As a valued and skilled survivor, we now need you to bring your skills to the battlefield of Second Extinction. As a loyal member of our community, we are delighted to offer you 10% off the game’s Early Access price. This discount will be applied at checkout.
Mixed bag of news today, a little bit of everything. Let’s start off with some good news!
We’ve fixed, QA tested, and are partway through the Certification process for an Xbox Hotfix that we’re looking to have go live on Monday! This hotfix will alleviate the inability to progress past the Sign-In or Continue flow when first starting the game. It also fixes a few other crash bugs. More detail will come in our mini-patch notes.
Now on PS4, we’ve been making steady progress, as we’ve stated before, but lately, we’ve gotten some of the more annoying repeatable crash bugs to be far less reproducible than they were previously. When before we were looking at reproducible crashes at 90-100% of the time, we’re now seeing them under 10% of the time. Still, more work needed to try to eliminate them completely, but we’re in a much better position than last week, and the week before that!
While we’re still pushing hard on the PS4 fixes, it is worth mentioning that we’re still working on future things as we do plan to continue supporting the game. Since the PS4 fixes are worked on by specific people, team members from other disciplines (art, design, etc.) are free to continue working on other stuff we have coming up that will improve and expand the game for all players. We won’t be outlining anything yet as we want to make sure we nail down what matters most at the moment, but we will absolutely let you know once we’re over this hurdle.
We hope that provides a bit more insight into where we are today and that you understand how we’re proceeding. Please reach out to us in any of our channels if you have any feedback on this information.
Thank you and we’ll update you when the Xbox hotfix goes live!
Hey everyone! We’re now halfway through the year and we hope you’re all doing well so far.
With the launch of FNIX Rising on PC this week, we’ve been looking through your feedback and bug reports as fast as we can. While we know the #1 topic right now is around when the update hits consoles, there are some other trends that we’re seeing that we’ll touch on as well.
But first - console launch timing. In a few of our replies, during livestreams, etc. we’ve mentioned that we don’t want to give you a date that we don’t feel comfortable that we can hit. Our goal is to get these versions out to players as close to the PC release as possible. Ideally, we would have launched simultaneously across all platforms, but we need to sort through some console-specific issues that are taking longer to nail down that we anticipated. Rest assured that as soon as we go through the platform processes and can confirm a date with them, we will let you know when you can expect to see the DLC / Update go live. That said, you can expect them to come in July!
Now to some early feedback on FNIX Rising & the June Update. We’re getting some reports of a multiplayer join bug which is causing issues - something we are currently looking into. When it comes to gameplay, we are happy to read that many of you are really enjoying the tweaks to difficulty and the experimental weapon drop rates. And lastly, it’s awesome to hear so many people out there excited by the story we’re telling in this expansion. We’re glad you’re on board for the journey!
To wrap up, remember to stay tuned to our channels in order to find out more about the status of our console release dates. Talk again soon!
It’s summertime and we’re kicking things off with the introduction of our second expansion - FNIX Rising! Like Alpine Unrest, the update alongside the expansion adds more to the game for everyone to enjoy, whether you decide to grab the expansion or not. There’s a lot in this update as we put in new content alongside some improvements and bug fixes so let’s get to what’s new!
New Expansion: FNIX Rising
Östertörn has undergone a significant change as FNIX starts to impose its influence on the land. The South Coast region is now dotted with a variety of machine structures that are in stark contrast to the once more traditional and peaceful landscape. There are also more signs of the battle that took place between the military and the machines in the early days of the uprising. Areas in the farmlands now show the scars of the battles that once took place there.
Once again we’ve added to the story of Generation Zero by introducing more missions, as well as showcasing some new, but familiar, faces. We think you’ll be happy to meet one of the more talkative ones who has some interesting theories. As FNIX continues to push itself, it's also evolved one of its machines again by upgrading the Harvester to the Apocalypse Class. Like the other Apocalypse Class machines, the Harvester brings with it some deadly attacks - be particularly aware of it’s gas attack!
And of course, this expansion also brings with it a bunch of other things for you to enjoy. More apparel items, collectibles, Challenge trees, and achievements are included. And as you may have seen, we’ve also given you a new way to fight back against the machines - melee weapons! Utilize the brännboll bat and the sledgehammer to bash your way through the metal monstrosities that roam the lands!
Additions & Improvements
So what about the other bits that come with the update, the ones that you won’t need to get the expansion for? Well, it’s a mix of good stuff that we hope will improve the game for you!
Both the Apocalypse Class Harvester and the melee weapons have a chance to appear in the base game - but you’ll not see them very often. There is also a brand new Challenge tree to work through so that you can earn some rewards. On top of that, we’ve also expanded Apparel Crafting another 4 tiers so that you have more & better ways to customize your gear - take note, however, that there are now 3 new Crafting materials that you’ll need to gather (titanium, aluminium, tungsten). And for some of our long-term players, the inclusion of the ability to go prone will be a welcome return.
Ok, now for some of the improvements we’ve included, some of which is directly inspired by your feedback!
We’ve toned down the difficulty across the board based on overwhelming player feedback, while still challenging, it won’t be punishing - keep feeding back so we can fine-tune this as best as possible!
We’ve added the ability to switch your ammo type on a weapon with a single button press, without having to navigate to your inventory
The Experimental KVM 59 has now been permanently added to the Rival loot pool
Experimental weapon drop rates from Rivals has been increased
We’ve added an “Aim Toggle” option
The Mission based “Points of Interest” icons have been updated to make it more clear what the objectives are
We updated how the other team members are shown on the map to make it more visible for color blind users
The Stamina bar has been visually tweaked and now your stamina has a 2-second cooldown before it starts recovering after using stamina (ex. sprinting, melee swings)
Bug Fixes
UI
[Community Report] Fixed an issue where sometimes after unequipping and re-equipping weapons after loading the game after the last patch, HUD slots would disappear
[Community Report] Fixed an issue where some locations did not register on the in-game map when discovered
Fixed an issue where your primary weapon would disappear from your HUD if you equipped and unequipped lots of attachments, then unequipped and re-equipped the primary weapon
Fixed an issue where a menu screen would be duplicated on top of another menu screen if you joined a multiplayer session while in that screen
Fixed an issue where icons would not be easily clickable if they were very near or stacked on each other in the map screen
Fixed an issue where the Skill “Stamina Amount” was incorrectly reducing your stamina regeneration rate
Fixed an issue with trying to spawn at a safehouse if other players are in the area due to the cursor selecting them instead of the dropdown options
Fixed an issue where attachments were not showing on the weapon in a player’s inventory, but did appear in-game
Fixed an issue where the vision mode selection while scoped would overlap with the equipment slots
Fixed an issue where Bunker Missions would automatically override your current Tracked Mission
Fixed an issue where sometimes the “revive” and “abandon” options would not appear when a player entered the “downed state”
Fixed an issue where on rare occasions a player could get stuck in a revive state if they tried to open the inventory at the moment of death
Fixed an issue where the screen would not entirely go black when falling into water when using a screen resolution other than 16:9
Fixed an issue where the damage over time icon would overlap with the stance icon
Fixed an issue where the icon shown when looting a crate would be different than what is shown in the storage box
Fixed an issue where sounds were not playing when in the Collectibles menu
Fixed issues where the "&" symbol for all languages, the "#" symbol in Simplified Chinese and Japanese, and the "<" symbol in French were not correctly being re-bound
Fixed a few issues of missing text strings for locations
Missions
Fixed an issue with Break of Dawn where sometimes it would take a while for the ammo box to spawn
Fixed an issue with Break of Dawn where sometimes enemies would not spawn with the correct POI icon over their head
Fixed an issue with Break of Dawn where the Mission icon would stay above the Yttervik safehouse even after everything was completed
Fixed an issue with Nothing but the Snow where sometimes Hunters would not spawn
Fixed an issue with Hogging Supplies and Arms Race using the wrong Mission icon type
Machines
[Community Report] Fixed an issue where Machine corpses were floating away or levitating
Fixed an issue where the Experimental KVM 59’s electricity would knock a Machine out of its EMP’d state
Fixed an issue where sometimes Rivals would not spawn even when the proper conditions were met
Fixed an issue where sometimes a Machine that was destroyed by a Granatgevär would have its debris turn pure black before despawning
Fixed an issue where sometimes a Tank would get stuck alternating between two animation states and would never fire
Fixed an issue where sometimes the Tank would not engage with players who were attacking it from extreme distances
Fixed an issue where the Tank’s concussion attack range didn’t match the vfx
Fixed an issue where the Tank’s missile attack would fire, but not land, if the player was too far away
Fixed an issue where sometimes the Tank would not play hit reaction vfx
Fixed an issue where sometimes a Harvester could not call in reinforcements
Fixed an issue where the Harvester’s launcher vfx were not synchronized with weapon firing
World
[Community Report] Fixed an issue where heavy fog was present in part of the South Coast region
[Community Report] Fixed an issue in an intense light being seen in the Torsberga Fortress
[Community Report] Fixed several issues where an item or loot crate could not be looted due to its placement in the world
[Community Report] Fixed an issue where Elsa was spawning in the wrong place
[Community Report] Fixed an issue where a hole in the world allowed players to go underneath the Minken Bunker
[Community Report] Fixed an issue with floating lanterns in the Archipelago region
Fixed an issue where sometimes loot crates would spawn on top of each other
Fixed an issue where the Storage Box interaction icon was constantly showing up from a long distance at Dyvik safehouse
Fixed an issue with the fire damage area being too large near the burning wreckage in the South Coast region
Fixed an issue where a window in Boo Bruk AB could be broken but not shot through
Fixed an issue with “Stamina Recharge” not being applied when the player is moving
Fixed an issue with the Björk car where the wrong hood was used
Fixed various collision issues, LOD issues, floating object issues, and world texture issues
General
[Community Report] Fixed an issue where sprint sometimes would stop working properly
[Community Report] Fixed an issue where players were incorrectly able to loot “Chaff Rounds” for the Granatgevär
Fixed an issue where sometimes players with older save files would log in and instantly be encumbered
Fixed an issue with the “Crazy makeup” Face Paint would sometimes flicker for other players in a multiplayer session
Fixed an issue where the “Eye Patch Pirate” apparel item would blink along with the player
Fixed some issues with silenced weapons not using the proper sound variation depending on how close another player was to the weapon
Fixed an issue where the electricity vfx on the Experimental KVM 59 was incorrectly attached to the weapon barrel
Fixed an issue where sometimes deployable tick pods would not deploy a tick
Fixed an issue where friendly ticks would often explode too far away from an enemy to effectively do damage
Known Issues
We’re highlighting a few issues below that we know are pain points so that you know we are investigating them. There are definitely more than are listed here that we’re looking into.
In rare cases, all Machines may not spawn in the first Main Mission “Where the Sun Sets” in FNIX Rising, a workaround is to re-create your game session (quit game, then continue)
In rare cases, if a Host travels extremely far away from the Truck and travels back, the Truck will not respawn for the Host, a workaround is to re-create your game session (quit game, then continue)
In rare cases a host may not see some machines, but client players do
If players kill machines on top of places where the truck is meant to spawn, the truck will be blocked from spawning, a workaround is to have all players fast travel away from the location together or re-create your game session (quit game, then continue)
The “NUM/” and “NUM*” keys have issues with being re-bound on German keyboards
In the “Scout” Challenge tree, Tier 4 of “Off the Grid” will sometimes count the number of Harvesters incorrectly, completing the Challenge early
Sometimes a player’s weapon will hang in the air after fast travelling away
Destroying the sight organs of a Tank does not impair its sight ability
The reinforced truck can be inadvertently pushed off course by players or machines, but it will reorient itself
Missions that require you to kill X amount of Machines can be impacted by the number of players in the game, sometimes making the requirement go quicker than normal
Sporadically melee weapons will not play their follow-up swing animation when repeatedly pressing attack
Assigning Q to move left doesn't work when aiming down sights or using binoculars
Some players are unable to complete “The Hellmouth” and “For the Sick and Injured” due to Machines not being correctly counted when destroyed
Some players are unable to complete “Science of Deduction” if they trigger the cave-in sequence before actually completing the Mission
Some players may be unable to complete the Minken Bunker Mission even after they are able to gain access while having only 2 out of 3 keys; a potential workaround is to restart your game session (close program, then relaunch)
The “Fashionista” and “It’s the Final Countdown” Achievements do not always properly get awarded
Generation Zero’s New Expansion — FNIX Rising — Launches June 23 on Steam
Experience new stories and challenges in the survival adventure game’s next chapter on PC, coming soon to PlayStation®4 and Xbox One.
STOCKHOLM — June 16, 2020 — Systemic Reaction, a creative division of Avalanche Studios Group, has announced that FNIX Rising, the second expansion for the atmospheric first-person guerilla action game Generation Zero, will be available for $7.99 on June 23 for PC via Steam, with PlayStation®4 and Xbox One versions arriving later this summer.
FNIX Rising expands the narrative of Generation Zero while revamping the game world and introducing a number of new features and content. Six weeks have passed since the events of Alpine Unrest, and now players will have to grapple with the new landscape and strange structures the machines have built for unknown reasons. FNIX Rising includes 10 main missions with new NPCs, 10 additional side missions, and a new Harvester class. There’s also a new challenge tree, melee weapons, collectibles, and outfits.
“Over the past one and a half years, we’ve consistently focused on community feedback and enhancing the experience for players across all platforms. With FNIX Rising, we’ve enriched the world of Generation Zero even further. We believe players will enjoy making new discoveries and going head-to-head with these exciting challenges,” said Paul Keslin, Product Owner at Systemic Reaction.
The FNIX Rising update also features free content for all players, including world revamps to the South Coast and Farmland regions, four new apparel crafting levels, two melee weapons, and an additional challenge tree. The Generation Zero team has consistently added new improvements and fixes based on player feedback since the game’s release in 2019, which continues with this latest expansion.
Set in 1980s Sweden, Generation Zero opens with a mystery: the population has gone missing and hostile machines now roam the landscape! Explore a huge open world, scavenge for gear, and take on challenging missions to unravel what’s happened. Combine weapons, skills, and equipment against enemies on your own or with up to three friends in co-op to strike back against the machines.
FNIX Rising is available to wishlist now on Steam. For more information, visit https://generationzero.com.
Hi everybody! Hope you’re all doing well! Let’s briefly talk about what’s coming up for Generation Zero.
We’re now partway into June and the team has been busy trying to address and improve things in game as fast and best as we can. Two big items that we know are top of mind with everyone is machine corpses floating away and game difficulty. Both of these items are getting attention in our next update as we know how frustrating they’ve been for players.
We’ve put in a fix for the floating corpses that should eliminate the problem, but as usual if you happen to see it continue, do let us know when the time comes so we can stay on top of it. With game difficulty, we’ve made a mix of balance tweaks and bug fixes that should alleviate many of the pain points. By making these changes we hope to better align with the difficulty descriptions we have in-game, so that you know what you’re getting into and not being surprised by how challenging the machines are. As with other things, please let us know how these changes feel so we can continue to fine-tune the experience to match the expectations of each difficulty level.
On top of that, we suspect you’ve been seeing some interesting things coming out of our social channels that may be a hint about things to come. Or perhaps you’ve experienced a new, and rather unfriendly, reception in a certain part of Östertörn. Well if you haven’t yet gotten wind of either of these, now is the time to start keeping an eye out. Very soon we’ll be giving you some more detailed information on our next Update. So stay tuned!
Given this time in the month you can likely guess that there is no game update from us for May. We needed to give ourselves the time to focus and prepare for future work on the game. This includes the feedback we received from you all based on the last update as well. We hope you understand and will bear with us just a little longer!
That said, if you’ve been following our channels, you may have read Calle’s latest post on the Östertör-net BBS where he said that he was going to write a letter to the editor of Dagstidningen, and sure enough, he did! And we got our hands on it early:
“Stop FOA, Save Östertörn!
Very strange things are happening right now in Östertörn and I want to claim that it's in direct connection with the Försvarets Forskningsanstalt placed here. Wouldn't you agree with me when I say that things haven’t been usual lately? We've definitely got increased radiation here in Östertörn and I suspect that it has something to do with that laboratory "FOA35" and one of their experiments. Could they have alien technology there or plain and simple a real living alien?! It’s something out of this world for sure, I'm certain of it! They are after us! As usual we know that they won't give up anything, so I want to warn you what’s in the making and that we together claim our right to truth from the government.
Enough is enough!
-Calle”
Keep an eye out for other bits of information in the coming weeks as we head into summer. Until next time, stay safe out there!
Welcome everyone - especially those of you just joining us for the first time!
Let’s cut right to it - we overdid it with our recent update to AI behaviour. When combined with some bugs in those changes, it resulted in gameplay that was much more difficult than we expected. We wanted Machines to be smarter and more responsive in combat, but our combination of the above created some unintended consequences. As you can imagine we’ve been digging through your feedback, looking at what feels off, as well as fixing bugs so that we can get things more in line with our original intent.
We’re also taking a pass at some QoL improvements to the inventory and crafting menus that should make things clearer when using them. Other UI updates include some adjustments to how the HUD presents information, to make it easier to understand. These tweaks were made based on your feedback and we’ll share more concrete details in the future. Not everything will be addressed, but we still want to keep improving over time.
There will be more news to share in the coming weeks, but that’s all for now. Have a great weekend!
Spring has started and for us that means a tiny bit of housecleaning. No major update this month, instead we have some bug fixes and some under-the-hood work that we’ve done. We’re working on bigger things at the moment and need to focus our efforts there in the near future. What this boils down to is that we haven’t yet been able to address some of the bigger points of feedback from March - but we’re working on it!
Tweaks
Your feedback on the Anniversary update has been heard and we’ve made some quick changes that will help smooth out player understanding of the effects of the inventory change and the addition of Crafting. While these are small in scale, they will help with clarity.
Changed the "bar" on the Profile screen to show the stat effects as a percentage to match the crafting menu
Added a "Fast Travel Disabled" message when unable to move due to being over-encumbered
Added quality levels to crafted items in the Profile screen to match how other items display quality level
When over-encumbered you will only be able to walk, no longer will you be able to jog at certain thresholds; ultimately if you carry far too much weight you will be unable to move
Increased the base carrying weight from 48 to 64
When over-encumbered, the "unable to sprint" message will now be shown all the time until freeing up weight
In this update we’ve also taken our first steps to updating the machine behavior, primarily in combat. Much of this is beneath the surface and won’t be immediately noticeable, but as you go up against the machines more you may notice a few changes to how they approach combat - specifically a new behavior for the Harvester that may surprise you!
Just like with any of our other updates, please give your feedback to this update as well as anything else in your play experience. As mentioned in our last Letter from the Devs, we’re starting to really get into the feedback from the recent Player Survey and we’ll be taking all of that into consideration as we move forward. Thank you all and take care out there!
Bug Fixes
UI
[Community Report] Fixed an issue where un-equipping and re-equipping some weapons after loading a save file from previous patch caused slots in the HUD to disappear
[Community Report] Fixed an issue where ammo was not stacking and was incorrectly shown as attached in both the HUD and inventory
[Community Report] Fixed an issue where sometimes players were unable to cycle between menu tabs using R1 and L1 on PS4
[Community Report] Fixed an issue where Machine organs would sometimes stay highlighted after exiting the tech view with binoculars
Fixed an issue where players could get caught in a soft-locked state if the menu and chat was opened at the same time
Fixed an issue where the detailed info for each Difficulty was only shown in the Settings
Fixed an issue where scopes were not displaying their quality rating
Weapons
[Community Report] Fixed an issue where the Experimental K-PIST would change firing modes after equipping a grenade or medpack
[Community Report] Fixed an issue where Binoculars and scopes reset their view mode when a weapon was changed out
Fixed an issue where no impact (sound, visuals, or damage) when shooting the last round in the ammo stack with the Granatgevär into a far away object
Fixed an issue where sometimes you could still use a weapon that had been dropped
Fixed an issue on consoles where your weapon would fire if you held down the trigger when using equipment
Fixed an issue where weapons would sometimes equip to both primary weapon slots
Fixed an issue where scopes were not staying attached to the weapon when playing the reload animation
Fixed an issue where the muzzle fire from secondary weapons were severely detached from the weapon barrel
Fixed an issue where the electricity on the Experimental KVM 59 Machine Gun would become detached from the weapon when sprinting
Machines
[Community Report] Fixed an issue where Machine corpses would sometimes despawn before players could loot them
Fixed an issue where the collision box for a Tank was sometimes not in-sync with its animations
Fixed an issue where the friendly Tick pod item would sometimes not despawn after the friendly Tick spawned
World
Fixed various floating objects so they now correctly appear on the ground
Fixed various instances of doors or grass clipping into objects they shouldn’t
Fixed an issue where a player would be pushed backwards on the stairs after fast traveling to the Björntunet Hotel
General
Fixed an issue where all of a player’s characters shared the same status of over-encumbered / not over-encumbered depending on the first character they logged in with
Fixed an issue where the fanfare music wasn’t playing when a Challenge was completed
Fixed an issue in multiplayer when an instrument would stay on screen if a player used an instrument emote and then logged out
Fixed a few text string issues
Known Issues
We’re highlighting a few issues below that we know are pain points so that you know we are investigating them. There are definitely more than are listed here that we’re looking into.
There is excessive fog in the South Coast region
All muzzle attachments, except silencers, are not visually showing up on weapons when attached, but they still function properly
In rare instances machines are visible to client players but are invisible to the host
In rare instances sprinting doesn’t seem to increase movement speed
Hello hello! Hope everyone has been staying safe and is trying to enjoy any weather improvements that may have started to roll in - for example we’re starting to get more sun in Stockholm. A welcome change for sure.
First of all we want to thank everyone who participated in our Survey for their feedback. There is a TON for us to dig through and all of it is helpful! For us it’s always interesting to see any trends over time in our surveys as well as matching up your feedback with some data that we can see on our end. It helps paint us a better picture so we can plan and take action to address issues or expand on things that are working well. All-in-all this helps us make a better experience for everyone!
We’re aiming to have an update next week - not a major one, more of a small quality of life update. There will be some squashed bugs, some work that we’ve done under-the-hood that won’t be super visible, and some improvements based on feedback from last month’s Anniversary Update. We weren’t able to address everything, as some of your feedback requires a deeper look or more time to make, but we polished a few things that we think you will appreciate.
Until then, continue to be safe and be good to each other. Playing co-op is great for those. Cya soon!