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Undead Development News

Update v.95 live! 2 New maps! Airport and Military Base



This update adds 2 new maps to the game. An airport level and a military base. A lot of my time is spent fixing technical issues so I'm very happy to get some more content into the game.

If you run into problems you didn't experience in the last patch you can go to betas and try the "previous_patch" or "beta" builds. If problems occur in the new update I will try my best to fix them asap.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.95




New Maps
  • Airport: A large open level with minimal natural building resources.
  • Military: An abandoned military base in the desert.


Fixes and changes
  • Fixed an issue when grabbing from the belt where the hand would not detect the collider.
  • Fixed a bug with some objects that would break hand interaction.

Update v.94 live! Valve Index Support, Improved Throwing and Technical Updates.



This is a more technical update that adds support for the Valve Index. You can now switch to a glove hand model with finger tracking from the gameplay settings options.

This update adds support for Valve's new VR Input system. I also updated to a more stable version of Unity which may help certain players with crashes or rarer technical problems.

In addition, throwing should be significantly improved! I am hoping to work on new maps for the next update.

If you run into problems you didn't experience in the last patch you can go to betas and switch to "previous_patch".

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.94


Valve Index Support
  • Natural grabbing and throwing added for the Index controllers.
  • A new finger tracked hand model is available from the gameplay options menu.
  • New SteamVR Input system now supported.
  • Updated to the newest version of the SteamVR Plugin.


Improved Throwing
  • Throwing has been reworking and should be significantly improved!


Fixes and changes
  • Updated to a more stable version of Unity.
  • Added sound when player tries to reload and is out of ammo or already fully loaded.
  • Fixed belt turn issue.
  • Fixed bug with saving snap turn settings on click option.
  • Fixed lighting bug in the sewers.

Update v.93 live! New auto save system added!



I've been working for the past two months on a save system for Undead Development. I really wanted to get something like this into the game but knew it would be a big technical challenge for me. I'm excited to finally introduce the save system to the live game! My testing ability is very limited so please understand this feature is still in beta but I have done my best to work out kinks before making it live. I hope you all enjoy!

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.93


Save System
  • Auto save after wave complete.
  • Separate auto save per map.
  • Load most recent auto save from home or during a map.


Detonator rework
  • The detonator that triggers the explosive pack now functions independently.
  • The detonator now works more like a remote, triggering an explosive pack in the direction the device is pointing.


Fixes
  • Fixed bug with nailing objects to breakable furniture.
  • Fixed nailing rotation issue.
  • Improved collision detection when dropping off backpack items.
  • Fixed bugs with pooling objects.

Update v.92b live! Performance improvements, bug fixes and tweaks.



Thanks to recent reports on the forum I have been looking into performance issues. I have discovered some problems that were hogging performance so most users should see a significant improvement in fps. I have also done some general bug fixing as well as some weapon balance changes.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.

Update v.92b


Performance Improvements
  • Fixed some performance issues affecting all levels.
  • Updated some backend systems.


Forest level changes
  • The forest level now uses the new breakable trees from the island.
  • This change should greatly improve performance for the forest level.


Weapon Changes
  • Reduced the firing rate of the bullpup and the uzi.
  • Increased the damage of the uzi, M249, and the minigun.
  • increased the damage of the katana, tactical knife, machete, claw, flamethrower, single shot sniper rifle, and rare-spawn medieval weapons.


Changes
  • Ammo reload is now detected by the hand placement instead of the weapon collider. Placing your controller at your hip will reload.
  • Improved and reworked most of the bullet trail effects.
  • If you return home you will no longer be shown the home tips again.


Fixes
  • Fixed an issue with a ground plane not being targetable for teleport on the Island level.
  • Fixed an issue that canceled teleport if it was double-clicked.
  • Fixed issue where pausing would cause physics to pop and jump.
  • Building objects should no longer highlight the pouch when hovered.
  • Fixed item interactions triggering during the pause menu.
  • Fixed interaction issues between teleport and snap turn.
  • Fixed an issue where the teleport cooldown from the Island level would not reset properly.

Update v.92 live! New Island level; build your base anywhere!



Hey everyone, really excited about this update. I've reworked a lot of systems to support a new open style of map. In the new Island level, you can build your base wherever you want and even explore outside of your base during waves. This update took longer than I wanted but it will be easier for me to add new maps like this in the future.

I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums.



Update v.92


New Features
  • New Island Level: A new map has been added to the game that features new gameplay rules.
  • New Open Level System: Build and defend wherever you want with the new open map system used in the new level.
  • New Harvestable Trees: the new map features harvestable trees that can be used to build player defenses. Try using melee weapons to break them down.


New Island Level with Open Level System
  • Players can choose to build anywhere and move freely during all stages of the map.
  • The backpack can be emptied dynamically in front of the player at any time by clicking the trigger on the backpack.
  • Reworked post system (sticking objects into the ground) to be more dynamic and allow for more varied ground types.
  • During waves there is a short cooldown added to teleport locomotion.
  • A lot of systems were changed or reworked to support the new open level gameplay. This will allow me to more easily make new levels in the future and for them to support the new open level system.


Changes
  • Added small vibration when a post is stuck in the ground.
  • Added a controller check for body movement physics to help prevent unintended falling with walking locomotion.
  • Made adjustments to pathfinding system to improve zombies ability to get to the player and reduce the chances of zombies getting stuck.
  • Made the detection of stuck zombies more aggressive.


Fixes
  • Fixed an issue preventing spiked posts from dealing damage.
  • Fixed issue with the vacuum recycler grabbing some held objects.
  • Fixed issue with the bedframe collision in the Old Home level.