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No More Room in Hell 2 News

Game Health - Optimizing your Gameplay Experience

[p]Hello Responders,[/p][p]Earlier this week we launched the first of our two game health deep dive blogposts, which focused on bugs, how we triage between different severities of bugs, and the work QA does to deliver the best quality of game for our players.[/p][p]This blogpost focus is on the work our programmers are doing to optimize the game to run at a high quality on as many rigs as possible. The EA launch version of No More Room in Hell 2 featured beautiful environments, realistic animations, and high level visual effects that really captivated players, but at a high technical cost. High level rigs were able to get the full immersive experience (most of the time) while a large number of players were stuck trying to play the game while dealing with a roller coaster FPS ride that sometimes crashed, killing responders.[/p][p]The game has come a long way from its EA launch version, but there’s a lot more opportunity for improvement before we reach our 1.0 candidate.[/p][p][/p][h3]What’s Game Performance?[/h3][p]Game performance is measured in how many frames a player sees in a second (FPS), and everything on a player's screen contributes to the weight of a frame in milliseconds (one thousandth of a second) and microseconds (one millionth of a second). If we’re looking to get a stable 60FPS each frame needs to happen in 16.667 milliseconds.[/p][p]
All of the individual assets, animations, and vfx that show up on a player's screen have a millisecond (or microsecond) cost that impacts the time it takes for your computer to process a frame, and leads to the number of frames that you see in one second.[/p][p][/p][p]Strong game performance is a difficult goal to achieve when you’re a smaller studio with big aspirations. Our artists and designers work much closer to the game build, and generally priorities a high quality threshold over game performance.[/p][p]Our performance specialist programmers have been using new tools, ingenuity, and the growing strength of Unreal Engine 5 to further optimize performance while mitigating the sacrifice of quality.[/p][p]Game performance becomes exponentially more difficult with each different each different computer's hardware combination, and almost every computer is a little different. We run our performance tests on multiple rigs representing minimum specs, recommended specs, and a high powered unit, but that still leaves a lot of room for players' unique computers to impact their individual performance.[/p][p][/p][p]Performance problems can sometimes be obvious, but sometimes they're not as obvious as well. Things that may seem fine in a vacuum can be problematic at scale; when many characters are active, performance issues can compound - even microseconds can matter! Some of the optimization work we've done recently may seem fairly minor, but when applied to many characters at once can actually lead to significant savings. We have to be careful though when making certain changes as there's a delicate balance between performance and visual quality. It's easy to say "just do things less often", but that's not always the answer if it causes unwanted behavior or choppy animation & movement. Sometimes we have to get a bit creative, which means it may take longer than expected to fix problems.[/p][p]Our next update contains optimizations in many different areas for both CPU & GPU that should lead to noticeable framerate improvements for most players: character animation, shadowing, asset rendering, and more. Optimization continues to be a focus for us, so look out for even more in future updates![/p][p]– essbuh - Tech Lead[/p][p][/p][h3]Optimizing the Experience:[/h3][p]Optimization has been happening behind the scenes update after update since the launch of early access, but improvements might have gone under the radar, as they’ve come slowly. Over the next 3 months we have a few tricks left up our sleeves to optimize players' experience.[/p][p][/p][p][/p][p]The current in-game building (left) has 250+ individual meshes. Through the use of our automated process we’re able to compress the same building (right) to just over 53 meshes, an 81% reduction![/p][p][/p][p]Our team has been running a new automated optimization tool that looks at unique environmental assets and compresses as many meshes together as possible. The quality of the assets shouldn’t go down, but your computer will have less meshes to render, giving a big boost to performance. We’ve finished our pass on Lewiston and Broadway, and players will be able to experience the changes with our upcoming September update. We’re currently working on bringing the same updates to Powerplant and Pottsville in the near future.[/p][p][/p][p]Another example of our automated process at work, the building above went from 301 meshes to 24, for a 92% reduction.[/p][p][/p][p]Unreal Engine 5 is an extremely powerful engine that’s still relatively young, making each UE5 update a potential powerful tool for game optimization. Unreal released its latest update in June with 5.6, and we’re almost ready to make the leap. While it may take multiple updates for us to fully take advantage of the new optimization opportunities, the update should further optimize players' experience.[/p][p][/p][h3]Tips and Tricks:[/h3][p][/p][p]If you find yourself experiencing giant FPS drops during intense moments of the game there are some quick win setting adjustments that you can make:[/p]
  • [p]Shadows [/p]
  • [p]Motion Blur[/p]
  • [p]Bloom[/p]
  • [p]Lens Flare[/p]
  • [p]Depth of Field[/p]
[p][/p][h3]What we need from you:[/h3][p]If you experience FPS drops that feel off for your rig and usual gameplay experience a Customer Support ticket is always helpful.[/p][p]A reminder of what to add in your tickets:[/p]
  • [p]As much context as possible[/p]
    • [p]What happened?[/p]
    • [p]With who?[/p]
    • [p]What map?[/p]
    • [p]What location of the map?[/p]
    • [p]Any other pieces of information that help further flesh out the situation you found yourself in[/p]
  • [p]A description of your rig and technical situation[/p]
    • [p]GPU and CPU[/p]
    • [p]Ping and the region you’re playing in[/p]
    • [p]~FPS[/p]
  • [p]Video or photo (if possible, they help a lot!)[/p]
[p]If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit[/p][p]NMRIH2.com/support.[/p]

Game Health - A deep dive into QA and how YOU can help

[p]Hello Responders,[/p][p]Last week we revealed that 1.0 will be coming in 2026, and we also touched upon a production pivot that has us focusing more on perfecting the current in-game features and offering players an optimized and polished gameplay experience.[/p][p]September will bring a health focused update, similar to our Reinforcement update last November where we highly prioritize the health of the game over adding new features to NMRiH2. Game health is a mixture of optimization — the art of delivering the highest quality game in the smallest possible package — and polishing of the gameplay experience by removing bugs and confusing or unintended issues.[/p][p]This first deep dive is all about our QA team, the work they’ve put into the game over the past 10 months to get the game to where it is today, and our ambitious polishing objectives for 1.0 next year. Every Support ticket and crash report is a key component to game health, and offers a tremendous amount of help to our relatively small QA Team.[/p][p][/p][p][/p][h3]What’s QA?[/h3][p]Every Quality Assurance (QA) team at every development studio works differently, but they all generally have the same mission: supporting the team in delivering the best possible product to its players. At Torn Banner, our QA team wears many hats, which include but are not limited to:[/p]
  • [p]Finding as many bugs as possible in as many iterations of each upcoming feature and update as possible.[/p]
  • [p]Troubleshooting those bugs and finding the root cause, then giving as much information as possible to the correct developer to fix the issue.[/p]
  • [p]Working with our Community team to track customer support tickets, feedback on platforms with Twitter, Reddit, and Discord,  and triage and troubleshoot issues as they come up.[/p]
  • [p]Entrench themselves within different development groups and support feature development as it happens[/p]
  • [p]Support and run internal and external playtests every week[/p]
  • [p]Generate game analytics reports & QA reports[/p]
[p]“We have a lot to do as a QA team at Torn Banner, which can be a perk of the job! For me, being a liaison to every different department and developer at the studio is why I enjoy games testing so much. It also means our team has a responsibility to find bugs and feedback in each area of the game; in one day we might need to hunt down an objective bug blocking our next map, places you can get stuck in our live maps, and test a new weapon, new customizations, and new progression features. It’s a lot to juggle!”[/p][p]—TornSheep, QA Tester[/p][h3]
The Art of Triage[/h3][p]Torn Banner is a small studio, with a relatively small QA team, and that makes managing a large list of tasks difficult, No More Room in Hell 2 being an 8 player game makes everything more complicated, because so much testing has to be done in groups. We cannot be everywhere at once, and that makes triaging issues the most important part of the job.[/p][p] We have to take a few things into account:[/p]
  • [p]How bad is a bug if it happens (total blocker, there are workarounds, just a blemish)[/p]
  • [p]How often a bug happens (every single game, some players might see it, you really have to look for it)[/p]
  • [p]Balancing our time between live bugs and bugs in upcoming features [/p]
[p]With all of the factors above bugs are categorized as either minor, moderate, or blocker/major severity. 
[/p][p]“Severity is our shorthand to assess: “how bad is this bug going to be for a player?” As a QA team it’s important for us to be in alignment and test the most severe potential problems first, and it’s also key for us to communicate each bug’s Severity to the Production team and other departments, to understand the impact that any bug is having on the experience.”[/p][p]—TornSheep, QA Tester[/p][p][/p][h3]A look at QA in motion:[/h3][p]Figuring out the cause of every bug can be an extremely difficult and time consuming task. Sometimes it takes a lot of investigation, or just plain dumb luck, to recreate a bug that a player has seen and get the data we need to fix it.[/p][p][/p][p]Critical Objective bug:[/p][p]For a while now players have been running into a severe issue where players on Pottsville were unable to interact with a transformer that was critical for opening up the next segment of the map. Through tedious trial and error the team eventually figured out that if you collected the objectives under CRC Responder body 2 & 3 at the exact same time it would cause the bug. [/p][previewyoutube][/previewyoutube][p][/p][p]When testing maps, the stereotype is often "Time to run into this wall 300 times to see if it breaks!" - and while this absolutely is a part of what we do, we also have to look at objectives, replication (ensuring the game state is shown equally to all players on a server), and more subjective QA work like loot and zombie spawn balance.  The biggest new content we add to the game are our maps, and they get developed and iterated on over the course of many months.  Because of their size, there are *hundreds* of map-specific bugs that get found and fixed, but some bugs are rare, or introduced late in the development cycle.  Unfortunately, no studio in the world can match the sheer number of in-game hours that thousands of live users will put in on a content launch day.  There's always one missed hole in the wall, place someone can get stuck, or rare misbehaving objective.[/p][p]TornPotassium, QA Tester[/p][p][/p][p]This is a prime example of the type of “meat and potatoes” investigation and problem solving QA does on a daily basis, and it also shows how seemingly simple issues can be extremely difficult to solve. This specific bug has a fix that will go live in our September health update.[/p][p][/p][p]“Almost every single bug report — whether that comes from someone inside the QA team in our morning smoke test, from a developer in a weekly full-team playtest, or from a player reaching out on Discord or our ticketing system — gets a QA ticket for investigation. Sometimes these problems are easy to find and ping a developer to fix, but other times when we need server logs and performance profiles and the steps to recreate the bug are so rare, it can be a real collaborative effort to solve the problem. It can be like feeling around a dark room for a light switch.”[/p][p]—TornSheep, QA Tester[/p][p][/p][p]Hit Registration:[/p][p]Another really important, and complicated issue that our QA and Programmers are constantly dealing with is hit registration. A lot of independent variables go into hit registration, but the biggest is ping and servers.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]To try and get a deeper understanding of the issue our QA team started the tenuous task of testing each and every weapon in various settings to gain a deeper understanding of how they all interact with the game and our servers. Through this, we’ve already fine tuned multiple factors related to combat and hit registration (we hope you’ve noticed!) but we’re not done yet.[/p][p]At the end of the day, your ping causes latency, and that latency causes hit registration “mis-hits”. We’re hoping to be able to further refine and update the way our servers interact with players to trim down players ping and lower the amount of hit registration issues.[/p][p][/p][h3]The Path Forward:[/h3][p]Our QA team’s primary goal still remains finding critical bugs and helping developers to remove them from the game, but we’re also starting to put a stronger emphasis on “polish” bugs, those that take away from players immersion but don’t necessarily impact the core gameplay loop of the game. [/p][p]Often in the gaming community there can be a sentiment that bugs get into the live game because QA testers ‘aren’t doing their jobs.’ But our testing team has a lot of ground to cover every day, and we have to make trade-offs about which bugs to investigate and log. Knowing about as many bugs as possible is just the first step. Helping developers and producers understand the most important fixes to make first is the other half of the battle. On top of it all, it’s very hard to predict exactly how complicated and time consuming a given bugfix can be! A lot of hands touch every single bug – from Community team members, to QA, to Production, to Developers, and back to QA again.[/p][p]—TornSheep, QA Tester[/p][p]The “polishing” and focus on our game health works hand in hand with our goals to prioritize getting the current features in No More Room in Hell 2 just right, and offering players a fully immersive, engaging, and replayable 1.0 experience.[/p][p][/p][h3]What we need from you:[/h3][p]During this Early Access period your help with tickets and technical support feedback is more important than ever. While our priority needs to remain triaging tickets and targeting critical game breaking issues, we want to use this newly earned time to drop the overall “sitting” ticket number, and polish No More Room in Hell 2 until it’s in a place where it truly shines.[/p][p]A reminder of what to add in your tickets:[/p]
  • [p]As much context as possible[/p]
    • [p]What happened?[/p]
    • [p]With who?[/p]
    • [p]What map?[/p]
    • [p]What location of the map?[/p]
    • [p]Any other pieces of information that help further flesh out the situation you found yourself in[/p]
  • [p]A description of your rig and technical situation[/p]
    • [p]GPU and CPU[/p]
    • [p]Ping and the region you’re playing in[/p]
    • [p]~FPS[/p]
  • [p]Video or photo – if possible, they help a lot! – especially videos of things you did leading up to the bug, not just a video of the result![/p]
[p]If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit[/p][p]NMRIH2.com/support[/p][p].[/p][p]

[/p]

No More Room in Hell 2 delays its 1.0 launch into 2026, confirms that 'child zombies will not be present in the final product' just in case you were wondering




Torn Banner has delayed the 1.0 launch of No More Room in Hell 2, the cooperative zombie survival sim that was released into early access in October last year. Originally slated to shamble out of alpha development exactly one year later, it'll now see its full launch in the first half of 2026...
Read more.

BIG news for No More Room in Hell 2 - 1.0 coming in the first half of 2026

[p]Hello Responders,[/p][p]As a studio we have made the decision to prolong our Early Access window past our one year Early Access release anniversary, and we couldn’t be more excited! Looking at the state of the game, community feedback, and our aspirations for the title, we’ve come to realize that October of this year won’t give us the time we need to launch the 1.0 version of the game that we envision. We still have a mountain of work that we want to fit into the game before 1.0 launch, which we’re now targeting for the first half of 2026.[/p][p]Moving forward production and updates will look slightly different. Up to this point we’ve pushed to get big bulk features into the game as fast as possible in an effort to give players a “fuller” experience. The game is getting closer to 1.0 feature complete (we’re not there yet, more on that below!) and we’re now really looking to fine tune a lot of individual pieces within the game, and make the experience just right. Our new difficulty system is a great example of the type of changes we’re looking to make, and the levers we’re hoping to give our development team. Players should still expect monthly updates right up to 1.0 launch. Over the next few months you’ll experience a lot of changes to the game, and they won’t always hit the mark on the first pass. Our goals and expectations for the 1.0 version of the game are extremely high, and getting it right might take some experimentation.[/p][p]As we continue our development of No More Room in Hell 2 in Early Access and move ever closer to 1.0, we want to confirm to the community that child zombies will not be present in the final product. Our top priority is the long-term success and growth of No More Room in Hell 2, and including child zombies would jeopardize that. Whether it’s losing opportunities to be featured in major game showcases, being unable to sell the game in certain regions, risking platform availability, or alienating prospective players, the risks are far too high for a game still finding its footing. We understand that some fans may be disappointed by this news, but we want to assure everyone that we're committed to portraying a gritty and grounded zombie apocalypse—and we're incredibly excited about what the future holds.[/p][p][/p][h3]Core Gameplay Experience:[/h3][p]Since our Early Access launch in 2024 we’ve put a lot of work into getting the core gameplay of our original game mode to its most challenging and fun place, and the game has seen giant changes since its genesis iteration.[/p][p][/p][p]Zombie Spawning[/p][previewyoutube][/previewyoutube][p][/p][p]We’re still hunting for the gold-standard of zombie spawning in No More Room in Hell 2. Our maps are very open and each is different, which makes creating the perfect zombie spawning system difficult. We took a big pass during August’s Spawn update, but we know there’s a lot of work left to do.[/p][p][/p][p]Difficulty Balancing[/p][p][/p][p]Difficulty balancing also saw a giant change with difficulty preference & difficulty 2.0 in Spawn. The changes feel promising, but moreso act as tools to help us further refine our difficulty tiers. Players should expect more changes to difficulty balancing in the coming months. We feel that zombie spawning and proper difficulty balancing are the most important keys to unlocking the full potential of No More Room in Hell 2 before our 1.0 launch[/p][p][/p][p]Progression[/p][previewyoutube][/previewyoutube][p][/p][p]Progression in No More Room in Hell 2 is another aspect of the game which needs a fair bit of love, along with the economy system that accompanies it. Players should feel an added desire to play round after round of No More Room in Hell 2 because of short (perk system, permadeath), medium (more on this in the future), and long (nightmare levels) forms of progression, and all of these are currently not hitting the mark. Our economy system also lacks balance that allows us to properly reward players for their play while giving them ways to appropriately spend those credits, so players are currently stockpiling a lot of credits, and that removes a lot of the fun. When 1.0 launches and our new systems are properly in place we intend to perform a wipe of accounts, but also find meaningful ways to reward players for their time spent in Early Access and their earned nightmare levels.[/p][p][/p][p]We feel strongly that nailing these 3 initiatives will be the biggest driver for our long term success.[/p][p][/p][h3]Game Health:[/h3][p]Setting our sights on a 1.0 launch also requires that we take a much deeper look into the health of No More Room in Hell 2. The last 10 months of updates have really transformed the quality of players' experience, but we know that glaring issues still remain. In the next 3 months we will have 2 “health” specific patches, and we expect to have more as we move closer and closer to launch.[/p][p][/p][p]Optimization[/p][p][/p][p]The current in-game building (left) has 250+ individual meshes. Through the use of our automated process we’re able to compress the same building (right) to just over 53 meshes, an 81% reduction![/p][p]
Game health starts with optimization, the technical art of finding innovative ways to make our game run at its absolute best on as many PC configurations as possible. Our major focus up to this point has been getting the game close to “feature complete” but at times that has come at the cost of optimization. This work will raise players' FPS and lower frame drops. Moving forward, features will enter the game at a slightly slower pace, giving our team more time to optimize players' experience.[/p][p][/p][p]Bug Fixes[/p][p][/p][p]This adjusted timeline will also give our QA team more time to tackle some of the nastier bugs that have been prevalent in players' gameplay experience. New features eat up a lot of our team's time, and new maps, gameplay tools, and quality of life improvements usually need some extra polish when first introduced to the game. Gradually weapon animations, in-game interactions, progression feedback, our existing maps, and more should see a large reduction in technical issues, delivering a much more polished experience.[/p][p][/p][h3]New Key Features:[/h3][p][/p][p]We also feel like the game’s a few key features away from being a “complete” 1.0 title, and we’d be doing ourselves a disservice in launching 1.0 without them.[/p][p][/p][p]Game Mode #2[/p][p]Very early work in progress image.[/p][p][/p][p]Another big change that will be coming to No More Room in Hell 2 before our 1.0 launch is a second game mode. We want to give players a new faster paced way to play No More Room in Hell 2 that pays homage to a specific game mode in the first game. We don’t have a solid hold on a due date for our second game mode, but we expect it to come near the end of 2025/start of 2026, and before 1.0 launch.[/p][p][/p][p]New Maps[/p][p][/p][p]We’re also excited to take this time to add more maps to our library! We know that maps are our strongest tool to add replayability to the game, and further showcase the active apocalypse that envelops our survivors. While we’re still figuring out the number of maps that we can ship before 1.0 (along with our designers and artists working on a second game mode) players should expect more than 1.[/p][p][/p][p]This is not an expansive list of everything new coming before 1.0 launch, and we have a lot more planned & in production. Stay tuned in the following months and find out even more of what’s to come for No More Room in Hell 2![/p][p][/p][p]If you want to join the conversation, hop into our Discord, leave feedback in-game, or visit[/p][p]NMRIH2.com/support[/p][p][/p][p]Hello Responders,[/p][p]Yesterday, we published our update confirming that No More Room in Hell 2 will be staying in Early Access until the first half of 2026. That post also included news about one of our toughest decisions yet: Zombie kids will not be part of the 1.0 launch.[/p][p]Since then, the community has raised a lot of valid questions. This post is meant to offer more clarity and insight into our thinking.[/p][p]Here’s a first wave of Q&A responses. We’ve distilled recurring community concerns into a few big-picture questions.[/p][p][/p][h3]Q: Zombie kids were important to me in the first game. Why would you take that away?[/h3][p]A: We know how important this element is to many players, especially those who’ve been with us since No More Room in Hell 1. It’s not something we cut lightly.[/p][p]There are many reasons for this decision (detailed in the blog), but they all come back to one thing: giving NMRIH2 the best chance at long-term survival. Early Access launch was rough, and since then, the team has worked incredibly hard to improve the game, and we’re proud of how far it’s come. [/p][p]The reality is, including zombie children would block us from major opportunities, including showcases, platform approvals, and even regional availability. In the short term, it might generate buzz. But in the mid and long term, it puts the entire game at risk.[/p][p]The original No More Room in Hell was built by a passionate, volunteer-driven team who weren’t bound by commercial constraints. Today, No More Room in Hell 2 is being developed in a different world, one where we need the game to grow, survive, and thrive. [/p][p][/p][h3]Q: Could the decision be revisited post-1.0 if community response is overwhelmingly in favor of child zombies returning?[/h3][p]A: We want to be honest with you: The decision is final. The risks are too significant at this stage of development, and we’re fully committed to delivering the best possible experience within those constraints.
We’ve seen player feedback about how child zombies contributed to gameplay, things like line of sight, tension, and target variety. While we don’t have anything to share at this time, these are elements the dev team has spent time thinking about.[/p][p][/p][h3]Q: I’ve put a lot of time into this game. Why would you wipe my earned progression?[/h3][p]A: We get it, nobody wants to feel like their time was wasted. That’s why we want to be clear: this isn’t about erasing progress, it’s about resetting a system that has outgrown its original design. Since launch, we’ve layered in systems like Nightmare Levels, Loadouts, skill rerolls, and upgrades. These features were added over time without a unified foundation, and now they need to work together. To deliver a more meaningful and rewarding progression system at 1.0, we need to rebuild with all these moving parts aligned. For players who’ve already min-maxed their builds, we want to give you something new to chase, a reason to keep pushing after you’ve perfected your character.[/p][p]Right now, the progression and economy systems aren’t balanced. Nightmare tokens were meant to be rare, but high-skill players are swimming in them. Same with credits, some players have hundreds of thousands. That kind of inflation makes meaningful rewards almost impossible.[/p][p]We need progression to feel challenging, rewarding, and worth investing in, and right now, it doesn’t. Fixing that means overhauling systems in a way that, unfortunately, makes account wipes necessary.[/p][p]We’re not just wiping the slate clean. Players who’ve joined us during Early Access will be recognized and rewarded. We’re still finalizing the details, but those rewards will roll out alongside the launch of 1.0. If you’ve been here, it’ll matter, and we’ll have more to share as we get closer.[/p][p][/p][h3]Q: Are we still getting monthly updates, or is content slowing down?[/h3][p]A: Yes, monthly updates will continue, but you’ll notice some of them are more focused on game health than new content.[/p][p]Expect a few patches that prioritize optimization, polish, and bug fixes. These updates give our programmers more time to improve performance and allow QA to address issues beyond just critical bugs.[/p][p]The next update will be one of these “health” patches, and we’ll share more soon on what’s included and what’s next.[/p][p][/p][h3]Q: Is the dev team still actively reading and reacting to Discord and Steam feedback threads?[/h3][p]A: 100%. Our team reads everything, especially in the hours and days after major updates or announcements. You may not always get a reply, but your feedback is constantly being gathered, discussed internally, and shaping what comes next. We're not going quiet. We're right here with you.[/p][p][/p][h3]Q: What milestones should the community look for between now and 1.0?[/h3][p]A: Here’s a few of the big ones we’re working toward:[/p]
  • [p]Second game mode (ETA late 2025 / early 2026)[/p]
  • [p]More maps (goal: expand replayability pre-1.0)[/p]
  • [p]Overhauled progression and perk systems[/p]
  • [p]Two health-focused patches addressing optimization and bug debt[/p]
  • [p]Finalized economy rework and account wipe prep
    We’ll keep the community updated with regular posts and patch notes as we move through each of these.

    [/p]
[h3]Q: What specifically prevented the game from hitting the original 1.0 goal for October 2025?[/h3][p]A: The short version: Systems weren’t ready. Features like progression, economy, difficulty scaling, and performance just weren’t where they needed to be. We could have hit a deadline, but it wouldn’t have been the version of NMRIH2 we’re proud of. The extra time lets us refine what we’ve built and make the game feel complete.[/p]

Hotfix 0.6.0.1

[p]A small update is now live with difficulty tuning, progression adjustments, and targeted bug fixes.

Gameplay Adjustments:
[/p]
  • [p]Increased zombie caps and spawn refill rates on Hard and Nightmare[/p]
  • [p]Reduced ammo and weapon pickups on Hard and Nightmare[/p]
  • [p]Rebalanced XP curve globally for smoother progression[/p]
[p]Bug Fixes:[/p]
  • [p]Fixed a crash caused by the AI Spawn Manager[/p]
  • [p]Fixed an issue where dead zombies could block spawns[/p]
  • [p]Fixed audio occlusion when mantling or crossing certain level volumes[/p]
[p]Known Issues:[/p]
  • [p]Spawn rates on some maps are still lower than intended. We will continue tuning zombie density in the next update.[/p]