the aiming AI.
  • Endless: Enemy HP and speed stats scale slower (HP: 1.08 -> 1.065, Speed: 0.02 -> 0.0175).
  • "Iron Skin" powerup now applies +10000 armor (from +1000).
  • Tank: "Sawblade Drone" ability now has an attack speed scaling (+50%
  • Ability Cooldown).
  • Ghost: Weapons area of effect attacks now target more enemies.
  • Ghost: "Windcutter" weapon has had its base fire rate increased do 1.25 (from 0.75).
  • Ghost: "Thousand Cuts" weapon improved to properly target fast-moving enemies and summons.
  • Ghost: Base damage of "Katana Splash" & "Thousand Cuts" reduced to 100 & 150 (from 150 & 200).
  • "It's Over 9000!" achievement time requirement reduced to 1 second (from 2 seconds).
  • Other minor gameplay balance changes & tweaks.

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What's next?
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As you may know from looking at our roadmap and following our discussions with the awesome community (that's you!), there's a lot of things we'd like to add and improve. At the current moment, there are some things we'd like to and are preparing to implement for the next update.

First of all, we'd like to add a new character/Survivor to spice things up (if it goes as planned, it'll be quite a hot addition!), and we're planning a lot of rework/improvements to stats & itemisation. We'll be looking at ways to make weapons and abilities more interesting by exploring their progression, paths and synergies.

The different systems are still evolving in our minds, but we want to continue to explore the synergies between the mechanics of the game, giving more room to the passionate players who want to experiment with what works well with what, while continuing to make the game enjoyable for the casual player.

Most of the upcoming changes are still undetermined, but feel free to check our roadmap from time to time to see what's currently planned: https://trello.com/b/Ipc33X20/yet-another-zombie-survivors-roadmap


It goes without saying, but we'll say it again: we're glad you're with us on this journey to make a great game, and we hope you'll continue to support us by playing, giving us feedback, reporting issues, and leaving us reviews on Steam. Thank you so much!

As always, we're super open to feedback, so keep sending it in - we read and consider every post, every thread, every comment, and every F8 form you send (thanks for your words of encouragement ːheart_meː).

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! Have fun!

ㅤStay awesome,
ㅤㅤAwesome Games Studio



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

Public Beta Test - Version 0.4.0

Welcome, Survivor!

We're releasing the 0.4.0 beta test version to our Public Beta branch here on Steam, and we'd like to invite you to take a look at the changes we've made to the game. Feel free to give us your feedback on the state of YAZS and help us iron out any remaining issues before we release it to a standard branch for everyone to enjoy!

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 "0.4.0 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 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]
There are multiple things we'd like you to take a look at and share you're feedback on them.

Here are some of the things added/changed in this version:
  • New Game Mode - Boss Rush (accessible after completing Hardcore on set map).
  • New Game Mode - One Hit (accessible after completing Boss Rush on set map).
  • Base XP gem value increased from 9 to 10 (blue and red gems scale 5x and 15x of this value).
  • "Skip" function rebuilt into "Lockdown" - you can lock an upgrade to appear 100% next time.
  • Enemy damage tweaked: Scarabs, Boomers, Spitters & Flies damage scale slower over time.
  • 4 level-up choices when playing as a full team of Survivors (instead of always 3).
  • Endless Mode: "Fatigue" debuff added. Reduces the maximum damage taken buffer after 20 minutes (dmgcap = 1000 + 2% per minute, up to 5000 at 100%). Doesn't affect player combat power or stats.
  • Ghost's AoE attacks now target more enemies, especially noticeable on large groups of zombies (base damage reduced for balance).
  • 10 new achievements (empty reward slots are by design - we can always fill them in later versions) & improved achievement panel sorting.
  • Alt-tabbing/switching window focus now mutes game audio.
  • Fixes to most reported issues.
  • Minor gameplay balance changes & tweaks.

An extended patchnote with detailed changes will be prepared for the full release of 0.4.0 update, as all the current changes are subject to revision upon your feedback. Please feel free to share all your thoughts with us, thank you!

This beta test is expected to last about 10 days, after which we will release an updated version of the game.

See you very soon!

ㅤStay awesome,
ㅤㅤAwesome Games Studio


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

Yet Another Development Update — September 2023

[h3]Welcome, Survivors![/h3]

We're happy that you're enjoying the content update we've prepared by the end of August.

For this devlog, we've prepared answers to some recurring questions about the game, as well as other important things we want to talk to you about. We hope you'll join us as we explore the possible outcomes and future of Yet Another Zombie Survivors.



ㅤ* Sanji the rabbit with one of his adoring fans.


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  • [h3]Problem: Will the recent changes in Unity pricing hurt you & YAZS?[/h3]
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To be honest, we don't know.

As you might have heard, there was a recent change of pricing methodology introduced by the Unity (the Game Engine we're using). At first glance (and second glance as well) it seems to be an awful thing that will hurt lots of independent developers, and by extend - the players.

In short, it looks like Unity wants to introduce an additional payment from the developers, which consist of 0.15 USD per install. This might not look like much, but then, you need to consider what "per install" really means, and the fact, that it looks like it will count EACH install and reinstall of the game (on PC, on consoles and mobile it might be even worse).

This means, that each person who bought the game, would only need to install and run the game multiple times on different computers, for the Unity to charge us a real amount of money.

This means, that people who haven't bought the game and downloaded it through less than legal means would also make us pay for them launching their game, with not much of ways of us defending against that.

This means, that in theory, bad people would be able to instantly put us into a risk of bankrupcy by running bots & scripts to install, run, and uninstall/refund the game hundreds of times across many virtual PC's.

We are both shocked and disappointed by this unexpected change of pricing from the company we've trusted for years, especially because of the short notice and how poorly was it thought out in terms of considering piracy and bad actors.

Said change is currently a topic of heavy discussion online, as it's planned to go live by January 1st, 2024. We still believe that the new pricing will not go live in the current shape, and something more reasonable will be proposed instead.

Let's hope everything will turn out ok in the end 🤞


ㅤ* Example of an awareness campaign when the planned changes go live (via @TafferKing451).


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  • [h3]Problem: I can't seem to get enough potatoes in a run![/h3]
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We've all experienced the pain of needing that third potato to complete our build like the icing on the cake, but it continues to elude us like a lie. We're thinking of several ways to solve the problem of too many wanted and unwanted items in item chests. Here are some ideas we'll almost certainly implement going forward:

1) Items that are already in your inventory but have multiple possible stacks (can appear more than once) will have an increased chance of reappearing. This should make it much easier to specialize in set builds without relying so much on luck. Of course, this would need to be tweaked on a case-by-case basis, as there are also one-time use items like Pills and Health Potions involved. When life gives you potatoes, make French fries!

2) We are planning to redesign the "Skip" feature, as we can all agree that its current state is less than ideal. What we're currently thinking of doing is changing it to an aptly named "Lockdown" function. It would serve as an ability to lock down an item or upgrade so that it will appear with 100% chance the next time the same selection interface is opened. This should help a lot in all those cases where you see two great options, but you're forced to choose only one.

3) Item page in the Codex/Encyclopedia interface (also coming), where you can browse through the items you have unlocked, see which ones you have left to unlock, and most importantly, create a pool of items you want to appear in the game from all the items available. We're thinking of allowing players to mix and match all the items in the Codex at will, with only one restriction; there must always be a set minimum number of items in the game that you can't go below. This is for both balance and fun factor reasons.


ㅤ* 100% fake inscenization of what it could look like (we actually need to program it first).


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  • [h3]Problem: There are too many abilities on the level-up screen![/h3]
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We're aware of the problem that when you unlock new character tiers, their new abilities will clutter up the leveling options.

It's a tricky situation to be honest. We are planning to add ability evolutions, ultimate upgrades, maybe even different weapon evolution paths, but the problem of having too many options will always haunt us.

Contrary to the direction we're planning for itemization, we don't want to just let people ban abilities before they start the run, because we feel that actively planning and strategizing how to best use the tools the game gives us is one of the most fun parts of the game. Making it so that you always get exactly what you want, while sounding fun at first, would be very unbalanced and lead to "only viable builds" with no branching paths and real-time improvisation.

Increasing the chances of weapons and set abilities appearing against each other could theoritically lead to some negative outcomes, such as in situations where the player wants to play a weapon-less or ability-less run, or where they keep getting level-ups for things we think they want to get but they don't plan to take (wasting more banishes in the process).

One of the things we are considering is adding an extra option slot per additional Survivor in your party (up to 5 options total), which should greatly reduce the "luck" factor in the game. But... it might be tricky to implement with the way the current interface looks and scales, as legibility is very important to us, especially on smaller screens like the one in the Steam Deck.

Either way, we'll see what we can do! The situation will improve as we continue to balance the experience gem values, increase the banish/reroll stats, and with the upcoming implementation of the new "Lockdown" feature (see above).


ㅤ* "Hey guys, is it me, or is it getting a bit cramped around here?"


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  • [h3]Problem: The game is too hard, I can't finish the level![/h3]
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We get a lot of reports that the game is too hard in its current state.

We've made some tweaks and adjustments in this regard and will continue to balance the game as we go. Please note that while it is possible to complete the level without unlocking anything new or advancing on the meta progression ladder, we are trying to discourage this as a viable strategy.

You are supposed to lose in this game. We strongly believe that losing is an integral part of the experience, and something that makes us learn from our mistakes and grow stronger over time.

Don't worry, in time (and with the upcoming updates) you'll gain enough power to become an unstoppable force, cutting through the horde like butter, but the experience of gaining power is an integral part of this game, and the whole Bullet Heaven / Reverse Bullet Hell genre.

Don't give up, get up and keep fighting. You can do this!

We'll be here to support you, so good luck & have fun!

ㅤ* Scientifically accurate visualisation of what happened to Scarabs in 0.3.3 HOTFIX.


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  • [h3]Problem: The game is too easy, I can't die in the level![/h3]
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We get a lot of reports that the game is too easy in its current state.

From the feedback we collect, we can attribute almost all of these comments to the Endless Mode, where the mix of team stats and in-game systems puts players in a state of play where there is no losing state and they can play forever.

We've tried tweaking things before to keep things balanced across all game modes, but that doesn't seem to be a viable strategy going forward. While Endless is one of the most played game modes at the moment, it's not the only one available - all of our players have to tackle the Default game mode first before they have the option to enjoy Endless.

As we don't want to take away the feeling of being overpowered - one of the main focuses of this genre is to eventually become the ultimate killing machine - here are some of the ideas we have to tackle the "Endless Problem":
  • Focus on additional Endless Mode customizations for in-game systems, characters, enemies, weapons, abilities, items, etc. - This takes the most development time and requires a lot of testing, which may not be the best idea overall.
  • Adding a per-enemy custom scaling parameter, which we're working on implementing, and should help a lot with situations where one enemy is way too weak while the other is way too strong at the same Horde Level.
  • Introduce a "Fatigue" debuff for Survivors that could stack indefinitely starting around the 30 minute mark, which would decrease their defensive stats over time, but not their offensive stats. For example, the maximum damage taken buffer and/or invincibility frames would steadily decrease, making each hit taken more deadly. This would not take away the damage potential of the squad and the fun factor of actually "playing the game", but it would solve the invincibility problem.
Of course, we would also continue to tune down things - especially the ones that can't get better in the current release, like weapon reload speed - with the premise that the same level of power can still be acquired through upgrades and unlockables, so that the sense of progression and growth remains consistent. Keep in mind that this is an early access game, and I think we both don't want to reach the absolute limit of meta progression just yet.


ㅤ* Gameplay might break a little bit after 2 hours of Endless (video user jxion shared on our Discord).


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  • [h3]Problem: There's not enough content! Get back to work![/h3]
[hr][/hr]
Oof!

We're constantly working to add more, but it's a battle that can't really be won. We will always want for there to be more, especially of the stuff we enjoy. Everyone would love for the fun to never end.

Don't worry - we're adding more of literally everything! Characters, maps, game modes, meta progression, new options, new mechanics. The thing is, it takes time, and in this world there are large game development companies with hundreds of people working on individual projects to produce content quickly, and even they miss deadlines all the time.

We're a small team, with usually up to three people working on the game at any given time, and a single programmer who, as of this writing, is taking a short vacation to catch his breath and regain some much-needed energy.

It may sound like an excuse, but what we want you to understand is the reality of indie development. We're doing our best, and we all want this game to be packed with extra activities and endless amounts of content, but things like that take time, and we're trying not to rush out a cluttered, buggy mess, but an enjoyable experience.

As mentioned in one of the previous patchnotes, we'll be spending the next few weeks tweaking the code and in-game systems, which may not look spectacular, but is incredibly important. We're also looking to tweak some things like the aforementioned recycling mechanic, or some of the stats stacking down instead of up (ability cooldown -50% -> ability cooldown reduction +50%) - things like that.

But! That doesn't mean you won't have more stuff to do if you've cleared everything.
We'd like to let you know, that we'll soon be adding two new optional game modes:




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BOSS RUSH

ㅤㅤㅤㅤㅤㅤㅤ

ONE HIT

Boss Rush Mode would be a pretty normal & chill game mode with a twist. The twist is that instead of waves of basic zombies, you'll be fighting mini-bosses (and most likely big bosses in future versions). We don't know what the perfect time limit would be for this mode, but I'm sure we'll figure it out together with you when it hits the public beta branch.

One Hit Mode is a bit more complicated. As the name suggests, you can be defeated with a single hit, so it's a challenge of how well you can hit incoming enemies while dodging their attacks. To keep it healthy and reduce the potential stress involved, we think this would consist of 5-minute runs. Also, the dodge chance could be forced to 0%.

There's obviously a lot of nuance and per-mode tweaking that goes into these additions, but with your help, I think we can find an ideal place for them to coexist with the rest of the current and upcoming content additions.

There are also tons of incredible ideas suggested by you - our players - many of which we'd love to implement over time, slowly but surely making the game even more awesome, update after update.


[hr][/hr]
  • [h3]Problem: This news post is getting too long![/h3]
[hr][/hr]
We're actually working hard to fix that.

One of the ways we'll address this is to thank you all for reading. We're glad that you're with us on this journey to make an awesome game out of what we currently have, and we hope you'll continue to support us by playing, giving us your feedback, reporting issues and leaving us reviews on Steam.

We'll continue to do our best, and while it sometimes (often) takes us longer than expected, we can guarantee that we're doing our best to give you a crazy fun title to enjoy!

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


Once again, thank you all for playing & for reading! ːluvː

ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Update 0.3.3 HOTFIX

[h3]Welcome, Survivor![/h3]

We're releasing another update to address issues introduced by the recent patch changes.

  • "Scarab" enemy damage scaling reduced. We'll continue to adjust all the damage sources.
  • "Scarab" enemy now has an additional glow effect to be much easier to spot.
  • Endless Mode: Enemy speed stat growth over time reduced by approximately half.
  • Endless Mode: Maximum damage received cap set back to 1000 (from 1500 in version 3.2).
  • Audio volume tweaks.


We're aware of the other issues you've encountered so far, and we're working on fixing them all. Please allow us some more time to deliver these fixes. Thank you for playing & for your patience!

ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Update 0.3.2

[h3]Welcome, Survivor![/h3]

We're releasing another update to address the issues you've been reporting and to make some necessary gameplay tweaks. Also, read the note below the changelog for information on the future update. Enjoy!

[hr][/hr]
Patch notes / Changelog
[hr][/hr]
[h2]GAMEPLAY CHANGES:[/h2]
  • "Weapon critical damage" stat now has correct base value of 200% (previously 150%).
  • Endless Mode: Reduced and set an upper limit to the movement speed of the enemies (250%).
  • Endless Mode: Every minute now increases the number of enemies by +1%.
  • Huntress: "Explosive Arrows" reworked so it deals 100 direct damage (from 140) and explodes after 1.25s (from 0.75s), but the explosion size is increased to 3m (from 2.5m) and deals 300 damage (from 250).
[h2]QUALITY OF LIFE:[/h2]
  • "Revived" effect now has better indication on when it triggers.
  • Improved visual ground markers of enemy projectiles for better visibility.
  • Scarab enemies are now bigger to be easier to spot (their hitbox remains the same).
  • The meta-progression team level now displays on the gameplay's user interface.
  • Added DPS stat for "Ricochet", "EMP Grenade" and "HoloGhost" to the endscreen interface.
  • Sanji is now less shy, so he comes out quicker (after 2.5s, from 4s).
  • Improvements to the volume levels of multiple sound effects.
[h2]ISSUE & BUG FIXES:[/h2]
  • Fixed some of the enemies damage sources not scaling correctly with the Horde level.
  • Butcher boss should no longer cause collision issues with the Survivors (getting stuck in place).
  • "SOS signal" notification no longer erroneously occurs when exiting or restarting the current run.
  • Achievement "Cause Baby, You're Firework" has its triggers fixed and improved in multiple ways.
  • Achievement "Om Nom Nom" now correctly tracks and saves the number of zombies eaten.
  • Tank: Potential fix for the "Bombing Strike" ability not dropping all the bombs.
  • Medic: Potential fix for the "Reanimation" ability not activating in some rare cases.
  • Medic: "Field Surgery" (previously "PhD") ability now shows the correct amount of Health regeneration per level.
  • Fixed some items that did not correctly highlight the associated stats.
  • Translation improvements.
  • Other unlisted bugfixes.
[h2]BALANCE IMPROVEMENTS:[/h2]
  • Maximum movement speed of enemies was reduced.
  • Big Mummy boss spike attack has its hitbox reduced by around 20%.
  • Endless Mode: Enemies health point grow curve has been flattened (grows slower).
  • Endless Mode: Maximum damage received cap raised from 1000 to 1500 for this game mode only.
  • "Magazine Clip" item now decreases the Weapon reload time by -15% (from -25%) and has one stack (from 2).
  • "Rock 'n' Roll" and "Skip Rope" items now gives +3 rerolls/recycles per stack gained (from +2).
  • "Ban Hammer" item now gives +2 banishes per stack gained (from +1).
  • Medic: "Antidote Flask" weapon damage per level increased to +25 (from +15).
  • Medic: "Frost Flask" weapon damage per level increased to +30 (from +20).
  • Medic: "Reanimation" ability now has HP restored and Invincibility after activation scaling per level.

[hr][/hr]
We'll continue to work on the remaining issues over time and improve options that don't seem ideal yet (looking at you, Arrow Penetration). We plan to address the rest of the feedback related to the recent changes, but we ask you to wait a little longer as many of the changes require time to implement and most likely a few days of beta testing.

We'll also be working on optimizing the code and fixing some underlying issues / streamlining some calculations, so the next few weeks may not look as spectacular at first glance, but are still crucial for the health of the game in the long run. We can assure you that we're fully committed to this game and will continue to tweak and improve it on all fronts.

Thank you for your support!

ㅤStay awesome,
ㅤㅤAwesome Games Studio