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Urban Strife News

What's coming next in... June!

[p]We’ve put a lot of work—and a lot of thought—into this update, because it marks an important milestone: it formally wraps up Tier 1 of the campaign. If we consider the prologue as the first part, we’re now two-thirds of the way through! Of course, there are still features to add and the game loop to complete, but we’ll celebrate each step as it comes.[/p][p][/p][h3]A Very Important Announcement[/h3][p]We promised to do our best to preserve backward compatibility with saved games. This was possible as long as the changes didn’t affect core mechanics—like the attachments system. That’s now changing completely (read below for the exciting improvements), which means old saves will no longer be compatible. Additionally, the full rewrite of the Tier 1 maps is now complete. It’s the perfect time to play the campaign as it was meant to be played, without the workarounds we implemented to keep legacy saves alive. To be clear: OLD SAVES WILL BE INVALIDATED. You will need to start a new campaign once the new patch is applied. Now you know.[/p][p][/p][p]So, when it's coming? After NextFest excitement settles down next week, we'll have the update ready. We'll couple it with another discount offer so if you haven't tried the game yet, it's a good time to pick it up.[/p][p][/p]
Campaign Maps
[p]The Scrapyard[/p][p]The cherry on top this time is the Devil’s Own biker camp—nicknamed The Scrapyard. It would be a fun place... if it weren’t for a subversive strike instigated by some unscrupulous federal agents. The devilish Firm makes its presence felt once again, albeit discreetly, poisoning the mind of the local patriarch, Rick Devilson and using him and his sons to do their dirty work.[/p][p]The Devilsons will also introduce you to the local entertainment kings: the Fight Clan—equal-opportunity providers for anyone willing to smash faces in their cage matches for coin. In this particular case - you. Just make sure you pick someone who is adept at hand to hand fighting. You'll need good Agility for evading the opponent's punches and good Dexterity to land yours. Strength also helps if you want to sap their stamina quickly but remember - this is about KOs not killing the other guy.[/p][p][/p][p][/p][p][/p][p][/p][h2]Fight Clan HQ[/h2][p]Win the local qualifier and you’ll earn a spot in the Fight Clan Finals—where our old friend, Jake Poppi, eagerly awaits. Take note of this location—it may become a valuable cash source later. Make sure you check the local shop, they might carry some items you always wanted and some items you never knew you wanted. No spoilers.[/p][p][/p][p][/p][h2]Supermarket & Courthouse Rewrite[/h2][p]The rewrites of the old Tier 1 maps are finally complete. The Supermarket and Courthouse questlines now follow their own distinct paths (don’t worry—they still hate each other). It’s up to you to decide who gets to see the end of the zombie pandemic.[/p][p]We’ve also fixed several reported issues—including confusing bathroom zombies and troublesome door behavior.[/p][p][/p][h2]Bounty Hunters[/h2][p]The Supermarket now leads into a neighboring Bounty Hunters' camp, where bail agents bring in those “innocent” cultists they’re paid to catch.[/p][p][/p][p][/p][h2]Abandoned Subway Tunnels[/h2][p]Speaking of “innocents,” it turns out the old subway tunnels run right under the Courthouse—and there’s a service entrance. Heading down reveals an underground camp full of cultists who are... not exactly thrilled to see you.[/p][p][/p][p][/p][h2]Pio Graveyard (Tier 2) & Graverobber’s Hideout[/h2][p]The Graveyard map has been upgraded to a full campaign map and is now officially Tier 2. A new storyline reveals the motivations behind the graverobbers’ desperate actions—with hints about a mysterious nearby Freedom Train.[/p][p][/p]
New Mechanics
[p]Cage Fights for Cash[/p][p]The cage fights are undoubtedly the highlight. We’ve long wanted to introduce this classic element (remember Jagged Alliance 2 and Fallout ring fights?) ever since we developed the zombie arena. We now have a working prototype for cash-based fights—and we’re just getting started.[/p][p][/p][p][/p][p][/p][h2]New Attachments System[/h2][p]Our current attachments system was transformative—you'd craft entirely new weapons by combining base items and attachments. This quickly became a nightmare, requiring massive data tables, balance tweaks, degradation tracking, etc. It was a major hassle and kept the system limited.[/p][p]The new system is dynamic and additive. Now, adding or removing attachments is as easy as loading or unloading a weapon. The gunsmith and optics workshop can finally shine—crafting all the cool extras you didn’t know you needed.[/p][p]Even better, new crafting combines allow other shops (like the armor smith) to produce modded armor pieces. Always wanted arm bracers or shin guards for fending off zombies trying to chew on your limbs? Now you can craft those at home. Your investment in workshops is about to pay off—big time.[/p][p][/p][p][/p]
[h3]Quality of Life (QoL) Improvements[/h3][p]Keybinds for Everyone[/p][p]We’ve added a lot of keys to the keybind options. Everything requested on the forums—plus all the expected functions from major titles like XCOM. Feel like we missed something? You can make suggestions here: https://steamcommunity.com/app/710230/discussions/0/591764020514533025/[/p][p][/p][p][/p][p][/p][p]Smarter Movement Cursor[/p][p]The movement cursor now clearly displays how many attacks you can make and how many APs are required to move to your desired position — with easy-to-read green/yellow/red color coding.[/p][p][/p][p][/p][p]Stay tuned—more details will be available in the full patch release notes. And don’t forget: if you want to finish your current campaign, now is the time. Or plan your fresh start next week![/p][p][/p]

April 25th, 2025 - Backwards Compatibility Fix #3

  • Bubba's recruitment flow has been rewritten to avoid unnecessary complications. He should now be available as a recruit as soon as he gives you the trader tips.
  • A couple of key actors on the FBI map could be saved with empty scripts if you continued the campaign instead of restarting. We've implemented a fix to reset them, which should now work as intended.
  • Traders on the FBI map could also be saved with empty inventories for players continuing the campaign. A reset has been added to trigger their restock.
  • A potential crash caused by the Young Thief at the Gas Station being killed in a pre-patch save has been fixed. The game should now resume without crashing.
  • An issue where right-click disassembling an item with the industry panel open could generate an invalid crafting order has been fixed.
  • A bad waypoint on the Motel map that could cause issues with NPC scheduling has been fixed.


We are immensely grateful to all the players who graciously took the time to report and document these issues, and for sending in saves to help us debug them. You guys rock!

April 23rd, 2025 - Backwards Compatibility Fix Micropatch

Fixed a bug that prevented players continuing the campaign from an old save from talking to certain NPCs on the FBI map.
Fixed a bug that caused melee item damage to not display correctly in the inventory.

Hotfix for backwards compatibility

Those who had completed the biker scouts mission in Motel were prone to a crash when loading an old save due to changes in the script. A hotfix was pushed to the public for this. Please update and report any other issues.

If you haven't reached Motel/Gas Station yet in your playthrough you aren't affected but you should patch nevertheless.

Patch Notes - April 22nd 2025 (and 20% off until end of the week!)



We hope everyone had a wonderful Easter holiday with their loved ones! To keep the good vibes rolling, we're releasing a substantial patch today, pushing the campaign forward with the Urban F.B.I. scenario (featuring two locations). You'll also get the chance to pay a lovely visit to the Chowder clan—possibly some of the only gunsmiths in Urban who burn through more ammo than they sell.



This update also includes four revamped scenarios where the RPG content has been improved and rewritten: the Gas Station and Motel maps, now joined by Forest Camp and Grocery as mission locations.

In addition to all that, we're rolling out the new and improved Ammo Press upgrade, finally working as intended—producing unique (and highly illegal) ammo just for your base. Light up the night with incendiary shotgun shells, or blow zombies to bits with fragmenting (dumdum) rounds—because who's going to argue with you? You’re the sheriff!



On the code backend, we've spent significant time eliminating lag issues reported by many of you. With memory leaks fixed and smarter inventory queries (now triggered only by change events), the game should run much smoother—even for the biggest and most outrageous hoarders out there. We’ve also squashed a bunch of bugs found through reports and internal testing (a few misc. hangs, missing quest journal info, etc.).

Finally, in the QoL department: a much-requested feature is here—improved visibility for lootable container highlights.



We'll be jumping right back into development, with a nice list of smaller updates on the way, including more keyboard shortcuts, scavenger mechanics, and other goodies.

We hope you have a great time playing! If you can spare a moment, please consider leaving a review—it helps more than you can imagine.

And don’t forget—the game is 20% off until the end of the week!