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The Midnight Walkers News

Upcoming Major Updates #1

Hello, Survivors.

This is Ray, the director of The Midnight Walkers.

It has already been a month since the public alpha test began. Time really flies.
During this time, the development team has reviewed your valuable feedback and survey responses and has been working hard to establish a more solid direction for development.

Today, I’d like to share some confirmed features for the next test, which were finalized after discussions within the development team.

Although the exact schedule for the next test has not yet been determined, we aim to share it with you soon. Additionally, we confirm our participation in the Steam Next Fest in February next year.

[h2]Parrying and Combat Improvements[/h2]
Yes, a parry system is being implemented. The development team agreed that additional actions were necessary to provide a deeper and more detailed combat experience, and therefore decided to implement the parry system.

Currently, the parry system is under development, and we expect it to pair well with TMW’s charging attack system.
We are also revising attack animations to create more tension-filled animations and are diversifying weapon trajectories. Additional combos are also under consideration.

In summary, the implementation of the parry system will offer a more rhythmic and immersive experience in attack and defense gameplay.
The charging attack system will complement this by creating richer combat patterns.

As soon as the prototype is ready, we will share it on Discord.

[h2]Floor Rotation System[/h2]
In the previous test, you could experience floors from B1F to 7F. Now, you will be able to explore from B1F to 15F.

Of course, experiencing all 16 floors in a single game would be time-consuming and make it harder to encounter other players.
To address this, we have devised a floor rotation system where the accessible range changes every 10 minutes.

The floors will be divided into three ranges:
- B1F to 7F
- 4F to 11F
- 8F to 15F

This system is being implemented for diversity and is subject to change based on your feedback during playtests.
Enjoy the expanded Liberty Grand Center environment!

[h2]Enhanced Crafting System and Grinder[/h2]
To diversify materials and craftable items, we are preparing a new menu called the Workshop.

Instead of crafting items through merchants, you can now directly access the Workshop menu from the lobby to view all craftable items at a glance.
This will provide a more convenient crafting experience.

Additionally, grinders will be scattered throughout Liberty Grand Center.
Survivors can use these machines to grind items and obtain lower-tier materials.
Of course, this is only if you successfully extract!

If you’ve played Rust, this system may feel familiar.

[h2]Zombie AI Improvements and New Zombie Types[/h2]
We’re improving zombie AI and refining their attack animations.
Our goal is to make attack motions clearer and give each zombie distinct characteristics.

The existing zombie group (Walkers, Runners, and Tankers) will be joined by Spitters and Crawlers,
adding variety and richness to long-range and close-range combat.
Additionally, a new elite zombie, the Charger, will be introduced.

Chargers are massive zombies that charge into and disrupt the players’ formations. Stay tuned!

[h2]New Weapon and Weapon Rebalancing[/h2]
A new two-handed weapon, the Trash Spear, will be added. This melee weapon offers relatively long range, allowing for combat from a safer distance.

Meanwhile, the Double Barrel Shotgun is being modified to a Single Barrel Shotgun.
This change is due to the structural advantages the Double Barrel Shotgun had over other firearms, which required adjustments for balance.

These are some of the confirmed updates the development team has been discussing recently.
We’ll continue to transparently share updates as we outline our roadmap and vision.

Thank you for your patience and support as we continue to develop this game.

Sincerely,
Director Ray

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

Dev Log #9

[h2]1. Masterpiece Weapons[/h2]

Masterpiece weapons are not just simple equipment.
They are true treasures in the game that combine the best artistry and functionality.
Created with rare materials and intricate designs, these weapons are not merely tools for winning battles but symbols of a survivor's unique style.
Our dev team ensures that these weapons live up to the name "Masterpiece," allowing you to feel their uniqueness the moment you hold one.
Beyond delivering powerful damage, these weapons will stand as a force to instill fear in your enemies within Liberty Grand Center.

[h2]2. Features of Masterpiece Weapons[/h2]

[h3][Unique Abilities][/h3]
Masterpiece weapons are not just about increasing stats; each weapon offers unique abilities that stand out on the battlefield.
For example, the Masterpiece bow features a distinctive ability to ignite arrows, setting the battlefield ablaze.
In the concept art below, you can see the red marking in the center, which is designed to enable this fire-igniting ability.



In the future, we may expand this functionality to include other elements such as poison or lightning, providing diverse options for players.

[h3][Unique Appearance][/h3]
Masterpiece weapons also boast exceptional designs, making them highly collectible.
These designs are not only functional but also offer visual enjoyment to survivors.
When others see you wielding one of these Masterpiece weapons, they won’t be able to hide their envy.

Here’s an early concept art of a Masterpiece one-handed blunt weapon:



But be careful, other survivors may stop at nothing to steal your stunning Masterpiece weapon.

[h3][How to Get][/h3]
As the Masterpiece weapon system is still in the planning phase, the exact acquisition methods have not been finalized yet.
However, since Masterpiece weapons will be rated above Legendary, we plan to set the acquisition difficulty relatively high.
For instance, we are considering methods such as combining rare materials dropped by special zombies with components sold at high prices by merchants.

[h2]3. Anticipation for Masterpiece Weapons[/h2]

Masterpiece weapons are more than just items; they aim to make your gaming experience more enjoyable.
In the future, these weapons will provide new strategies and fun while becoming a powerful and unique presence in the game.

Next time, we’ll share the finalized concept art and models for the Masterpiece bow. Please look forward to it!
And if you have great ideas, feel free to share them on our official Discord!
Our development team is always eager for your feedback :)

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

Dev Log#8

[h2]1. Background of the Spitter's Creation: The Fall of the Hotelier[/h2]
The Spitter was once an ordinary hotelier, but after the wave of infection swept through, it transformed into a horrifying creature that no one would want to approach. His former appearance is nowhere to be seen, twisted into something monstrous, yet he still “welcomes” guests in his own disturbing way. His deadly toxic spit from a distance is his new form of “greeting.” Every step the Spitter takes fills the area with a cold tension, and anyone who sees him up close can't help but step back instinctively.



[h2]2. Abilities and Combat Style of the Spitter: A Distant Threat[/h2]
The Spitter is unlike typical zombies. From afar, it releases deadly toxins that threaten survivors. Getting hit by its spit doesn’t just hurt once; it inflicts continuous damage over time, slowly draining health. In confined spaces, its toxic attacks are even harder to avoid, adding an intense layer of suspense to any encounter with the Spitter.

The Spitter usually roams slowly around, but the moment it senses noise or movement, it heads in that direction immediately. The weighty steps and unsettling movements it takes during its search instill a chilling sense of fear in players. If you want to avoid a confrontation, staying out of its sight is your best option.

Once you’re in the Spitter's line of sight and battle begins, remember to keep your distance and dodge quickly. There’s a chance to avoid its toxic attacks, but missing that chance means you’ll have to bear the consequences. When you see the Spitter slowly approaching from afar, things have already gotten dangerous.

[h2]3. Finalizing the Spitter Concept[/h2]
The Spitter was initially conceived in various forms. Each concept aimed to heighten the horror aspect of the Spitter in different ways. Here are the initial concept ideas for the Spitter:



[h3]3-1. Hotelier Spitter[/h3]
The Hotelier Spitter, with bloodstained clothing and a toxic sac around its neck, was designed to spit poisonous substances from its mouth. The contrast between the pristine suit and the grotesque toxic sac added a creepy sense of horror. The hotelier background brought a peculiar vibe, merging formality with terror.

[h3]3-2. Elderly Woman Spitter[/h3]
This concept involved an elderly woman with a weak physique, retaining her frail appearance even after infection. However, her bloated stomach, filled with toxic substances, conveyed a sense of horror born from social vulnerability.

[h3]3-3. Pizza Delivery Spitter[/h3]
Once a busy pizza delivery person, this Spitter transformed with a grotesquely bloated stomach full of deadly toxins. Instead of a warm pizza, it now carries death. The contrast between its past and current state was intended to deliver a stronger visual impact.

[h3]3-4. Restrained Spitter[/h3]
The Restrained Spitter had its arms bound, unable to use them but still spitting poison as a form of attack. The sense of danger it conveyed, despite its restraints, was meant to heighten unease through its design (reflecting the concept artist’s personal preference).

Out of these varied ideas, the Hotelier Spitter was selected as the final concept. The formal yet horrifying appearance perfectly matched the Liberty Grand Center environment, conveying the Spitter’s horror in the most effective way.

Once modeling and animations are ready to showcase, we’ll share updates immediately. Please note that the Spitter is still in development and not yet finalized.
Thank you.

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

Public Alpha Test Summary & Survey Event Announcement

Hello, Survivors!
First, we would like to sincerely thank all the survivors who participated in this test for The Midnight Walkers. The feedback you provided will be used as crucial data to improve and enhance the game.

[h3]Test Summary[/h3]
Our team is currently analyzing key achievements and areas for improvement based on the data collected during this test. You can check the summary of the test results in the attached image. Please note that other data (zombie kills, player kills, extraction count, etc.) could not be provided due to server issues that led to some data corruption.
We apologize once again for not being able to provide a smooth testing environment.


[h3]Survey[/h3]
We have prepared a survey to better reflect your valuable feedback. Your honest responses about your experience in the test will be a huge help for future updates and improvements.

Survey Participation Details
Participation Period: 2024/11/30 06:59(UTC)
Survey Link: https://forms.office.com/r/8kqK4mdTD8
Among those who participate in the survey, we will select some winners to receive a game code for The Midnight Walkers, so we encourage everyone to join!

[h3]Winner Announcement[/h3]
The winners will be announced later through our Discord, so please keep an eye on our channel.
The Midnight Walkers Official Discord Link

This test was made possible thanks to your interest and passion. Our development team will continue to work hard to deliver an even better gaming experience. We look forward to your feedback and ask for your continued support and interest as we move forward on this journey together!

Announcement of the next dev milestone

Hello Survivors,
This is Ray, the director of The Midnight Walkers.
We began development in early August last year, conducted our first closed alpha test in May of this year, and recently ran our first public alpha test.

We received far more applicants for testing than expected—over ten times our initial estimate of 2,000. I want to take this opportunity to thank each of you for your incredible interest in The Midnight Walkers.

The alpha test was certainly full of ups and downs. Given the short development period and our desire to showcase as much as possible, there were several areas that fell short and unforeseen issues that impacted some players, resulting in the loss of precious time and items.

Despite these challenges, your patience and willingness to enjoy the game were invaluable, and we deeply appreciate it.

As we mentioned, we aim not to rely on "early access" as a shield but instead to improve and strengthen as many aspects of the game as possible from the start.

The unsatisfactory experiences from this test will be transformed into special and enjoyable gameplay that truly rewards you.

Our focus in this test was to verify and monitor the technical aspects and gameplay routines.

The key focuses for our next development milestone are as follows:

[h2]1. Enhancing Core Fun and Unique Features of The Midnight Walkers[/h2]
Currently, Liberty Grand Center is composed of 8 floors, but we plan to expand it to over 20 floors. The development team has already built up to the 14th floor, and we are considering options for matchmaking through floor rotation or defining floor ranges while maintaining the current 8-floor rotation.

With the increase in floors, players can expect to experience various themes such as fitness clubs, spas, and casinos, allowing for more diverse gameplay environments. We are focused on crafting detailed gameplay experiences on each floor.

We also plan to improve the overall combat experience. Initially, due to rapid development, we missed several opportunities to revamp the combat system. Now, we aim to enhance the thrill of combat by redesigning attack motions and solidifying the unique characteristics of each weapon, providing more engaging offense and defense interactions.

Of course, zombies will play a central role in these improvements. We are upgrading AI patterns to create more satisfying combat encounters with zombies, and new zombie types will be introduced. These include zombies that spit tumor-like projectiles from a distance and others that target players' lower bodies by moving without their lower halves.

Based on our monitoring from this test, we will also improve UX to provide a more convenient experience, while focusing on a UI design that highlights the unique characteristics of The Midnight Walkers.

[h2]2. Balance[/h2]
While class distinctions are important, creating realistic combat situations is our priority, and we will now pay closer attention to fine-tuning each class. Active skills and perks will continue to be added to each class, with new abilities that will solidify each class’s unique traits.

We are moving from a phase focused on feature development to one centered on gameplay, so for the next test, we plan to conduct extensive PVE and PVP testing within the development team to create even more enjoyable combat experiences.

[h2]3. Reinforcing the Game Cycle[/h2]
The next test will be longer than a week, so we will work on enhancing the gameplay life cycle to ensure lasting enjoyment throughout the testing period.

This process will involve improvements to the crafting system, and, if resources permit, the introduction of a mission (Quest) system.

[h2]4. Technical Improvements and User-Friendly UX[/h2]
For the next test, we plan to implement a more precise anti-cheat system, build upon data gathered from this test, and make structural adjustments to provide a more stable server environment.

While it was challenging to test alongside everyone over the five-day period, the development team and I had a great time. We felt a range of emotions throughout the process.

Our team will now take time to reorganize and focus on development for the next test. We will continue to share the development process and communicate openly, as we have until now.

Thank you again to all testers who participated in the first alpha test of The Midnight Walkers!

Sincerely,
Director Ray and the One-Way Ticket Studio Development Team