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Codename CURE II News

CURE II Demo - B1.0.4

- Adjusted aim down sights animations for various weapons
- added individual weapon switch hotkeys; default 1 for primary, 2 for sidearm (if you already have already launched the game before you'll have to bind these manually or apply defaults via controls menu)
- setup a system whereby if a support or technician is downed their equipment is picked up automatically (to avoid some situations outside of a players control where it could be destroyed)
- added a Hungarian translation courtesy of Black-pug
- fixed some issues with player name / head info (not displaying certain characters correctly and not being shown while a player is downed)
- fixed an issue with taking over a bot while it had equipment deployed permanently destroying the equipment (sentry / chest)
- fixed an issue where sniper scope animation wouldn't not longer function if taking over a bot
- adjusted pointmans arm view models
- fixed APC labels not showing player names correctly sometimes

CURE II Demo - B1.0.3

- auto reload system on dry fire (can be adjusted back to manual in controls menu)
- improvements to player models, textures and eyes (for both visuals and performance)
- further optimisations of the zombie materials
- fixed bot control text showing up at the beginning of the mission
- fixed bomb timer continuing to pulse after it hits 00:00
- adjustments to post bomb plant wave difficulty for casual and average
- slight adjustments to forward / bombard spawn distances
- slight increase for minimum wave start time

CURE II Demo - B1.0.2

- Made the 'CURE arrows' blue, and also glow in the dark, to make them more visible

- added the ability for players to take control from a bot when late joining a match (before the bomb is planted)

- Added a sheen to pickups, in order to make pickups more distinct from the rest of the environment

- made bomb timer slightly longer overall + decreased bombard start time with pre slow wave

- adjusted casual / average difficulties during bombard to make them more reasonable for new players

- Removed "Eye Adjustment" mechanics so that things don't suddenly turn pitch black in random spots

- Adjusted lighting and redid certain Time Of Day environments, to improve visuals on lower graphics settings and make the visuals between low graphics and high graphics more consistent

- Adjusted the materials on playermodels to improve their visuals

- Reduced texture sizes and optimized materials on zombies

- Added HUD icons for 45acp and 776x39 ammo types + added them to their respective guns

- fixed a rare crash related to calculating zombie spawns after players have escaped

- made bomb timer bigger overall and much more noticeable during bombard

- increased idle zombie minimum spawn distance

- Russian translation courtesy of Blueberry

CURE II Demo - B1.0.1

- adjusted casual / average difficulties to be slightly less hard/intense
- fixed sentry not being able to detect zombies through other players
- daytime lighting adjustments / reduce sharpness filter
- zombie sound distance adjustments
- fixed a crash related to zombies checking for players after escaping
- added a mid mission next match join prompt
- made it so revive progress does not reset when being picked up
- fixed an issue where servers would not reset themselves properly after the max runtime
- adjusted main path dynaprop activation during map generation

Nextfest Demo Out Now!

Welcome Operators! Demo day is here! From now until June 16th, you can play our first demo release of Codename CURE II.



This first demo features approximately 20% of what the full game will have to offer; a vertical slice / taster of what the core gameplay loop will be. We're exceptionally proud of what we've made so far, and we're excited to get this demo in your hands. To play the demo, simply install it from the CURE II Storepage; a Demo button will be present! You will be able to play the Demo as much as you like until Nextfest ends.

We're excited to hear what you all think of this small portion of the game. We hope you have as much fun playing it, as we had creating it!



If you're curious about following CURE II development progress, behind The Scenes footage, and more, make sure to follow our Patreon (Free Patrons get access to all News posts!) You can also optionally support development of the game directly through Patreon, while gaining access to upcoming benefits.



GLHF!