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End of Everything โ€” Update 0.2.2 (Major Update) Out Now

[p][/p]
๐Ÿšง End of Everything โ€” Update 0.2.2 (Major Update)
[p]Update 0.2.2 is a major milestone for End of Everything and represents the final large Early Access update before moving toward full Indie release.[/p][p]This update focuses on core combat improvements, enemy balance, progression systems, Steam integration stability, and preparing the game for its transition out of Early Access.[/p][p]Following the release of 0.2.2, a small number of hotfix updates will roll out over the following weeks to fully integrate newly added content with crafting data, loot tables, world spawning, models, and functionality.[/p][hr][/hr][h2]๐Ÿ† Achievements Added (36 Total)[/h2][p]All survival, combat, crafting, death, and level-based achievements are now fully implemented and live on Steam:[/p][h3]Survival[/h3]
  • [p]Still Breathing โ€” Survive 1 in-game day[/p]
  • [p]Hardened Survivor โ€” Survive 7 in-game days[/p]
  • [p]Against All Odds โ€” Survive 30 in-game days[/p]
  • [p]Seasoned โ€” Survive 60 in-game days[/p]
  • [p]Long Haul โ€” Survive 180 in-game days[/p]
  • [p]One Full Year โ€” Survive 365 in-game days[/p]
[h3]Walkers[/h3]
  • [p]First Blood โ€” Kill your first walker[/p]
  • [p]No Mercy โ€” Kill 50 walkers[/p]
  • [p]Exterminator โ€” Kill 250 walkers[/p]
  • [p]Mass Grave โ€” Kill 500 walkers[/p]
  • [p]Walker Purge โ€” Kill 1,000 walkers[/p]
[h3]Runners[/h3]
  • [p]Too Fast โ€” Kill your first runner[/p]
  • [p]Nowhere to Run โ€” Kill 100 runners[/p]
  • [p]Outpaced Death โ€” Kill 500 runners[/p]
[h3]Crawlers[/h3]
  • [p]Finish Them โ€” Kill your first crawler[/p]
  • [p]Clean Sweep โ€” Kill 100 crawlers[/p]
  • [p]No Escape โ€” Kill 500 crawlers[/p]
[h3]Hellhounds[/h3]
  • [p]Thatโ€™s A Good Boy! โ€” Kill your first hellhound[/p]
  • [p]Hound Slayer โ€” Kill 50 hellhounds[/p]
  • [p]Hell Breaker โ€” Kill 200 hellhounds[/p]
[h3]Crafting[/h3]
  • [p]Make Do โ€” Craft your first item[/p]
  • [p]Tinkerer โ€” Craft 25 items[/p]
  • [p]Survivorโ€™s Hands โ€” Craft 100 items[/p]
  • [p]Master Crafter โ€” Craft 500 items[/p]
  • [p]Industrialist โ€” Craft 1,000 items[/p]
[h3]Death[/h3]
  • [p]It Happens โ€” Die for the first time[/p]
  • [p]Hard Lesson โ€” Die 10 times[/p]
  • [p]Back for More โ€” Die 50 times[/p]
[h3]Levels[/h3]
  • [p]Learning the Ropes โ€” Reach level 5[/p]
  • [p]Getting Serious โ€” Reach level 10[/p]
  • [p]Veteran Survivor โ€” Reach level 20[/p]
  • [p]Battle-Hardened โ€” Reach level 30[/p]
  • [p]Wasteland Expert โ€” Reach level 40[/p]
  • [p]Elite Survivor โ€” Reach level 50[/p]
  • [p]I Am Legend โ€” Reach level 75[/p]
  • [p]End of Everything โ€” Reach level 100[/p]
[hr][/hr][h2]๐Ÿ“Š Steam Stats โ€” Fully Fixed & Saving Correctly[/h2][p]All Steam stats tied to progression and achievements are now saving and syncing correctly:[/p]
  • [p]Total XP[/p]
  • [p]Days Survived[/p]
  • [p]Walkers Killed[/p]
  • [p]Runners Killed[/p]
  • [p]Crawlers Killed[/p]
  • [p]Hellhounds Killed[/p]
  • [p]Items Crafted[/p]
  • [p]Deaths[/p]
  • [p]Level reward tracking[/p]
[p]Steam Stats now correctly persist across sessions and installs and are fully linked to achievement progression.[/p][hr][/hr][h2]๐Ÿ”„ Asynchronous Scene Loading[/h2]
  • [p]Added asynchronous loading between scenes[/p]
  • [p]Smoother transitions[/p]
  • [p]Reduced hitching and load spikes[/p]
  • [p]Improved stability during scene changes[/p]
[hr][/hr][h2]๐ŸงŸ Enemy Balance & Behaviour (Implemented & Ongoing)[/h2][h3]Crawlers[/h3]
  • [p]Health: 50 HP[/p]
  • [p]XP per kill: 5[/p]
  • [p]Movement speed: 0.3 โ€“ 0.5[/p]
[h3]Walkers / Runners[/h3]
  • [p]Health: 100 HP[/p]
  • [p]XP per kill: 10[/p]
  • [p]Walkers speed: 0.8 โ€“ 1.2[/p]
  • [p]Runners speed: 1.8 โ€“ 2.05[/p]
[p]Additional improvements:[/p]
  • [p]New hurt / hit animations[/p]
  • [p]New attack animations[/p]
  • [p]New walk animations[/p]
  • [p]Hit reaction delay (0.25s) before resuming behaviour[/p]
[hr][/hr][h2]๐Ÿ”ฅ New Enemy: Hellhound[/h2]
  • [p]Deals double damage compared to standard zombies
    โ†’ 8 damage every 2.0 seconds[/p]
  • [p]Health: 150 HP[/p]
  • [p]Movement speed: 2.2[/p]
  • [p]XP per kill: 25[/p]
[hr][/hr][h2]โš”๏ธ Combat Improvements[/h2]
  • [p]Improved hit feedback and enemy reactions[/p]
  • [p]More responsive and readable combat flow[/p]
  • [p]Reduced animation lock during encounters[/p]
[hr][/hr][h2]๐Ÿ“ˆ XP, Level & Save System Updates[/h2]
  • [p]Fixed level UI alignment (TextMeshPro)[/p]
  • [p]Updated enemy naming across UI:[/p]
    • [p]Walker[/p]
    • [p]Runner[/p]
    • [p]Crawler[/p]
    • [p]Hellhound[/p]
[h3]๐Ÿ” XP / Level Save Priority[/h3]
  • [p]Steam Stats are now the primary save source[/p]
  • [p]Local [c].json[/c] save used as a fallback[/p]
  • [p]Improves persistence across reinstalls[/p]
  • [p]Prepares progression systems for multiplayer[/p]
[hr][/hr][h2]๐ŸŒฒ Resource & World Fixes[/h2]
  • [p]Stick drops from trees adjusted[/p]
  • [p]Axe hits now drop 1โ€“2 sticks[/p]
  • [p]~5 hits โ‰ˆ 10 sticks[/p]
  • [p]Improved early-game resource availability[/p]
[hr][/hr][h2]๐Ÿ†• Item Expansion (Placeholders Included)[/h2][p]โš ๏ธ Important Note
Many items introduced in 0.2.2 initially ship as placeholders:[/p]
  • [p]Temporary models[/p]
  • [p]Some items may have limited or no functionality at first[/p]
[p]Upcoming hotfixes will complete:[/p]
  • [p]Crafting data[/p]
  • [p]Loot tables[/p]
  • [p]World spawns[/p]
  • [p]Models & animations[/p]
  • [p]Full gameplay functionality[/p]
[h3](Full item lists: Ammo, Armor, Weapons, Food, Healing, Resources, Tools, Throwables โ€” included as announced)[/h3][hr][/hr][h2]๐ŸŒ Community & Platform Support[/h2]
  • [p]Official Twitch Category[/p]
[p]https://www.twitch.tv/directory/category/end-of-everything[/p]
  • [p]Official IGDB Listing[/p]
[p]https://www.igdb.com/games/end-of-everything/[/p][p][/p][hr][/hr][h2]๐Ÿš€ Road to Full Release & Planned Hotfixes[/h2][p]Once Update 0.2.2 and its follow-up hotfixes are complete:[/p]
  • [p]All items will be fully functional[/p]
  • [p]Crafting and loot systems finalised[/p]
  • [p]Placeholder models replaced and polished[/p]
[p]End of Everything will then move into Full Release, followed by:[/p]
  • [p]New maps[/p]
  • [p]Post-release content updates[/p]
  • [p]Continued balance and feature expansions[/p]
[p]To reflect the transition out of Early Access, the game will move to full Indie release with a price increase to:[/p][p]๐Ÿ’ฒ $9.99 USD[/p][hr][/hr][h2]๐Ÿ”ง Planned 0.2.2a/b Hotfix Adjustments[/h2][p]The following fixes and balance changes are planned to roll out across several small hotfix patches after 0.2.2:[/p][h3]Storage & Building[/h3]
  • [p]Wooden Storage Box spawn capacity fixed[/p]
    • [p]Wooden: 10 slots (was 5)[/p]
    • [p]Metal: 20 slots[/p]
  • [p]Metal Crate lid position adjusted[/p]
  • [p]Campfire branch visuals fixed (missing branches restored)[/p]
  • [p]Hovering over a building slot will now show a Hold Interact option[/p]
    • [p]Holding the interaction key will destroy the placed object[/p]
[h3]UI & Menus[/h3]
  • [p]XP bar alignment adjusted (shifted right by one tab)[/p]
  • [p]Player stats added to the Home Screen window[/p]
  • [p]PlayerStatsManager moved to the Main Menu scene[/p]
  • [p]Extras section fixes and cleanup[/p]
[h3]Progression & Balance[/h3]
  • [p]Dismantle returns currently 0.75% nerfed across all items[/p]
  • [p]All achievements icons added[/p]
  • [p]Day / Night cycle adjusted:[/p]
    • [p]Day: 20 minutes[/p]
    • [p]Night: 10 minutes
      (previously 10 / 10)[/p]
[h3]Resources & World[/h3]
  • [p]Water sources increased across the world[/p]
    • [p]Reduced reliance on water bottles only[/p]
  • [p]Axe harvesting expanded:[/p]
    • [p]Axes can now harvest stone and metal, but at a slower rate[/p]
  • [p]Tree stick drops adjusted:[/p]
    • [p]Reduced from 1โ€“2 sticks to 0โ€“1 per hit[/p]
[h3]Weapons & Tools[/h3]
  • [p]New weapon: Machete[/p]
  • [p]New tools:[/p]
    • [p]Stone Pickaxe[/p]
    • [p]Stone Hatchet[/p]
  • [p]Stone tools harvest resources slower than steel tools (early-game balance)[/p]
[h3]Gameplay Fixes[/h3]
  • [p]Sleeping now works correctly at all times of day[/p]
    • [p]Previously could fail during daytime[/p]
[hr][/hr][h2]โค๏ธ Final Note[/h2][p]These hotfixes are focused on polish, balance, and consistency, not feature creep. Once complete, End of Everything will officially leave Early Access and continue forward as a fully supported Indie release.[/p][p][/p][p]Please report any issues via Steam Community Discussions.[/p][p][/p][p]๐Ÿ”— Get End of Everything now on Steam [/p]
[p]Note on Early Access & Pricing:[/p][p]With nearly two years of Early Access development, End of Everything is approaching its full release. As part of this transition, the price will increase to $5.99 USD at launch. This change reflects the current scope of the game and helps support continued development. Updates, fixes, and new content will continue after release at the same pace as during Early Access.[/p]
[p][/p][p]Kind regards,
NekMinute[/p][p]
Solo Developer of End of Everything Happy Dayz Games[/p]

End of Everything โ€” Upcoming Update 0.2.2 (Major Update)

[p][/p]
๐Ÿšง End of Everything โ€” Upcoming Update 0.2.2 (Major Update)
[p]Update 0.2.2 is currently in active development and represents a major milestone for End of Everything.
This update focuses on core combat improvements, enemy balance, progression systems, and preparing the game for its transition out of Early Access.[/p][p]Following the release of 0.2.2, several minor hotfix updates will roll out over the following weeks to fully integrate newly added content with crafting data, loot tables, world spawning, models, and functionality.[/p][hr][/hr][h2]๐ŸงŸ Planned Enemy Balance & Behaviour[/h2][h3]Crawlers[/h3]
  • [p]Health: 50 HP[/p]
  • [p]XP per kill: 5[/p]
  • [p]Movement speed: 0.3 โ€“ 0.5[/p]
[h3]Walkers / Runners[/h3]
  • [p]Health: 100 HP[/p]
  • [p]XP per kill: 10[/p]
  • [p]Walkers speed: 0.8 โ€“ 1.2[/p]
  • [p]Runners speed: 1.8 โ€“ 2.05[/p]
  • [p]New hurt / hit animations[/p]
  • [p]New attack animations[/p]
  • [p]New walk animations[/p]
  • [p]Hit reaction delay of 0.25 seconds before resuming behaviour[/p]
[h3]๐Ÿ”ฅ New Enemy: Hellhound[/h3]
  • [p]Deals double damage compared to standard zombies
    โ†’ 8 damage every 2.0 seconds[/p]
  • [p]Health: 150 HP[/p]
  • [p]Movement speed: 2.2[/p]
  • [p]XP per kill: 25[/p]
[hr][/hr][h2]โš”๏ธ Planned Combat Improvements[/h2]
  • [p]Improved hit feedback and enemy reactions[/p]
  • [p]More responsive and readable combat flow[/p]
  • [p]Reduced animation lock during encounters[/p]
[hr][/hr][h2]๐Ÿ“ˆ Planned XP, Level & Save System Changes[/h2]
  • [p]Fixed Level UI (TextMeshPro) alignment[/p]
  • [p]Updated enemy naming across UI:[/p]
    • [p]Walker[/p]
    • [p]Runner[/p]
    • [p]Crawler[/p]
    • [p]Hellhound[/p]
[h3]๐Ÿ” XP / Level Save Priority Update[/h3]
  • [p]XP & level progression will prioritise Steam Stats[/p]
  • [p]Local [c].json[/c] save used as a fallback[/p]
  • [p]Improves persistence across installs[/p]
  • [p]Prepares progression systems for multiplayer[/p]
[hr][/hr][h2]๐ŸŒฒ Planned Resource & World Fixes[/h2]
  • [p]Stick drops from trees adjusted[/p]
  • [p]Axe hits will drop 1โ€“2 sticks[/p]
  • [p]Roughly 5 hits โ‰ˆ 10 sticks[/p]
  • [p]Early-game resource availability improved[/p]
[hr][/hr][h2]๐Ÿ†• Planned Item Expansion (Full List โ€“ Placeholders)[/h2][p]โš ๏ธ Important:
Many items in 0.2.2 will initially ship as placeholders.[/p]
  • [p]Temporary models in use[/p]
  • [p]Some items may have limited or no functionality[/p]
  • [p]Hotfix updates will complete:[/p]
    • [p]Crafting data[/p]
    • [p]Loot tables[/p]
    • [p]World spawns[/p]
    • [p]Models & animations[/p]
    • [p]Full gameplay functionality[/p]
[hr][/hr][h3]๐Ÿ”ซ Ammo[/h3]
  • [p]Iron Bolt (steel arrow model)[/p]
  • [p]Metal Bolt (metal arrow model)[/p]
  • [p]Hunting Rifle Ammo (303 ammo box model)[/p]
  • [p]Assault Rifle Ammo (303 ammo box model)[/p]
  • [p]Pistol Ammo (303 ammo box model)[/p]
  • [p]Revolver Ammo (303 ammo box model)[/p]
  • [p]Shotgun Ammo (303 ammo box model)[/p]
[hr][/hr][h3]๐Ÿงฅ Clothing & Armor[/h3]
  • [p]Leather Backpack (cloth sack model)[/p]
  • [p]Santa Hat (wool hat model)[/p]
  • [p]Military Hat 2 (wool hat model)[/p]
[p]Bone Armor[/p]
  • [p]Bone Chestplate (white t-shirt model)[/p]
  • [p]Bone Helmet (wool hat model)[/p]
  • [p]Bone Leggings (jeans model)[/p]
[p]Metal Armor[/p]
  • [p]Metal Chestplate (white t-shirt model)[/p]
  • [p]Metal Helmet (wool hat model)[/p]
  • [p]Metal Leggings (jeans model)[/p]
  • [p]Metal Boots (boots model)[/p]
[p]Wooden Armor[/p]
  • [p]Wooden Chestplate (white t-shirt model)[/p]
  • [p]Wooden Helmet (wool hat model)[/p]
  • [p]Wooden Leggings (jeans model)[/p]
  • [p]Wooden Boots (boots model)[/p]
[p]Leather Armor[/p]
  • [p]Leather Chestplate (white t-shirt model)[/p]
  • [p]Leather Helmet (wool hat model)[/p]
  • [p]Leather Leggings (jeans model)[/p]
  • [p]Leather Boots (boots model)[/p]
[p]Cloth Armor[/p]
  • [p]Cloth Chestplate (white t-shirt model)[/p]
  • [p]Cloth Helmet (wool hat model)[/p]
  • [p]Cloth Leggings (jeans model)[/p]
  • [p]Cloth Boots (boots model)[/p]
[hr][/hr][h3]๐Ÿ”ซ Firearms & Ranged Weapons[/h3]
  • [p]Crossbow (wooden bow model)[/p]
  • [p]Steel Bow (wooden bow model)[/p]
  • [p]9mm Pistol (hunting rifle model)[/p]
  • [p]Flare Gun (hunting rifle model)[/p]
  • [p]Revolver (hunting rifle model)[/p]
  • [p]Pump Shotgun (hunting rifle model)[/p]
  • [p]Double Barrel Shotgun (hunting rifle model)[/p]
  • [p]9mm SMG (hunting rifle model)[/p]
  • [p]Homemade Assault Rifle (hunting rifle model)[/p]
  • [p]Assault Rifle (hunting rifle model)[/p]
  • [p]Grenade Launcher (hunting rifle model)[/p]
  • [p]Flamethrower (hunting rifle model)[/p]
[hr][/hr][h3]๐Ÿ– Food (cloth sack model)[/h3]
  • [p]Blueberries[/p]
  • [p]Raw Chicken[/p]
  • [p]Cooked Chicken[/p]
  • [p]Burned Chicken[/p]
  • [p]Rotten Chicken[/p]
  • [p]Raw Beef[/p]
  • [p]Cooked Beef Chunks[/p]
  • [p]Burned Beef[/p]
  • [p]Burned Beef Chunks[/p]
  • [p]Rotten Beef[/p]
  • [p]Rotten Beef Chunks[/p]
  • [p]Raw Pork[/p]
  • [p]Cooked Pork[/p]
  • [p]Burned Pork[/p]
  • [p]Rotten Pork[/p]
  • [p]Raw Corn[/p]
  • [p]Cooked Corn[/p]
  • [p]Cooked Sausage[/p]
  • [p]Snack Bar[/p]
  • [p]Small Food Can[/p]
  • [p]Medium Food Can[/p]
  • [p]Soda Can[/p]
[hr][/hr][h3]๐Ÿฉน Healing (cloth sack model)[/h3]
  • [p]Bandage[/p]
[hr][/hr][h3]โš”๏ธ Melee Weapons[/h3]
  • [p]Bone Knife (hunting knife model)[/p]
  • [p]Iron Spear (stone spear model)[/p]
  • [p]Iron Mace (bone club model)[/p]
  • [p]Machete (bone club model)[/p]
  • [p]Wooden Club (bone club model)[/p]
  • [p]Wooden Spiked Club (bone club model)[/p]
[hr][/hr][h3]๐Ÿ›  Resources (cloth sack model)[/h3]
  • [p]Bone[/p]
  • [p]Paper[/p]
  • [p]Sulfur Ore[/p]
  • [p]Metal Ore[/p]
  • [p]Metal Fragments[/p]
  • [p]Wooden Plank[/p]
  • [p]Sulfur[/p]
  • [p]Iron Ingot[/p]
  • [p]Gold Ingot[/p]
  • [p]Battery[/p]
[hr][/hr][h3]๐Ÿ’ฃ Throwables (cloth sack model)[/h3]
  • [p]Grenade[/p]
  • [p]C4[/p]
  • [p]Molotov Cocktail[/p]
  • [p]Homemade Grenade[/p]
[hr][/hr][h3]๐Ÿ›  Tools & Utilities (cloth sack model)[/h3]
  • [p]Key[/p]
  • [p]Lockpick[/p]
  • [p]Empty Jar[/p]
  • [p]Water Jar[/p]
  • [p]Fuel Jar[/p]
  • [p]Wooden Hammer[/p]
  • [p]Blueprint[/p]
  • [p]Fishing Rod[/p]
  • [p]Flashlight[/p]
  • [p]Flint & Steel[/p]
  • [p]Iron Sickle[/p]
  • [p]Leather Bottle[/p]
  • [p]Lighter[/p]
  • [p]Matches[/p]
  • [p]Metal Hatchet[/p]
  • [p]Metal Hoe[/p]
  • [p]Mobile Phone[/p]
  • [p]Homemade Axe[/p]
  • [p]Stone Hammer[/p]
  • [p]Stone Hatchet[/p]
  • [p]Stone Hoe[/p]
  • [p]Stone Pickaxe[/p]
[hr][/hr][h2]๐ŸŒ Community & Platform Support[/h2]
  • [p]Official Twitch Category[/p]
[p]https://www.twitch.tv/directory/category/end-of-everything[/p]
  • [p]Official IGDB Listing[/p]
[p]https://www.igdb.com/games/end-of-everything/[/p][hr][/hr][h2]๐Ÿš€ Road to Full Release[/h2][p]Once 0.2.2 and its follow-up hotfixes are complete:[/p]
  • [p]All items fully functional[/p]
  • [p]Crafting & loot systems finalised[/p]
  • [p]Models replaced and polished[/p]
[p]Next major systems:[/p]
  • [p]Multiplayer[/p]
  • [p]Player Statistics[/p]
  • [p]Challenges & Achievements[/p]
[p]After these systems are complete, End of Everything will move into Full Release, followed by:[/p]
  • [p]New maps[/p]
  • [p]Post-release content updates[/p]
  • [p]Continued balance and feature expansions[/p]
[hr][/hr][h2]โค๏ธ Thank You[/h2][p]Thank you to everyone who has supported End of Everything during Early Access. Your feedback, bug reports, and patience are what make updates like this possible.[/p][p]More details on 0.2.2 soon.
[/p][p]Please report any future issues here: Steam Community Discussions[/p][p][/p][p]๐Ÿ”— Get End of Everything now on Steam[/p][p][/p][p]Kind regards,[/p][p]NekMinute | Solo Developer of End of Everything[/p][p]Happy Dayz Games
[/p]
[p]Note: As with all Early Access development, exact feature scope may evolve during testing, but these systems are a primary focus for the upcoming update.[/p]

[Major Update] v0.2.1 โ€“ Stability, Scalability & Core System Improvements!

๐Ÿ”ง \[Major Update] v0.2.1 โ€“ Stability, Scalability & Core System Improvements
[p]This update is a major foundational update focused on long-term stability, performance, and scalability. While many of the changes are under the hood, they directly improve gameplay smoothness, reliability, and allow the game to safely expand with larger worlds, more enemies, and more systems in future updates.[/p][hr][/hr][h2]๐ŸŒ World Streaming & Spawning[/h2][p](Major System Rewrite)[/p][h3]Previous Behaviour[/h3][p]Previously, all world objects (trees, zombies, props, environment objects, etc.) were spawned and active across the entire map at all times.[/p][p]On large worlds made up of multiple terrain tiles, this resulted in:[/p]
  • [p]Hundreds of AI agents running simultaneously[/p]
  • [p]Audio sources playing from far outside the playerโ€™s range[/p]
  • [p]Physics, navigation, and animation systems updating even when objects were not visible[/p]
  • [p]Severe performance degradation as world size increased[/p]
[p]This caused:[/p]
  • [p]Significant FPS drops[/p]
  • [p]Movement stuttering[/p]
  • [p]โ€œInvisibleโ€ enemies attacking or making sound[/p]
  • [p]Poor scalability for larger maps[/p]
[h3]New Behaviour[/h3][p]A terrain-tileโ€“based world streaming system has been implemented.[/p][p]World objects are now:[/p]
  • [p]Spawned once[/p]
  • [p]Disabled by default[/p]
  • [p]Only enabled when the player is within an activation range[/p]
[p]When the player moves away from an area, objects are fully disabled, including:[/p]
  • [p]AI logic[/p]
  • [p]NavMesh agents[/p]
  • [p]Animations[/p]
  • [p]Audio sources[/p]
  • [p]Collisions and physics[/p]
[h3]Results[/h3]
  • [p]Enemies can no longer attack or make sound while far away[/p]
  • [p]No background CPU usage from unseen objects[/p]
  • [p]Massive FPS improvements on large maps[/p]
  • [p]The game behaves as if the world is much smaller, even though it isnโ€™t[/p]
[p]This change alone removes a major performance bottleneck and enables significantly larger and denser worlds.[/p][hr][/hr][h2]๐Ÿง  Enemy AI Improvements[/h2][h3]Core Changes[/h3][p]Enemy spawning and lifecycle logic has been fully reworked to ensure:[/p]
  • [p]Correct placement on terrain[/p]
  • [p]Proper scale handling (fixes microscopic or invisible enemies)[/p]
  • [p]Enemies only run AI logic when near the player[/p]
[p]AI systems are now tightly coupled with the world streaming system, ensuring:[/p]
  • [p]No AI updates when enemies are inactive[/p]
  • [p]No โ€œghostโ€ enemies interacting with the player[/p]
  • [p]No off-screen navigation or pathfinding costs[/p]
[h3]New Enemy Variant[/h3]
  • [p]Crawler Zombies
    Low-profile enemies that are harder to detect and add tension during exploration.[/p]
[h3]Why This Matters[/h3]
  • [p]Prevents unfair or confusing combat encounters[/p]
  • [p]Eliminates enemies attacking from outside the playerโ€™s awareness[/p]
  • [p]Allows many more enemies to exist in the world without destroying performance[/p]
[hr][/hr][h2]๐ŸŒฒ Environment & Terrain Handling[/h2][h3]Multi-Terrain Optimisation[/h3][p]The world consists of many connected terrain tiles. Previously, systems treated each tile independently, leading to duplicated logic and unnecessary processing.[/p][h3]Improvements[/h3]
  • [p]All terrain tiles are now treated as one connected world[/p]
  • [p]Spawning logic automatically detects and distributes objects across all terrains[/p]
  • [p]World objects are streamed per terrain tile, not globally[/p]
[h3]Result[/h3]
  • [p]Easier to maintain and expand large maps[/p]
  • [p]Faster runtime performance[/p]
  • [p]Much better scalability for future world content[/p]
[hr][/hr][h2]๐ŸŒง๏ธ Weather & Atmosphere Systems[/h2][h3]New Features[/h3]
  • [p]Added dynamic rain and lightning effects[/p]
  • [p]Weather effects are now tightly integrated with:[/p]
    • [p]Time of day[/p]
    • [p]Weather state[/p]
    • [p]Environmental systems[/p]
[h3]UI Restoration[/h3]
  • [p]The date and time-of-day display has been restored to the top-right UI[/p]
  • [p]This system had previously been disabled during earlier refactors[/p]
[hr][/hr][h2]๐Ÿ–ฅ๏ธ User Interface Improvements[/h2][h3]Status UI[/h3][p]Health, stamina, hunger, and thirst UI have been redesigned with:[/p]
  • [p]A unified visual style[/p]
  • [p]Cleaner layout[/p]
  • [p]Improved readability[/p]
  • [p]Easier extensibility for future mechanics[/p]
[p]All UI text has now been fully converted to TextMeshPro, fixing:[/p]
  • [p]Text not appearing in-game[/p]
  • [p]Scene/Game view mismatches[/p]
  • [p]Inconsistent font scaling across resolutions[/p]
[h3]Main Menu[/h3]
  • [p]Updated for improved consistency and readability[/p]
  • [p]Better visual alignment with the in-game UI style[/p]
[hr][/hr][h2]โš™๏ธ Graphics, Display & Resolution Fixes[/h2][h3]Resolution Handling[/h3][p]Fixed an issue where:[/p]
  • [p]Only a single resolution (e.g. 1024ร—768) was available[/p]
  • [p]Fullscreen behaved inconsistently across systems[/p]
[p]Common resolutions are now manually supported even if Unity fails to auto-report them, resulting in:[/p]
  • [p]More reliable fullscreen behaviour[/p]
  • [p]Better compatibility across hardware configurations[/p]
[hr][/hr][h2]โšฐ๏ธ Death & Inventory System Changes[/h2][h3]Full Inventory Drop on Death[/h3][p]When the player dies, all inventory items are now dropped into the world, including:[/p]
  • [p]Backpack contents[/p]
  • [p]Hotbar items[/p]
  • [p]Holstered weapons and tools[/p]
[p]Dropped items:[/p]
  • [p]Are not destroyed[/p]
  • [p]Can be recovered after respawn[/p]
  • [p]Use the same logic as manual item drops for consistency[/p]
[h3]Why This Matters[/h3]
  • [p]Fixes cases where items were unintentionally lost on death[/p]
  • [p]Creates clearer and more consistent death consequences[/p]
  • [p]Lays groundwork for future mechanics such as corpse runs and riskโ€“reward survival[/p]
[p]This behaviour triggers only on death and does not affect normal gameplay or saving/loading.[/p][hr][/hr][h2]๐Ÿ›๏ธ Respawn System Upgrade โ€“ Sleeping Bag Priority[/h2][h3]Dynamic Respawn Point Detection[/h3][p]The respawn system now dynamically checks for player-built respawn points (e.g. sleeping bags).[/p]
  • [p]If any object tagged Respawner exists:[/p]
    • [p]The player respawns at one of those locations[/p]
  • [p]If no respawner objects are present:[/p]
    • [p]The game falls back to standard world spawn points[/p]
[h3]Additional Details[/h3]
  • [p]Sleeping bags are detected dynamically[/p]
  • [p]Newly placed sleeping bags are recognised automatically[/p]
  • [p]Removed or destroyed sleeping bags are no longer used[/p]
  • [p]No scene reload or manual refresh required[/p]
[h3]Why This Matters[/h3]
  • [p]Players can meaningfully control their respawn location[/p]
  • [p]Supports base-building and long-term survival strategies[/p]
  • [p]Fully compatible with large, streamed worlds[/p]
[hr][/hr][h2]๐Ÿ“ˆ XP & Level Progression Overview[/h2][h3]How Leveling Works[/h3]
  • [p]Maximum level: 100[/p]
  • [p]Each level requires more XP than the last[/p]
  • [p]Early levels are fast and rewarding[/p]
  • [p]Later levels take longer and represent experience[/p]
[hr][/hr][h3]Progression Breakdown[/h3][p]Levels 1โ€“10[/p]
  • [p]Fast leveling[/p]
  • [p]Learn the game and unlock core basics[/p]
[p]Levels 10โ€“30[/p]
  • [p]Steady progression[/p]
  • [p]Normal survival gameplay[/p]
[p]Levels 30โ€“60[/p]
  • [p]Slower leveling[/p]
  • [p]Levels reflect experience, not grinding[/p]
[p]Levels 60โ€“100[/p]
  • [p]Long-term prestige levels[/p]
  • [p]For dedicated survivors[/p]
[hr][/hr][h3]Important Notes[/h3]
  • [p]You never lose XP[/p]
  • [p]Progress carries across saves[/p]
  • [p]Max level does not block gameplay[/p]
  • [p]High levels represent time and skill, not pay-to-win power[/p]
[hr][/hr][h3]๐Ÿ”ฎ Looking Ahead (Future Updates)[/h3][p]While leveling is currently focused on long-term progression and mastery, future updates will expand how levels are used, including:[/p]
  • [p]Unlocking new crafting recipes[/p]
  • [p]Gating building structures and upgrades[/p]
  • [p]Scaling player stats such as:[/p]
    • [p]Health[/p]
    • [p]Stamina[/p]
    • [p]Carry weight[/p]
  • [p]Supporting deeper progression systems as the game evolves[/p]
[p]Your progress now will carry forward, meaning the levels you earn today will continue to matter as new systems are introduced.[/p][hr][/hr][h2]๐Ÿ› ๏ธ Bug Fixes & Stability Improvements[/h2][h3]Enemy & AI Fixes[/h3]
  • [p]Fixed invisible or extremely small enemies caused by incorrect scaling[/p]
  • [p]Fixed enemies interacting with the player while out of range[/p]
  • [p]Fixed AI logic running on inactive or unseen enemies[/p]
  • [p]Fixed enemies playing sounds while disabled or far away[/p]
  • [p]Fixed cases where enemies remained logically active after being visually removed[/p]
[h3]Performance & FPS Fixes[/h3]
  • [p]Fixed severe FPS drops caused by inactive world objects still updating[/p]
  • [p]Fixed physics, navigation, and animation systems updating off-screen[/p]
  • [p]Reduced unnecessary CPU usage from unseen AI and props[/p]
  • [p]Improved performance scaling on large maps[/p]
[h3]World Object & Streaming Fixes[/h3]
  • [p]Fixed world objects updating when they should be inactive[/p]
  • [p]Fixed collisions remaining active outside interaction range[/p]
  • [p]Fixed audio playing from disabled or distant entities[/p]
  • [p]Improved enable/disable consistency to prevent state desyncs[/p]
[h3]UI, Feedback & Visual Fixes[/h3]
  • [p]Fixed UI text not rendering correctly after TextMeshPro conversion[/p]
  • [p]Fixed UI appearing in Scene view but not Game view[/p]
  • [p]Fixed font scaling and alignment inconsistencies[/p]
  • [p]Fixed on-hit blood splatter effects not triggering or fading correctly[/p]
  • [p]Damage feedback visuals now reliably display when the player is hurt[/p]
[h3]General Stability[/h3]
  • [p]Fixed multiple edge cases causing unpredictable behaviour in large worlds[/p]
  • [p]Reduced โ€œghost systemsโ€ running when they should be disabled[/p]
  • [p]Improved system ordering to prevent race conditions during spawn/despawn[/p]
[hr][/hr][h2]๐Ÿš€ Why This Update Is Important[/h2][p]While many changes in 0.2.1 are under the hood, this update lays the foundation for the future of the game by enabling:[/p]
  • [p]Larger and more detailed maps[/p]
  • [p]More enemies on screen[/p]
  • [p]Richer environments[/p]
  • [p]Better long-term performance[/p]
  • [p]Fewer hard-to-trace bugs caused by unnecessary system updates[/p]
[p]This update makes future content possible without sacrificing stability.[/p][hr][/hr][h2]๐Ÿ”Œ Multiplayer, Statistics & Challenges โ€“ Coming Next (0.2.2)[/h2][p]As part of the next update (0.2.2), weโ€™re actively working on bringing the following systems back online and expanding them:[/p]
  • [p]Multiplayer functionality[/p]
  • [p]Player statistics tracking[/p]
  • [p]Challenges and progression-based objectives[/p]
[p]These systems were temporarily disabled or limited during earlier core refactors and stability work. With the foundations now in place after 0.2.1, development focus is shifting toward restoring and improving these features.[/p][p]Progress earned now (including XP and levels) is designed to carry forward and integrate with these systems as they come online.
[/p][hr][/hr][p]Please report any future issues here: Steam Community Discussions[/p][p][/p][p]Thank you for standing by us during this Early Access release. Weโ€™re excited about more improvements are coming in Update 0.2.2, so stay tuned![/p][p][/p][p]๐Ÿ”— Get End of Everything now on Steam[/p][p][/p][p]Kind regards,[/p][p]Happy Dayz Games
[/p]
[p]Note: As with all Early Access development, exact feature scope may evolve during testing, but these systems are a primary focus for the upcoming update.[/p]

Update 0.2.0b โ€“ Save/Load Game, Ragdoll Zombies & Survival Balance Hotfix

[h3]๐Ÿ”ง Update 0.2.0b โ€“ Hotfix
[/h3][p]This hotfix focuses on combat realism, save/load system, survival balance, atmosphere, and core gameplay stability.
[/p][hr][/hr][h3]๐Ÿ’พ Save / Load System Fix[/h3]
  • [p]Save and load now works correctly in singleplayer[/p]
  • [p]Fully saves player and world state via the in-game menu[/p]
  • [p]Multiplayer saving still requires additional work[/p][p][/p]
[hr][/hr][h3]๐ŸงŸ Zombie Combat Improvements[/h3]
  • [p]Zombies now use rigidbodies, enabling true ragdoll physics on death[/p]
  • [p]Ragdoll reactions are directional based on where zombies are hit[/p]
  • [p]Bodies react naturally โ€” shoot legs, knock them sideways, or send them flying[/p]
  • [p]Fixed hitbox placement[/p]
  • [p]Head and chest shots now correctly deal critical damage
    [/p][p][/p]
[hr][/hr][h3]โš–๏ธ World & Loot Balancing[/h3]
  • [p]Loot tables have been rebalanced to better suit the environment[/p]
  • [p]Containers now spawn 2โ€“5 slots instead of always having 8[/p]
  • [p]Reduced item spawn percentages to encourage scavenging and survival[/p]
  • [p]Overall loot economy is now more grounded and challenging[/p]
[hr][/hr][h3]๐Ÿ”ซ New Weapons Added[/h3]
  • [p]Bone Club[/p]
  • [p]Marlin Rifle[/p]
  • [p]Wooden Bow[/p]
  • [p]Ammo & Arrows[/p]
[hr][/hr][h3]๐ŸŒ‘ Visual & Atmosphere Overhaul[/h3]
  • [p]Reworked lighting, volumes, and post-processing[/p]
  • [p]Darker, more immersive atmosphere[/p]
  • [p]The world now feels more intense and hostile
    (See example images below for visual changes)

    Before:[/p][p][/p][hr][/hr][p]After:[/p][p][/p]
[hr][/hr][h3]๐Ÿšซ Multiplayer Status[/h3]
  • [p]Multiplayer is temporarily disabled until Update 0.2.1[/p]
  • [p]This is to ensure stability while remaining issues are resolved[/p]
[hr][/hr][h3]๐Ÿงญ Main Menu Updates[/h3]
  • [p]Updated main menu to support upcoming features[/p]
  • [p]Challenges and Statistics sections are now marked as Coming Soon[/p]
[hr][/hr][p]Please report any future issues here: Steam Community Discussions[/p][p][/p][p]Thank you for standing by us during this Early Access release. Weโ€™re excited about more improvements are coming in Update 0.2.1, so stay tuned![/p][p][/p][p]๐Ÿ”— Get End of Everything now on Steam[/p][p][/p][p]Kind regards,[/p][p]Happy Dayz Games[/p]

End of Everything โ€“ 0.2.0 Update Sale!

[p]To celebrate the release of our massive 0.2.0 Wastelands Update, End of Everything is now on sale for 60% off![/p][p][/p][p]Sale Period:
๐Ÿ“… January 12 โ€“ January 26 (14 days)[/p][p][/p][p]This sale is our way of thanking players for their support and inviting new survivors to join the apocalypse. Explore the massive desert Wastelands, face persistent infected threats, scavenge, craft, and survive โ€” now at a discounted price![/p][p]Get in early, experience the latest 0.2.0 improvements, and help shape the future of End of Everything as we continue Early Access development.[/p][p][/p][p]Please report any future issues here: Steam Community Discussions[/p][p][/p][p]Thank you for standing by us during this Early Access release. Weโ€™re excited about the patches ahead, so stay tuned![/p][p][/p][p]๐Ÿ”— Get End of Everything now on Steam[/p][p][/p][p]Kind regards,[/p][p]Happy Dayz Games[/p]