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The Danger Zone News

Version 1.0 is available!


[h2]RELEASE![/h2]
From the start of Early Access, through dozens of small patches and half a dozen big updates, this long road has been traveled. Finally, almost two years in Early Access are coming to an end. We'd like to share this familiar moment with you: in honor of the Early Access release, TDZ has received a 35% discount and an in-game event with temporary quests has been launched.

[h3]In what form the game is being released[/h3]
  • Unique gameplay based on a hardcore shooter with horror elements and immersive survival mechanics in a post-apocalyptic setting.
  • A world map with a large number of sub-locations and points of interest. Five large, diverse game locations and over ten battle arenas.
  • Huge, uninhabited concrete shelter, where the player will have to organize his life.
  • Deep immersion mechanics. Realistic and picturesque environment. Changing weather, the cycle of day and night will add to the immersion of the setting.
  • Realistic artificial intelligence systems, which along with the constant lack of ammunition will keep even the most hardened players in suspense.
  • Narrator and more than 20 combat tasks (quests).
  • More than 200 game items and equipment.
  • Arsenal of ten modifiable weapons. More than 40 different weapon modules.


[h3]Future plans[/h3]
As we have already clarified: the release of 1.0 does not put an end to video game support. There is a version 2.0 and 5.0, there would be interest from players and general online. We have huge plans for the post-release period. We sincerely hope that these plans are destined to come true.

[h3]Combat tasks and the first storyteller[/h3]

The first iteration of quests has performed quite well. As part of the current update, we are significantly deepening the mechanics of combat tasks, integrating them into the overall structure of the quest system. We're also introducing an innovative element - the first storyteller, who is not a playable character but performs the key functions of issuing, tracking progress, and rewarding for completing combat tasks.

Combat tasks issued by the narrator are classified into two types: basic and additional. This division allows you to flexibly adjust the level of importance of tasks and, accordingly, the amount of reward for their fulfillment. The debut narrator is available for interaction on the global map, near one of the villages. We have provided details and basic information in the introduction.

[h3]In-game achievements[/h3]

Players have long asked for an extra challenge and the first iteration of Achievements will provide it in full. Along with the traditional, simple achievements, we've added Achievements that will require effort or even a change in your usual gameplay approach. Also, for accomplishing achievements you get experience, which is necessary for veteran leveling. Getting a new level unlocks additional game content, for example: a third, hardcore starting set-up.

In the first iteration of achievements we have added a part of the planned, introducing new content to the game we will add new challenges for players. Be sure to “close” platinum (platinum veteran level), now it is much easier to do it.

[h3]New location: “The outskirts of Lidwetz”[/h3]

The first city map in the game and a future contender for the largest and most variable in terms of exploration game location. As we have already mentioned, Lidvets is our first experience in creating complex architectural city masses. We would like to make sure that all systems and optimization solutions work as intended. Therefore, in the first iteration we are adding half of the city map from the previously planned one and hiding forks and some rooms from the player. The first expansion of this location will not be long in coming.

[h3]Updating the diary[/h3]

Like the first iteration of quests, the diary has become an important game attribute, we are making a few changes to improve the experience of interacting with a personal diary.
  • Changed the quest page: instead of one single canvas with all possible information, we divided the content into a list of available quests on the left page and information about the selected quest on the right page. This is clearly demonstrated in the screenshot above.
  • Statistics has been moved to the first page.


[h3]World map[/h3]

The world map has acquired a final and finished look. New areas and points of interest have appeared on the map, which have greatly enlivened the game simulation. Here is a list of important innovations and changes for the world map:
  • Four new areas have been added: “Suburbs”, ‘Dead Territories’, ‘Redwoods’ and ‘Endless Wasteland’.
  • A previously explored cell (hex) is no longer reset after restarting the game.
  • Crates and hexes now have a spawn limit. If the contents of a crate have been collected, further spawning of the container will be blocked.


[h3]New settings menu and new features[/h3]

The old menu was functional, but severely inferior from a visual standpoint. This update aims to improve the visual and optionality. The total updated was:
  • Added option to disable tooltips.
  • Added option to disable character turns on double-click
  • Added option to rotate the character behind the cursor


[h3]Improvements in player comfort[/h3]
  • The system tries to determine the optimal resolution by itself during the first startup. The setting is initially set to [Auto Resolution].
  • The system tries to determine the optimal settings based on the system parameters at the first startup.
  • The system attempts to determine the language from the available languages based on the system language at the first startup.


[h3]Game Guide[/h3]
  • We have updated some of the tips and added new information.
  • Up-to-date videos have been uploaded.


[h3]Main menu[/h3]
  • Visual UI improvements and color correction.
  • Added button and achievement menu.


[h3]User Interface[/h3]
  • The main notifications and messages have been moved from the top of the screen to the bottom for a better user experience.
  • Added messages about progress and changes to available tasks.
  • Player avatar changes depending on the gas mask activation.


[h3]Game Menu[/h3]
  • Added a button to go to the achievements menu.


[h3]Fixes. World Map[/h3]
Opponents no longer avoid battles with the protagonist.
Fixed a bug where some cells (hexes) did not have the effect “stealth-vegetation” and “stealth-forest”.
Previously explored areas are no longer reset after restarting the game.

[h3]Fixes[/h3]
  • Fixed an issue where small text messages were not displayed.
  • Fixed “breakage” of the character in the animation “lifting the backpack” if the equipment was changed before.
  • Fixed store errors.
  • Fixed Karina's script that caused animation breakage.
  • Fixed and finalized conditions for character appearance in the battle arena based on the mode (player has initiative, normal combat, ambush).
  • Fixed a bug where enemies could attack the player before the end of loading.
  • Fixed a bug where the corpse of a previously eliminated enemy out of range might not be displayed.
  • Other minor fixes.
  • Added new bugs, so that there was something to fix for several patches : )


[h3]Have a nice and interesting game![/h3]
This is our first release and we are closely monitoring feedback. If you encounter a problem, find a bug or get a fatal error - please contact us via discussions
Thank you for your attention to the project during the Early Access phase! Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.

05.30.25


From the start of Early Access through dozens of small patches and half a dozen big updates has been a long road. Finally, almost two years in Early Access are coming to an end. On 05/30/25 along with the release of version 1.0 The Danger Zone will leave early access.

On the way to version 1.0

[h3]Spring cheer![/h3]
In our region, spring has already officially taken office, replacing the harsh and cold winter. The winter season was frankly stingy on updates and there were reasons for that. But! For the spring season we have really grandiose plans and the current version 0.9 is just the beginning!

[h3]На пути к версии 1.0[/h3]

It's been almost 1.5 years since The Danger Zone was released in STEAM Early Access. FOUR (sorry, I couldn't resist) major updates, one global and a dozen smaller patches have somehow brought us closer to a new, important mark in the project's history - release. This version is a direct demonstration of our intentions to close some of the content gestalt and get as close to the release mark as possible. Very soon, with the release of the global spring update, The Danger Zone will leave Steam Early Access early.

Note at once, the list may be changed or different from the final version. The release version will have the following content:
  • More cohesive narrative and justification for the quest component of the game. Narrators and plot summarizing directed locations.
  • City locations and a third final (required for the quest) boss.
  • Completed world map. The current iteration is close to the final version, but it's still not large enough.
  • Achievements. Players have long asked for an extra challenge and the first iteration of Achievements will provide it in full. Along with the traditional, simple achievements, we plan to add Achievements that will require effort or even a change in the usual gameplay approach.
  • New content based on player feedback and needs.


We hasten to note at once: the release of 1.0 does not in any way puts an end to the support of the video game. There is a version 2.0 and 5.0, there would be interest from the players and the general online. The price of the game will be adjusted in some regions under a more current rate.

[h3]Version 0.9 is already here![/h3]
The big update is already available for installation. Let's briefly, as far as possible, review the main innovations.

[h3]New location “Dark Forest”[/h3]

A large number of plants in one frame has always hurt FPS. The new location is not only a picturesque and atmospheric addition to the map set, but also a challenge for me as a developer: to provide players with a beautiful, distinctive location with a reasonable FPS value. The location came out huge in its size and points of interest. At the moment, it's a standard rail location, but the first expansion will fix that.

[h3]Expansion of “Zalesovye” location[/h3]

For a village settlement, the location was severely lacking in structures that could be explored. In the expansion, in addition to the picturesque surroundings, we added new explorable structures and introduced a new game mechanic: rooms. We will tell you about the new mechanics a little bit below. It is now the biggest and at the same time the most productive location.

[h3]Expansion of the “Destroyed Column” location[/h3]

The final location was sparse on interesting, in terms of loot zones. This expansion should remedy the situation. A small hint: a new quest is directly related to the new point of interest,

[h3]Additions to the arsenal[/h3]

ARM4 assault rifle with 5.56 caliber.
Western automatic modernized rifle. Used by peacekeeping contingent units.

AC80 with 9x39 caliber
Automatic rifle designed for special purpose units.

More than 10 modules for new weapons.

[h3]Artificial Intelligence v: 1.5[/h3]
  • AI tries to find a more favorable position during combat.
  • AI began to see a little better in the dense vegetation.
  • In some situations, the AI is able to give up an unfavorable position and retreat to a more favorable one.
  • In some situations the AI is able to ambush you.
  • AI interacts more intelligently with the vegetation in the location and arena.
  • Adjusted firing accuracy depending on AI skill level.
  • Depending on the level of training and skills, AI interacts with weapons more effectively: it pre-selects the most appropriate weapon and switches the firing mode depending on the current situation.
  • The appearance (spavn) of an AI is now tied to its personal time cycle.


[h3]Principle of direct visual contact[/h3]
Previously, the player got too much advantage: seeing opponents in blind spots. From now on, the area that is not in the main character's view is blurred and slightly darkened, and opponents disappear from view. This change should level up the AI's visibility with the player and make battles more hardcore and tactical.

[h3]New mechanics related to locations - Rooms[/h3]

Gameplay on many locations was too “rail” we decided to diversify it with a familiar game solution. Exploring the location, you will meet on your way: passages to rooms and basements. It's up to you to explore or skip a branch of the location.

[h3]Персонаж[/h3]
  • Radiation sickness
    Instead of instant death, after accumulating 600 units of radiation, the player's condition instantly deteriorates. Every three seconds he loses 1-2 units of health of each vital organ.
  • Low HP
    At low health, the protagonist is subject to strong debuffs to speed and mobility.
  • Low head HP
    When the minimum level is reached, the camera starts spontaneous movements and the screen darkens periodically.
  • New damage formula
    If you take damage to a limb that lacks health, the damage is transferred to the nearest limb.


[h3]Shelter[/h3]

We are happy with the current version of the shelter. But we still had one outstanding item. As part of the thematic update, we didn't have time to realize the final section. It so happened that we managed to finally close the list only now.

[h3]New section in the shelter - Private room[/h3]

The protagonist and his beautiful companion needed a small and cozy corner where they could pass the time and spend the night. Despite the overall minimalistic size, the new section is not lacking in functionality and contains important buildings, structures and furniture.

Other shelter changes:
  • Most of the structures related to the warehouse have received construction phases (not originally built from the start of the game).
  • New buildings and structures.


[h3]Time skip[/h3]

An option that has been requested for a long time, but required serious technical improvements to the core game. We present the first iteration of this mechanic. In short: to “rewind” time, you need to activate a special menu with a choice of day/day phases. After selecting the desired phase, the character falls asleep and wakes up in the previously selected phase. You can activate the time skipping menu through the “Sleeping Place” (a building from a new section in the shelter) or through events on the world map.

[h3]Warehouse[/h3]
  • The original size of the storage in the shelter was quite large, it contained too many items. We adjusted the size of all storages and closed some for the need to build certain structures.
  • Now only a certain type of items can be placed in some storages (shelves/drawers).
  • Added color, text and sound indicators for vaults.


[h3]World map[/h3]
  • New explored area.
  • The information about an unexplored location in the interaction menu is now hidden. To get a brief summary of the location, it must be explored in normal game mode.
  • The unexplored location marker icon is now hidden.


[h3]Extraction[/h3]
  • Added crate of western weapons.
  • Added caches. Buried or camouflaged zinc boxes.
  • Changed contents of some crates.
  • New items.


[h3]Dynamic optimization[/h3]
Depending on the conditions the player is in, the system will try to increase FPS by optimizing some minor elements. For example, in forest locations, the range of shadows will be reduced. At the same time, the overall image quality and game resolution will remain unchanged.

[h3]Detail Settings[/h3]
In addition to the amount of vegetation in the frame, the detail setting is now applied to some highly detailed objects.

[h3]Sound[/h3]
  • Added new sounds for the warehouse UI.
  • New sound system and new sounds for the shelter.
  • New sounds for the protagonist.


[h3]Changes and gameplay improvements[/h3]
  • Added the sound of the wedge-sharpness.
  • It takes different time to open crates or caches. Previously there was a fixed value.
  • Switching weapons and gadgets on the global map is instant.
  • Opening inventory and pouch in the shelter is instant.
  • Effect markers no longer overlap in the character menu.


[h3]Balance Changes[/h3]
  • Probability of bosses appearing: 100% > 20% + 2%
  • Survival Day.
  • Along with general AI improvements, bosses also received additional boosts, unique features and behaviors.


[h3]Fixes[/h3]
  • Fixed an issue where after changing vsync, other changes in game options were not applied.
  • Fixed an issue where a character would lose an item (item 0).
  • Fixed a problem with incorrect ground hitbox calculation. This problem did not interfere with registration by other hitboxes, but created a heavy load on ballistics miscalculation.
  • Fixed a problem with gun animation that occurred when trying to aim while moving.
  • Other less significant fixes.


That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.

TDZ 0.81 14.1.25

New Year's greetings! The holidays have dragged on, and the patch is released with a slight delay. By tradition, we dedicate the first patch of the year to fixes and improvements. Let's move on to the fixes and innovations of the current patch:

[h3]Winter is not retreating[/h3].
The Christmas tree and holiday decorations lingered at the shelter a little longer than planned. Like many of the trappings of the past holiday, they were disabled or hidden. But! We decided not to disable the unopened gifts already received and leave the winter season until the end of January.

[h3]Inventory[/h3].
- Quick Move Mode. Once you move an item to the desired container, the rest of the items can be “moved” instantly; press [shift] and click on the items you want to instantly move.
- Added visualization of which container the item will be moved to.
- Items discarded in a raid are no longer stacked in the same bag.
- Added the ability to move items from inventory to a lootable crate/container.

[h3]Changing Items[/h3]
  • Filtered water. Number of uses 1 > 3. Stack limit 2 > 1
  • Water. Number of uses 1 > 3. Limit in cup 2 > 1
    [Canned food. Stack limit 6 > 2
    [B19. Stack limit 2 > 1. Number of uses 16 > 25
    [Cigarettes. Limit 2 > 1
  • Herbal tea (ready meal). Receiving water 8 > 20
  • Buckwheat porridge (ready meal). Food received 12 > 18
  • Soup (ready meal). Food received 14 > 18


[h3]New items[/h3]
  • Iodine
  • Iodum-k
  • Pack of 7.62x39 caliber ammunition
  • Pack of 8x19 caliber ammunition
  • Pack of shotgun shells?


- The cost of some items has been changed.
- Increased the cost of ammunition.
- Fixed items that had no weight or had too little weight.

[h3]Mining (looting)[/h3].
- The contents of most crates and boxes have been changed.
- The contents of caches have been changed. The probability of dropping valuable items has been increased.
- Weapon crates now contain common weapon modules.

[h3]New item upgrade algorithm[/h3]
The game has gotten too many items, and there will be even more. The old systems handled their task with a loud grinding noise and it couldn't go on like this. In this update, we are introducing a new algorithm handler. The new solution is a two-sided medal: a one-time update of all items in your inventory will take a bit longer, but an update caused by a change of one or more items will be 50 times faster.

[h3]Game Menu[/h3]
- Fixed UI elements overlapping and going off-screen. Added mouse wheel scrolling.
- Added information for new players.

[h3]Sounds[/h3]
  • Added new sounds for items.
  • Added unique item collection sounds.


[h3]Garbage Handler (BETA)[/h3]
The thing is that system components are needed to load content, but for gameplay they are not needed and clog up RAM. The new system component is designed to solve this problem. On small maps or battle arenas the difference in RAM consumption may not be noticeable. At the same time, on large locations, the handler can remove up to 5 thousand unnecessary objects.

[h3]Game Guide[/h3]
  • We have updated some of the hints and added new information.
  • Actual videos have been uploaded.


[h3]Changes[/h3]
  • When reloading, the character tries to load the weapon with the highest quality ammunition. Previously it was exactly the opposite.
  • Weapon resource per shot is consumed 5 times less compared to the previous version.


[h3]Corrections[/h3]
  • Fixed horizontal inventory scrolling on low monitor resolutions.
  • Fixed a bug with access to sell items labeled “impossible to lose”


That's all for this week. Thank you for your attention to the update. Check out the latest news on the Steam news page or visit discussions. Chat with other players on the official server TDZ in Discord.

Happy New Year!


🎄Friends! The Danger Zone development team wishes you a Merry Christmas and a Happy New Year!

The final part of the holiday event has arrived. Gifts have been delivered under every tree, the shelter has been decorated with Christmas decorations, the protagonist has put on a festive hat again, and gifts-sailors have started to appear on the game map along with flying snow.