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.