🧠 **DEV UPDATE #1 — Early Progress and Next Steps**
Hey everyone!
I’m the solo developer behind **UNIT ZERO: Operation Black Veil**, and I wanted to share a quick update about the project’s current progress and what’s coming next.
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### ⚙️ Current Focus
Right now, I’m focused on expanding the **Zombies mode**, which already features early wave-based gameplay and the foundations for a **story-driven Easter Egg** system.
The goal is to mix intense survival action with mysterious objectives and a deeper narrative — something closer to the classic *Call of Duty Zombies* experience, but with a darker, more realistic style.
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### 🧟♂️ What’s Coming Next
- **Story and Easter Egg expansion** (more clues and interactive objects)
- **Tactical objectives** planned for future updates (bomb defusal, rescues, HVT eliminations)
- **Improved AI and animations** for smoother zombie behavior
- **New environments** tied to the main story
- **Full audio immersion** — realistic sound design and voice recordings
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### 💬 Community Feedback
I’ve been reading all your comments here on Steam — thank you so much for the amazing feedback and support!
Every wishlist, comment, and idea helps me shape the future of UNIT ZERO.
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### ❤️ How You Can Help
If you’d like to support the project, please:
- Add **UNIT ZERO: Operation Black Veil** to your **Steam wishlist**
- Share the game with friends
- Leave your feedback on what kind of missions or horror elements you’d like to see next
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Thank you for believing in this project.
More teasers and gameplay clips are coming soon — stay tuned! 🔥
— *Christian Velázquez*
Solo Developer
of **UNIT ZERO: Operation Black Veil**
The servers are back and the war begins again! ⚔️
DeadZone Blackout returns with a new server infrastructure, improved performance, and enhanced stability for all platforms.
Gather your squad, join the fight, and show who's boss in the zone!
🔸 What's new in this update:
New active server, faster and more stable
Improved multiplayer connection and synchronization
Bug fixes and network optimizations
Special events and daily rewards
Don't miss this new era of survival.
👉 Join now and dominate the battlefield in DeadZone Blackout!
You can now toggle fullscreen on the title screen by pressing the "F" key on keyboard, the "Y" button on Xbox controllers, or the "△" button on DualSense controllers. (This was implemented to help improve the issue where the screen becomes dark for some users after launching the game.)
Changes & Fixes
Fixed already-unlocked achievements being announced in chat.
平素より「サバイバルクイズシティ おまつり編」をご愛顧いただき、誠にありがとうございます。
この度、誠に勝手ながら当サービスは 2026年2月3日(火) をもちましてサービスの提供を終了させていただくこととなりました。
これまでのご愛顧に心より感謝申し上げるとともに、ご利用中のお客様に深くお詫び申し上げます。サービス終了に伴い、下記の対応をいたします。ご確認の上、よろしくお願いいたします。
◆おまつりコインの販売終了について
2025年12月1日13:00に販売終了いたします サービス終了までにご購入いただいたおまつりコインに関しましては、返金対応を予定しております。
詳細な返金方法・時期につきましては、後日、公式サイトでご案内いたしますので、
今しばらくお待ちくださいますようお願い申し上げます。
◆ランキング報酬(リアルアイテム)について
ランキング報酬としてお届けする予定のリアルアイテムにつきまして、
住所登録が未完了なお客様はお手数ですがバンダイナムコIDの登録情報をご確認ください。 勝手ながら、住所登録の確認締切を 2025年11月20日とさせていただきます。
この日までに登録が完了したお客様には、未配布の景品を順次送付いたします。
期限以降はご対応いたしかねますので、あらかじめご了承ください。何卒ご理解賜りますようお願い申し上げます。長らくのご愛顧、本当にありがとうございました。
Have a great morning, everyone!
This day is special, not just for me, but for you as well - as we finally awaken into the nightmares of Thornkeep Isle.
After almost two years of development, the time has finally come for the game to leave my living room and present itself to the public.
Shadows of Thornkeep is very special to me. It’s a niche, long forgotten genre of grid based dungeon crawling, with a creepy atmosphere and punishing difficulty, exactly how I imagined it since I was a kid. Seeing it released is a true fulfillment of my dream.
Shadows of Thornkeep was designed as a minimalistic, easy to pick up dungeon crawler that offers short adventures with around 5 to 10 minutes of gameplay each.
The stat and character system was simplified so everyone can understand it at a glance, making the genre more accessible to a wider audience while still retaining the essence of oldschool dungeon crawling.
As we’ve just reached the game’s Early Access stage, it currently offers around 12 hours of gameplay before reaching the “endgame” phase. You can keep grinding afterward, but don’t worry, more content is coming at a rapid pace.
The first week after the EA release will be dedicated to bug fixing and polishing, as I’m sure you players will find things to complain about and i ll do my best, to adress all of your concerns.
After that, development will move toward the endgame phase and you can check the roadmap pinned in the community hub. Don’t worry, a lot of content is already prepared, so we’ll be progressing together quickly.
That’s about it for today!
I can’t wait to see you all playing the game, asking questions, and sending requests. I’ve wanted to make an oldschool crawler for about 30 years and this is it, the moment I’ve been waiting for. I truly hope you enjoy it as much as I do.
With regards,
Tryzna
The engine has been upgraded from Unity 2022.3.33f1 to Unity 2022.3.62f2.
This update addresses the Unity CVE-2025-59489 security vulnerability to prevent potential exploits and improve overall stability and security.
About Community Mod Compatibility
Due to the major engine update, some community-made mods built for older versions may no longer be compatible.
If you wish to continue using mods that only work with the previous stable version, please follow this guide:
Password: 1234432166LastStableProduction
\[fix] Fixed an issue where certain objects flickered when entering the screen from offscreen.
\[fix] Fixed an issue where some Traditional Chinese dialogue text failed to display properly.
\[fix] Fixed a layer misalignment issue with the container rail texture in the central transport hub area.
\[fix] Fixed an issue allowing players to proceed to the next storyline before finishing Shennong’s final drink, which could cause the player’s max HP to remain permanently lower than intended.
\[fix] Fixed an issue where boss battle music might not restart when re-entering combat after leaving.
\[fix] Fixed minor visual cracks where players could see beyond the map boundaries.
\[fix] Fixed an issue where the player’s dropped items upon death could land inside fire trap emitters.
\[fix] Fixed a color flickering issue during the opening camera movement of the Eigong boss fight.
\[fix] Fixed an issue where certain enemies could teleport into walls.
\[fix] Fixed an issue where the player respawned too close to traps, causing repeated damage.
\[fix] Fixed an issue where certain climbable moving walls became stuck or behaved incorrectly after multiple interactions.
\[fix] Fixed a brief white line artifact that appeared just before a talisman explosion.
Adventurers,
A new beta branch update has been pushed for patch 0.9.0 this adds the feature of repeatable contracts fully into the game.
For now this initial batch can be found in the forest biome specifically around medium and hard difficulty goblin and orc contracts. This is the first component to the repeatable contracts being added since now that the tech is available expect to see a lot entering into the game next week across all the locations.
For the full patch notes you can find them here.
The repeatable contracts will have a chance to reappear after a set amount of time. Currently at least 7 days for many of them. You will also see a much smaller list of contracts available for grabbing in each town that rotates daily but the list has been prioritized to show the contracts that you can take over ones that you cannot.
Also, several contracts have been moved around in preparation for some of the final location based threats. This isn't fully completed yet, but you will see some of the changes in the overall gameplay early on.
As mentioned, these contracts are more simplified, and less story driven in their details but in next week's patch there will be many more really fleshing out location specific areas.
Thanks again for your patience and hope to get a lot more in now that the feature is complete and more content can be added. Due to this it may sit on the beta branch an extra week while the content is added to and tuned.