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Into the Dead: Our Darkest Days News

Patch Notes: Hotfix v0.9.2

Patch Notes: Hotfix v0.9.2
[h2][/h2][p][/p][h2]Fixes[/h2]
  • [p]Fixed an issue where the Sunstroke State did not resolve after assigning the affected survivor to the Rest Area.

    [/p]
[h2]Adjustments[/h2]
  • [p]Removed the age limit for consuming alcohol. Merry Christmas. Be responsible.

    [/p]
[p]_____[/p][p][/p][p]Harriet &[/p][p]the Into the Dead team [/p]

Dev Update #38: Walton City Wrapped

People of Walton.
[p][/p][p]What a year it has been.[/p][p][/p]
  • [p]We launched into Early Access.[/p]
  • [p]We released 6 major updates and 14 patches. [/p]
  • [p]We were in the top 20 global sales for the launch month of April 2025.[/p]
  • [p]We were nominated for 2025 Game of the Year at the Horror Game Awards and Most Anticipated Game at the 17th Unity Awards. [/p]
[p]
And we couldn't have done it without our community of dedicated players - that's YOU, right here, right now, reading this - helping us to shape the vision of the game.[/p][p][/p][p]So we thought we'd put together a little "Walton City Wrapped" to celebrate some of the best and worst things you've done...[/p][p][/p][p][/p][p]Refusing to recruit a poor elderly woman (with a vegetable perk?!). You should be ashamed. [/p][p]
[/p][p]Members of the dev team are also known to stumble off a roof to their doom from time to time, especially when exiting a level with precious loot.[/p][p] [/p][p][/p][p]Anyone reckon they can beat that survival record?[/p][p][/p][hr][/hr][p][/p][p]We'd also like to share that our studio will be officially closed from 24th December to 4th January (inclusive) for the holidays. We've got core folks on call for any emergencies, but otherwise we'll be taking a much needed and much deserved break and returning to bring you the Heart of Darkness.[/p][p][/p][p] [/p][p](This art not officially endorsed by the art direction team.)[/p][p][/p][p]Thanks for being with us for 2025. We can't wait to continue the journey in 2026 as we head towards hard launch.[/p][p][/p][p]Harriet & [/p][p]the Into the Dead team.[/p][p][/p]

Patch Notes: Hotfix v0.9.1

[p]Squishing a few bugs.[/p][p][/p][p]_____[/p][p][/p]
Patch Notes: Hotfix v0.9.1
[p][/p][h2]Fixes[/h2]
  • [p]Fixed an issue where survivors could die from Morale loss even if they were assigned to the Communal Area and gained enough positive Morale to stop them from dying.[/p]
  • [p]Fixed an issue where the audio sting played twice in the opening sequence.[/p]
  • [p]Fixed an issue where players could get different positive/negative relationship events when reloading a save.[/p]
  • [p]Fixed an issue where some zombies were using human NPC animations instead of zombie versions.[/p]
  • [p]Fixed an issue where Romance states could display incorrectly in the Day Log.[/p]
  • [p]Fixed an issue where, if Vince got a Deep Wound, he also got the "A survivor is potentially infected" Morale influence.[/p]
  • [p]Fixed an issue where Morale-enabled or disabled Traits were being displayed before the States or Morale influences that caused them to happen in the first place.[/p]
[p][/p][h2]Adjustments[/h2][p][/p]
  • [p]Hope is now a Morale influence instead of a State.[/p]
[p]_____[/p][p][/p][p]Don't forget to join the Discord! [/p][p]https://discord.gg/Xd8RPnRZjx[/p][p][/p][p][/p][p]Harriet &[/p][p]the Into the Dead team[/p][p]
[/p]

Update Notes: Early Access Update #6 - Relationships & Morale

RELATIONSHIPS & MORALE
Early Access Update #6 - 0.9 Notes
[p][/p][h2]Survivor Relationships[/h2][p][/p][p]From today, relationships will now begin to form between survivors in your shelter. [/p][p]When survivors make certain decisions while out scavenging, complete certain tasks within the shelter, or spend time together in the communal area, this can now change how they feel about one another. [/p][p][/p][p][/p][p]The types of relationships are hostile, disgruntled, indifferent, friends, close friends and family. [/p][p]Grief and Guilt states will also now affect survivors to different degrees, depending on how close they were to the survivor who died. For some survivors, a "Missing Loved One" Trait may never go away. [/p][p]You can see all of the relationship statuses in the new Relationships tab of the Survivor menu. [/p][p][/p][h3]Romance[/h3][p][/p][p]There is now also a chance that some characters may develop feelings for each other in the tight confines of their shelter. [/p][p]A romance has a chance of blossoming if a pair are romantically compatible and a romance-specific item is shared by them together at the communal area. [/p][p]Romance items have been distributed around the map and include Grapes, Red Grape Juice, Cheap Wine, Fine Wine, and Chocolate.[/p][p][/p][h2][/h2][h2]New Morale System[/h2][p][/p][p]Instead of being a bar that is drained over time, a survivor's Morale will now be based on all the positive and negative influences that are affecting them at the time. [/p][p]A survivor's Morale can be affected by their States and Traits, certain consumable items, shelter curveball events, and even relationships. Some morale influences are permanent, while others last for a set duration. [/p][p]When a survivor's Morale falls below a certain point, a negative Trait will be activated. When a survivor's Morale is raised above a certain level, a positive Trait will be activated.[/p][p][/p][p][/p][h2][/h2][h2]Shelter Event Choices[/h2][p][/p][p]Certain shelter events will now force you to make a choice. Be careful how you respond, though, as choices can have unintended consequences…[/p][p][/p][p] [/p][p] [/p][p][/p][h2]Critical Kills[/h2][p][/p][p]When attacking with a melee weapon, there is now a small chance for an enemy to be briefly stunned. When this happens, a critical kill execution option will appear, similar to a stealth execution, which kills the enemy instantly. The chance of this occurring depends on each weapon's critical kill chance, and how low an enemy's health is.[/p][p][/p][h2][/h2][p][/p][h2]Adjustments[/h2]
  • [p]Revamped the Day Log to better present information, especially in regards to Morale and Relationship information. It also now displays items that have been generated by survivors through their traits (e.g. Mei's Engineering Student trait), and displays all information chronologically in one column. [/p]
  • [p]The Survivor tab in the menu has been reorganised to include Morale information.[/p]
  • [p]Players can now change survivors while the Shelter menu is open by clicking on the survivors’ portraits.[/p]
  • [p]Players can now cycle through the loading tips on the loading screen using the left/right controls. [/p]
  • [p]Updated the State and Trait icons with colours to better indicate if they are positive, negative, neutral or recovering.[/p]
  • [p]Added a small visual for when the player’s mouse hovers over the HUD buttons.[/p]
  • [p]Updated the balancing for the chance of recruiting a survivor with a Deep Wound.  [/p]
  • [p]Extended Hao's unarmed melee combo window so it's easier to activate his spinning kick.[/p]
  • [p]Minor improvement to the camera positioning for conversations in Hao's survivor mission.[/p]
  • [p]Vince, Mei, Kayla and Leo can no longer "use" alcoholic beverages (e.g. beer) as they are under 21.[/p]
  • [p]Removed the saloon doors from the Thirty Ought Six shelter so survivors stop getting stuck there.[/p]
  • [p]Changed Splint to be craftable from the Level 1 Medical Bench instead of Level 2.[/p]
  • [p]Adjusted Medicine crafting so it costs the same on the Level 2 Medical Bench as it does on the Level 3 Medical Bench.[/p]
  • [p]Minor improvements to the "crawl under" interactable. Zombies also won't see survivors on the other side of obstacles they've crawled through or see survivors while they're crawling under if they aren't aggro'd already.[/p]
  • [p]Added an image to Kayla's shelter event "Another Argument".[/p]
  • [p]Increased loot amounts in locations around the Aunty Mae's Truck Stop Diner shelter to make that location start a bit easier.[/p]
  • [p]Adjusted loot amounts in the following shelter locations: Value Records, Galaxy Zone Arcade, Kinski Foundation Gallery, Aunty Mae's Truck Stop Diner, Thirty Ought Six Bar, Texway Gas Hart St, Ashby Hoarder's House, 319 Schrader St, Texas Sport Supply, Stanton & Son Meats, Best Electronics, Fitzgerald House and Chiefways Operations Center.[/p]
  • [p]Reduced the number of zombies that appear in RM&K Communications and Mitchum Powell Plaza.[/p]
  • [p]Added additional music for Hao's survivor mission.[/p]
  • [p]Polished some of the PA and phone sounds in the Spill Zone plan.[/p]
  • [p]Added additional sound effects to the Bowen Street Construction Site for Kayla's survivor mission, Hao's survivor mission, and Seb's survivor mission. [/p]
  • [p]Polished the sound for doors in the Abandoned Kosyaire Factory and Pogo's Greenhaven. [/p]
  • [p]Minor improvements to the sound of bullet impacts on some surfaces.[/p]
  • [p]Minor optimisations to players interacting with different components in a level.[/p]
  • [p]Minor optimisations to how enemy behaviour works.[/p]
  • [p]Minor art tweaks to Victory Meat Processing.[/p]
  • [p]Implemented AMD FSR 2 Dynamic Resolution setting.[/p]
  • [p]Added the Boltray Games logo to the opening sequence.[/p]
  • [p]Added a Survey button to the Main Menu.[/p]
  • [p]Survivors can now shoot down the chandelier in Old Ballard. It will kill anything that it falls on. Have a go.[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Fixed an issue where a non-infected Deep Wound wouldn't resolve.[/p]
  • [p]Fixed an audio issue where survivors were constantly panting. Sorry.[/p]
  • [p]Fixed the doubled up loot point in 9th Precinct Station.[/p]
  • [p]Removed the "Spare me!" dialogue from a downed Garrett, as he wouldn't say that. [/p]
  • [p]Fixed a bug where Garrett would remain at the Abandoned Kosyaire Factory despite Hao being dead. He should now disappear if that happens. [/p]
  • [p]Fixed a bug where players could get the shelter event in Kayla's survivor mission where she and Hector fight, despite Hector being dead . [/p]
  • [p]Fixed a bug where Mei was unable to hit anything when firing the G911 pistol.[/p]
  • [p]Fixed a bug where players could get both of Sebastian's survivor mission endings in the same run by saving and then killing Brooks. [/p]
  • [p]Fixed a bug where there were no sound effects when survivors jumped on and off a car in RM&K Communications.[/p]
  • [p]Fixed a bug on the map where it was showing that loot was available at the Bowen Street Construction Site when it wasn't, because it was locked behind Kayla's survivor mission.[/p]
  • [p]Fixed a bug where a Plan would pin on players’ UI when they found the last lead, instead of when they get the "Plan Unlocked" shelter event.[/p]
  • [p]Fixed Garrett sometimes ignoring Hao when he first enters the safe room. [/p]
  • [p]Fixed an issue where Hao could bring grenades into the final fight with Garrett.  [/p]
  • [p]Fixing audio on sliding doors in the Abandoned Kosyaire Factory and Victory Meat Processing.[/p]
  • [p]Fixed a bug where dormant zombies would briefly pop up and then pop down again as the player loaded into a location.[/p]
  • [p]Fixed a bug where doing June's objectives in the Spill Zone plan in a certain order would not not tick off her objective i.e. if players killed her in one scavenge and looted her Hazmat Suit in a later scavenge. [/p]
  • [p]Fixed a bug where the zombie by Vince's cage in Elkins Family Clinic would walk into a door instead of attacking the player.[/p]
  • [p]Fixed an issue where zombie shadows were visible through the line of sight filter.[/p]
  • [p]Fixed a bug in Fitzgerald House where survivors couldn't get hit when they stood by a certain window.[/p]
  • [p]Fixed a bug in Fitzgerald House where survivors could get stuck in a falling animation on the roof.[/p]
  • [p]Fixed a bug in Fitzgerald House where survivors couldn't climb down from the roof.[/p]
  • [p]Fixed a bug in Fire Station No. 13 where patrolling zombies would get stuck walking into a locked door.[/p]
  • [p]Fixed a bug where survivors could warp through the back of the truck at the back of Aunty Mae's Diner[/p]
  • [p]Fixed a bug where survivors could warp outside through a wall in the attic at Bottle Hill Ruin if they tried to climb up a ledge there.[/p]
  • [p]Fixed a bug where zombies were falling through the ground outside Pogo's on 9th.[/p]
  • [p]Fixed a bug in Old Ballard where zombies could get stuck on the edge of the floor collapse.[/p]
  • [p]Fixed the positioning of some cover points in RM&K Communications.[/p]
  • [p]Fixed some missing cover point indicators in Jensen Elementary.[/p]
  • [p]Fixed the Cramped and Overcrowded shelter events, as well as the Shy trait, so that they activate and deactivate immediately on getting a certain number of survivors in the shelter, rather than on the next phase. [/p]
  • [p]Fixed an issue where survivors could stealth kill enemies through doors.[/p]
  • [p]Fixed an issue where patrolling zombies would sometimes get stuck at closed doors.[/p]
  • [p]Fixed an issue in Jay's Motel where zombies would run away from the survivor when the survivor approached a ledge.[/p]
  • [p]Fixed an issue where background zombies would sometimes run to the wrong place after being woken by noise.[/p]
  • [p]Fixed an issue where the "Barricade Attack Chance Per Phase" setting didn't change between difficulty presents.[/p]
  • [p]Fixed a bug where Hao's ground execution animations were missing sound effects.[/p]
  • [p]Fixed a bug where the visual effect behind firearm names was too long.[/p]
  • [p]Fixed a bug where weapon stat titles looked too small or would line break weirdly in Thai and Portuguese.[/p]
[p][/p][p][/p]
Coming for Update #7 in January
[p][/p][p]An all new Escape Plan, Heart of Darkness. [/p][p][/p][p] [/p][p]See you in the Discord: [/p][p]https://discord.gg/Xd8RPnRZjx[/p][p][/p][p]Harriet &
the Into the Dead team[/p][p][/p][p][/p][p]
[/p]

News: Relationships & Morale Trailer

Relationships, Morale, and More...
[p][/p][p]We're two days out from Early Access Update #6, our final update of the year! [/p][p][/p][p]This update brings you survivor relationships (both good and bad, including romance), an all new morale system (that replaces the current "bar drain" system with a more complex system that weighs up all the negative and positive morale influences affecting a survivor at any given time), shelter events that force you to make a choice, the chance for critical kills with melee weapons, and (as always) a number of fixes and improvements.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]We're a New Zealand based team and we'll be releasing the update for everyone on Steam on Thursday 11 December at around 1:00pm our time. This is: [/p][p][/p]
  • [p]Wednesday 10 Dec @ 5:00pm PDT [/p]
  • [p]Wednesday 10 Dec @ 8:00pm EDT [/p]
  • [p]Thursday 11 Dec @ 12:00am GMT [/p]
  • [p]Thursday 11 Dec @ 3:00am MSK [/p]
  • [p]Thursday 11 Dec @ 8:00am CST [/p]
  • [p]Thursday 11 Dec @ 11:00am AEDT[/p]
[p][/p][p]You can find your exact local time (and a countdown!) on our Discord: https://discord.gg/Xd8RPnRZjx[/p][p][/p][p]We'll release the full update notes at this time too, which will break down all the changes included in the update.[/p][p][/p][p]We're also excited to announce that we're taking part in this year's Choose Wisely Festival, a festival celebrating branching narrative games, as a reminder that there are a number of different ways to escape Walton City, and a number of ways to fail... [/p][p][/p][p][/p][p](For all PR and content creator inquiries, get in touch with [email protected]!) [/p][p][/p][p]See you soon![/p][p][/p][p]Harriet
& the Into the Dead team [/p]