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Dev Log#19

[h2]Junk Sledgehammer – The Weight That Demands Respect[/h2]


The weapon we’re introducing this time is the Junk Sledgehammer.
At first glance, it may seem like nothing more than a chunk of iron,
but behind its crude form lies a great deal of careful thought.
With this weapon, we wanted to ask a question beyond raw strength
“How do you handle this kind of weight?”

[h3]Answering the question: "Why did we make this?"[/h3]

Blunt weapons are notoriously difficult to handle in games.
They’re slow, heavy, and require precise timing.
But that’s exactly why we chose to make this hammer.
We wanted to create a weapon that could turn the tide of battle with one strike,
and a weapon where the weight itself defines how you play.

[h3]It’s heavy but not thrown together[/h3]


The head is based on steel structures used in actual railroads.
Both ends can be used for striking, and the forward-heavy balance delivers serious impact with each swing.

Instead of simple welding, we reinforced the core with bolts and nuts
a functional solution we implemented after test builds revealed shaking and instability.

The handle is wrapped in duct tape, electrical tape, and a greasy rag.
These aren’t just for looks—they’re based on real survival tools for grip and shock absorption.

[h3]In-game role: A strike you can trust[/h3]


The Junk Sledgehammer is one of the heaviest two-handed weapons in the game.
It’s slow to swing, but one hit can turn the tide.
Horizontal attacks push multiple enemies away and cause stagger—perfect for crowd control.
Vertical strikes are effective against armored zombies and tanky enemies, dealing massive stagger or knockback, sometimes even fatal blows.

This weapon shines when:

Enemies rush you in tight interiors

You need silent but powerful impact

You're down to one last shot—and it needs to count

[h3]Design Intent: Strategic weight players can feel[/h3]

The Junk Sledgehammer wasn’t created just to add another powerful weapon.
We wanted to give players the following experiences:

1. A weapon that shifts combat rhythm
Unlike fast-striking weapons, this hammer makes every hit a decision.
You wait, read your opponent, and commit. We wanted every swing to feel like a moment.

2. Control and spacing through impact
More than just damage, it’s a tool to reset combat flow using knockback and stagger
letting players regain initiative and space.

3. A last resort you can truly count on
Even when resources run out,
we wanted this weapon to offer the confidence that you still have a way to survive.
This isn't just a blunt object. It's a statement.

[h3]Comment[/h3]

The Junk Sledgehammer isn’t flashy,
but it changes how you fight.

It’s not easy to swing,
but landing the hit feels better than almost anything else.

If you’ve tried it out and have thoughts good or bad
come let us know on Discord.
Your feedback is the compass that guides us forward.

https://store.steampowered.com/app/2795540/The_Midnight_Walkers/

Dev Log#18

"That katana?
In the black market, nameless weapons sometimes float around in silence.
Among them...
Whoever made this one, they knew how to use a katana and they had taste."
It was first discovered on the outskirts of a city left in ruins by the zombie virus,
in a collapsed zone where surveillance and records no longer existed.
After the outbreak, gunfire and explosions only attracted more infected,
and the demand for quiet, decisive melee weapons soared.
The Junk Katana was born to answer that need.


Forged from scraps of steel, worn pipes, and pieces of industrial gears.
But the structure was too efficient to be a coincidence
the weight distribution, the wrapping on the grip, even the welds that bind blade and guard.
It had to be a product born from the post-virus weapons market.

[h2]An Assembled Weapon[/h2]
The Junk Katana isn’t just a chunk of scrap metal pieced together.
Its blade is composed of different welded steel plates, marked by rust, dents, and scars of the past.
Yet when you imagine swinging it, the weight balance reveals precise calculation.
The guard appears crude, cut from a piece of industrial gear
but its width and weight are just right for a guard’s purpose.
It’s more than just defense. Perhaps it was designed
to hold off sudden zombie charges in narrow hallways and enclosed spaces.


The grip follows a traditional tsuka style katana wrapping.
Its texture rough yet rhythmic lets your fingers naturally fall into place.
This isn’t decoration.
It’s a structure born from the instincts of those who’ve actually swung it.

[h2]Design Philosophy[/h2]
Our team never intended the Junk Katana to be “just another junk-tier weapon.”
It was designed with the idea of what survivors might truly need
in a world ravaged by the zombie virus.
Tight corridors. Collapsing buildings. Overrun safehouses.
In a world where a single gunshot could bring doom,
survivors needed something silent… but deadly.
The Junk Katana was imagined as a weapon built to be used
not in fantasy, but in those very real situations.


From the reference sheet above, you can see:
this weapon isn't pure fiction it’s built on real, tangible design logic.
A guard inspired by turbine gears.
A blade mimicking dismantled railway parts.
A grip modeled after industrial piping.
A handle wrapped in the tsuka style of Japanese katana.

Trace each reference, and questions naturally arise:
Why this material? Why this weld? Why this balance?
And that curiosity
That is the immersion we wanted to build into the Junk Katana.

[h2]In Closing[/h2]
The Junk Katana isn’t a finished weapon.
No one knows who designed it or who assembled it.
Its identity is shaped by your interpretation.

Design ideas, personal impressions, imagined backstories
we welcome all feedback and discussion on our official Discord.

As for the next public playtest many of you have been waiting for
we’re actively discussing it internally and will share news as soon as we can.
Thank you as always for your patience and support.

https://store.steampowered.com/app/2795540/The_Midnight_Walkers/

Bolt Action Rifle Design Rework

Ruined cities, collapsed societies, and a world where only survival remains.
The weapons in The Midnight Walkers are gradually changing to reflect this grim reality.
In this devlog, we’d like to introduce the design rework of the bolt-action rifle.



[h2]Background of the Design Rework[/h2]

While the original bolt-action rifle had no issues in terms of performance, its clean and refined look felt slightly out of place in a post-apocalyptic world.
So, the goal of this rework was clear:
"Make it look like a weapon that belongs in this world."

Even after governments and military forces collapsed, some gunsmiths and engineers survived, dispersing into shelters, settlements, and underground arms networks.
They repaired and created weapons by request from survivor communities.
With traditional supply chains gone, they had to reuse existing materials and assemble weapons in different ways.

These weapons are often distributed unofficially through local arms dealers or the black market.
No formal structure, no standard design.
Yet, they are the only type of firepower survivors can trust in this world.



[h2]Same Performance, Enhanced Immersion[/h2]

This rework does not affect the weapon’s performance or balance in any way.
The bolt-action rifle retains its reload speed, range, and functionality.
Only the appearance and atmosphere have changed—to deepen visual immersion.

[previewyoutube][/previewyoutube]

[h2]Key Design Elements[/h2]

Stock Made from Water Pipes
A stock assembled from rusted pipes, bolts, and nuts. Crude, but resilient.
The sharp bolts suggest potential use in close combat—reflecting the creativity and desperation of its maker.

Electrical Tape and Bandage Texture
Secured with electrical tape and wrapped in worn textures, this gives the impression of makeshift repairs, and adds a tactile sense when held.

Recycled Wooden Parts
Instead of manufactured parts, the grip appears to be carved from salvaged furniture.
Its rough shape and stained surface show just how desperate its designer was.



[h2]How Is This Weapon Distributed?[/h2]

We envisioned this weapon not as a homemade gun, but as a product of a post-zombie weapon ecosystem.

There are small groups of engineers and gunsmiths who still operate, often connected to survivor communities or underground markets.
The bolt-action rifle is one such weapon—built on their workbenches.

A structure based on salvaged parts rather than standardized components.
A design philosophy that values simplicity for ease of repair and upkeep.
Unofficially distributed, and slightly different in detail with every unit—fully customized.

This setup not only explains the weapon’s look but also strengthens the worldbuilding.
It’s the kind of weapon that makes survivors wonder:
"Where did that come from?"

[h2]Future Plans and Feedback[/h2]

This design rework is more than just a visual update.
We aim to better express the core theme of The Midnight Walkers: "The reality of those who survive the end."
Other weapons will also be reworked in this direction.

How did you feel about the rework of the bolt-action rifle?
Join our official Discord and share your thoughts.
Your feedback helps us build a more immersive world.

https://store.steampowered.com/app/2795540/The_Midnight_Walkers/

Dev Log#16

The infected in The Midnight Walkers are not just mindless zombies.
We never wanted to create enemies that simply inspire fear.
Instead, we wanted each one to carry traces of who they were before they turned.
So that when survivors face them, they can feel—"What kind of life did this person live? And how did it all fall apart?"

In this devlog, we’d like to introduce our latest zombie designs and the stories woven into them.
Why do they look like this? What moment marked their turning point?

[h2]1. Who Never Left the Hospital[/h2]

The concept for the doctor walker began with a simple but chilling idea:
“A doctor who continues to see patients, unaware of his own death.”
A stethoscope still around his neck, a headlamp on his forehead, and a blood-soaked coat.
Their hands still search for patients or perhaps, prey.



They never left the hospital.
Even as the medical system collapsed, he remained by their patients’ sides, risking his life to save others.
But in the end, they became one of the first to be infected.

The hands once stretched out for healing are now a deadly threat.
Their white coat is no longer a symbol of care,
but a tragic remnant of how quickly this world crumbled.

[h2]2. A Tragedy in the Heart of the City[/h2]

The woman walker was designed to feel like the most “urban” infected.
Barefoot after kicking off her high heels, dressed as if she was headed for a date, her hair slightly undone.
We didn’t want her to be overtly terrifying.
Instead, we wanted players to feel a realistic, immersive kind of horror.



She was just an ordinary office worker.
It was a Friday evening, and she had plans—finally.
Her last message read: "Almost at the subway~ :)"

But that night, the subway she arrived at wasn’t a normal one.
It had already fallen—overrun by the infected.

Even now, she wanders the city in that same outfit,
still trapped in that night,
as if searching for the person she was supposed to meet, following the footsteps of survivors.

[h2]3. The One Remembered by Her Scream[/h2]

This zombie was designed not as a direct threat,
but as a screeching siren that draws in nearby walkers with her voice.
The focal point of her design is her mouth.
A torn jaw, swollen neck, and grotesquely widened maw—all meant to visually express the brutal violence of her sound.



But what we really wanted to portray wasn't just the sound—it was the story buried beneath her scream.

Was she once a performer, singing on stage?
Or a patient in a hospital room, screaming in pain?
She still seems to be crying out to someone, endlessly.
It might be a call for help, a scream of grief, or simply an echo of memory.

No one knows for sure.
But her voice has become despair incarnate.

[h2]4. The Steps That Never Stopped[/h2]

When we first explored the concept of a “runner zombie,” we didn’t want it to just be fast.
We wanted it to have a reason to run.

So we thought of someone who would sprint into danger rather than away from it—
someone who would risk everything to save others.
A firefighter.



He was once a hero who rushed into flames and crumbling buildings to rescue those trapped inside.
Now, he runs just as fast—but toward survivors, to hunt them down.
His heavy fireproof gear still clings to his body,
but the flesh within is already twisted and warped, infected at a terrifying pace.

And yet he still runs.
The silhouette of a rescuer has become a monstrous blur of death.
The instinct that once drove him toward saving lives,
now fuels a relentless sprint toward ending them.

[h2]5. A Tragedy Without End[/h2]

We will continue to show how people from all walks of life were dragged into the same despair.
Each resident of Liberty Grand Center had their own hopes, duties, and relationships—
but when the infection came, those lives were torn apart without warning.

Some were infected while waiting to be rescued.
Some got lost while trying to flee.
Some were turned while protecting someone else.

They are no longer human.
But within their twisted forms are fragments of who they once were.
What we’re creating isn’t just a roster of enemies.
It’s the unspoken history of Liberty Grand City.
And soon, you’ll come face to face with that history yourself.

[h2]6. In Closing[/h2]

We plan to continue expanding the world of The Midnight Walkers
through unique designs and stories that carry the weight of this world’s fall.

Your fears, your sadness, your imagined stories—
they all help us shape this world into something richer and more haunting.

Join us on Discord and share your thoughts.
Tell us what kinds of walkers you’d like to see, what stories you want us to tell.
Let’s build it together!

Join The Midnight Walkers Discord

https://store.steampowered.com/app/2795540/The_Midnight_Walkers/

Hello, this is Director Ray.

Hello, Survivors!

I’m Ray, the director of The Midnight Walkers.
Tomorrow marks the second public playtest of The Midnight Walkers.
It has been one year and six months since we started development.

We are truly grateful for everyone who participated in our first public alpha test last October and for coming back again this time.

This test will be conducted as a fully public test on Steam, allowing more players than before to enjoy the game.

Our development team has done its utmost to develop this version—fixing various technical issues and focusing on stability. However, as a small team with limited opportunities for large-scale playtests, various technical issues and server outages may occur during this test.

But rest assured! We will address and fix any issues as quickly as possible. This test is also intended to verify stable service and gather data on a variety of issues in preparation for the upcoming June Steam Next Fest and Early Access release, so we kindly ask for your understanding.

For the final tests in June—the Steam Next Fest version and the Early Access version—our team will spare no effort to provide a stable service and an enjoyable gameplay experience.

The Midnight Walkers still has many elements to be developed before the gameplay reaches our vision; please consider the current version as just the basic routine of the game.

We have so much more to show you!
At Oneway Ticket Studio, we are wholeheartedly dedicated to developing fun games and are constantly striving to improve.
While we may be lacking in some areas now, we will continue to grow and transform into a studio that creates games you can enjoy for a long time.

Thank you sincerely for your support so far. We promise to repay your enthusiasm and interest with an enjoyable game.

Sincerely,
Oneway Ticket Studio Development Team & Director Ray

https://store.steampowered.com/app/2795540/The_Midnight_Walkers/