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Yet Another Zombie Survivors News

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
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[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.

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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

Yet Another Update 0.3.1 HOTFIX

[h3]Welcome, Survivor![/h3]

We're pushing out a quick update to fix some of the issues you've been reporting since the 0.3.1 patch.

[h2]ISSUE & BUG FIXES:[/h2]
  • Your characters should no longer get beneath the ground or walk in the air
  • Proper Chinese characters should now be displayed in the control remapping panel


We're sorry for the inconvenience! Please be assured that we are monitoring the situation and will continue to do so, so please report any issues and we'll do our best to fix them.

Thank you for your patience.

ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Content Update 0.3

[h3]Welcome, Survivor![/h3]

The first content update is now live!

We hope you have fun playing on the new map, fighting new enemies, completing new challenges, and experimenting with new items and abilities! Please share your feedback with us, and remember that this is just the beginning, with much more content and in-game systems to come.

We've also implemented many of the things you've asked for, from manual aim & shoot options to one-hit kill prevention mechanisms. There are also a lot of other minor improvements and QoL, like improved item tooltips or fixes for FSR and Bloodless modes.

We've also streamlined the critical hit system, as it wasn't clear what was supposed to crit and what wasn't. It's now a simple boost to the damage done by weapons and abilities directly related to them. Its base damage has also been increased from 150% to 200%.

Special thanks to all of our beta testers for helping us squash the bugs and providing invaluable feedback. As always, we will continue to monitor the situation and address any remaining issues as they arise.

Have fun conquering the dunes!


[hr][/hr]
Patch notes / Changelog
[hr][/hr]
[h2]NEW CONTENT:[/h2]
  • New map "Vile Wasteland" with new environmental hazard.
  • New enemies unique to the new map, as well as modifications to the old ones.
  • 11 new items, most of which have unique triggers (On boss kill, on critical hit, etc.).
  • 6 new second-tier abilities, one for each Survivor (i.e. "resurrection" mechanic for Medic).
  • 19 new achievements, some of which offering new, tougher challenges.
  • Sanji.
[h2]GAMEPLAY CHANGES:[/h2]
  • Weapon manual aim & weapon auto-shoot features.
  • Manual/auto aim toggle on middle mouse button / right thumbstick press (both are rebindable).
  • Damage received buffer: The maximum damage a player can take is now capped at -1000 HP.
  • Melee attacks (Ghost) are made from the edges of the party circle instead of the character's model.
  • Streamlined critical hits to cover only the Survivor's weapons and abilitites related to these.
  • Further improvements to the aiming AI and weapon target priorities of the Survivors.
[h2]QUALITY OF LIFE:[/h2]
  • Improvements to weapon/ability/item selection screens (stat highlight, color indicators).
  • Endscreens now display additional information such as the game mode and version number.
  • Skill-tree "Reset" option now has a confirmation prompt.
  • Options menu now includes descriptions of each setting and preview images where needed.
  • Better FSR implementation (no more blurred UI & better visuals).
  • Abilities in the pause menu now have descriptions on mouse-over.
  • Game size reduction & RAM usage improvements.
  • Improvements to Bloodless mode.
[h2]ISSUE & BUG FIXES:[/h2]
  • Fix for the game not correctly saving progress and/or not creating new backup save files.
  • Fix for the game displaying two interfaces at the same time & unpausing the gameplay on UI screens.
  • Fix for magnet & healthpack powerups disappearing from the ground with time (they shouldn't).
  • (Yet another) Fix for boss health bars staying on screen after the enemy is defeated.
  • Limit on simultaneous audio instances increased from 32 to 64 to fix some reported audio glitches on Endless Mode.
  • Fix for SOS Signal recruited Survivors giving wrong stat bonuses.
  • "Brigthness" setting in game options should now save correctly.
  • Other bug fixes for most of the reported issues.
[h2]BALANCE CHANGES:[/h2]
  • Base Critical Damage stat increased to 200% (from 150%).
  • "T-Pose Doll" now increases the Immunity Time After Taking Damage by 0.3s (from 1s).
  • "Wooden Stick" now also decreases the Ability Damage stat by -5%, but has 2 stacks (from 5) and increases the Experience Gain Modifier by +25% (from +10%).
  • Skill-tree: "Role Player" now increases the experience points by up to 25% (from 50%).
  • Skill-tree: All three upgrades to Recycle, Reroll and Banish stats now give +2 per point (from +1).
  • Life steal now has an internal cooldown of 0.2s to prevents overheals in values of thousands of HP.

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Thank you for all the positive reviews you're leaving us on Steam ːheart_meː

Please keep in mind that the game is a work in progress, so it will only get better with the implementation of new content, quality of life features, and upcoming revisions to some of the systems.
We all want this game to be great, and we hope you'll join us on this journey and give us your feedback!

Thank you for reading. Have fun with the update & don't forget to feed Sanji!

ㅤStay awesome,
ㅤㅤAwesome Games Studio

Public Beta Test - Version 0.3.0

Welcome, Survivor!

We're releasing the 0.3.0 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 "0.3.0 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 map with new enemies and new environmental hazards (unlocked by completing Default Mode on the first map).
  • One new tier two ability for each survivor (i.e. a new resurrection mechanic for Medic).
  • 11 new items & 19 new achievements.
  • Weapon manual aim & weapon auto-shoot features.
  • Damage received buffer: The maximum damage a player can take is capped at -1000 HP.
  • Melee attacks (Ghost) to be made from the edges of the party circle instead of the character's model.
  • Streamlined critical hits to cover only the Survivor's weapons and abilitites related to these (e.g. Ricochet).
  • Fix for the game not correctly saving progress and/or not creating new backup save files.
  • Fix for the game displaying two interfaces at the same time & unpausing the gameplay on UI screens.
  • Fix for magnet & healthpack powerups disappearing from the ground with time (they shouldn't).
  • (Yet another) Fix for boss health bars staying on screen after the enemy is defeated.
  • Other bug fixes for most of the reported issues (Engineer's screen flashes are still work in progress).
  • Endscreens now display additional information such as the game mode and version number.
  • Improvements to weapon/ability/item selection screens (descriptions, stat highlight, color indicators).
  • Abilities in the pause menu now have descriptions on mouse-over.
  • Game size reduction & RAM usage improvements.
  • Limit on simultaneous audio instances increased from 32 to 64.
  • Skill-tree reset function now has a confirmation panel.
  • Improvements to Bloodless mode & FSR implementation.
  • Options menu now includes descriptions of each setting and preview images where needed.
  • Minor gameplay balance changes / tweaks.

Please also take a look at our Roadmap Board for the quick list of notable changes.

An extended patchnote with detailed changes will be prepared for the full release of 0.3.0 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 5 days, after which we will release an updated version of the game.

See you very soon!

ㅤStay awesome,
ㅤㅤAwesome Games Studio