Servonauts, get suited up because on Friday the 8th of March, we'll be kicking off the first of a series of playtests where you can be among the first to get hands-on with brand new levels from brand new worlds!
Participate by signing up on the Servonauts store page!
February has flown by, and the Mudtek crew has been buzzing with activity!
This month, we dove deep into fine-tuning our development process, all with the goal of bringing even more variety and depth to our game's mechanics and maps. It's been a journey of discovery and innovation, and we're thrilled with the progress.
A special shoutout goes to our map visuals and spell animations - they've received a lot of love and have never looked better. But the real highlight of the month? Our Audio Engineering team's fantastic work. They've transitioned us away from Unity's standard Audio System to the more flexible FMOD. The outcome? Sound that's just better all around - clearer, more engaging, and truly fitting for the immersive worlds we're building.
Here's a quick peek at some of the tweaks and transformations we've made:
Development Process Overhaul: We're streamlining how we do things to bring you more of the good stuff, faster and better. Map and Mechanics Scaling: It's all about getting that perfect mix of variety and challenge to keep you coming back for more. Visual and Animation Enhancements: Our maps and spells have never looked this good, and we're just getting started. Audio Redesign Success: With FMOD now part of our toolkit, the game's sound is a step up, enhancing the overall experience.
As well as a bulleted breakdown of more specific changes:
Major Changes:
Designed new audio system, integrating with FMOD
Created new Faustas' Rest Scene
Designed a new Quest System
Created Event Notification System
Upgraded Harvest System
Added a Surface Type System for players interacting with tiles
Minor Changes:
New Cursor Icons for Proficiencies and Spellbook
Created Lifetime Stats class to better track player actions
Designed Emblem system for player profiles (to give an automated showcase of player strengths)
Added Minotaur dance emoji
Created new Brawler Spells:
Challenge
Breathe
Furious Strike
Pulverize
Quick Jab
Power Hook
Strong Straight
Added new Harvestables:
Iron
Multiple Versions of Logs
Multiple Versions of Rock
UI/Visual Upgrades
Stats Page (Now Profile Page)
New Bookmarks (Animated)
New Banners for Event Notification System
New Spells Page Design
Spells now show Mastery Level
New Proficiencies Page Artwork
Modified Inventory Page Artwork
Upgraded SFX
Character Walking
Shop UI
Spellbook UI
Haste Spell
Golem Armor Spell
Frost Javelin
Grounded
Lightning Surge
Environment SFX
Music Transitions
Bugfixes:
Fixed some particle systems being pink blobs
Fixed problem with Day/Night Cycle
Fixed sapping stream spell animation (some details were being hidden)
Fixed weather canvas not scaling to other resolutions
Fixed lightning surge kill reset not activating
Overhauled Rune Holder shader visuals (which could be buggy before)
Fixed a bug where the Pickaxe could mine logs (instead of Axe)
Modified some of the game fonts
Fixed opening scene font resolution issue
Redid Cone/Arrow cursors to always be behind player but above everything else
We're all about creating experiences that resonate and stick with you, and this month has been a significant step in that direction. Thanks for being on this journey with us. Your support fuels our creativity and drive. Here's to more adventures and achievements in the months to come!
February has flown by, and the Mudtek crew has been buzzing with activity!
This month, we dove deep into fine-tuning our development process, all with the goal of bringing even more variety and depth to our game's mechanics and maps. It's been a journey of discovery and innovation, and we're thrilled with the progress.
A special shoutout goes to our map visuals and spell animations - they've received a lot of love and have never looked better. But the real highlight of the month? Our Audio Engineering team's fantastic work. They've transitioned us away from Unity's standard Audio System to the more flexible FMOD. The outcome? Sound that's just better all around - clearer, more engaging, and truly fitting for the immersive worlds we're building.
Here's a quick peek at some of the tweaks and transformations we've made:
Development Process Overhaul: We're streamlining how we do things to bring you more of the good stuff, faster and better. Map and Mechanics Scaling: It's all about getting that perfect mix of variety and challenge to keep you coming back for more. Visual and Animation Enhancements: Our maps and spells have never looked this good, and we're just getting started. Audio Redesign Success: With FMOD now part of our toolkit, the game's sound is a step up, enhancing the overall experience.
As well as a bulleted breakdown of more specific changes:
Major Changes:
Designed new audio system, integrating with FMOD
Created new Faustas' Rest Scene
Designed a new Quest System
Created Event Notification System
Upgraded Harvest System
Added a Surface Type System for players interacting with tiles
Minor Changes:
New Cursor Icons for Proficiencies and Spellbook
Created Lifetime Stats class to better track player actions
Designed Emblem system for player profiles (to give an automated showcase of player strengths)
Added Minotaur dance emoji
Created new Brawler Spells:
Challenge
Breathe
Furious Strike
Pulverize
Quick Jab
Power Hook
Strong Straight
Added new Harvestables:
Iron
Multiple Versions of Logs
Multiple Versions of Rock
UI/Visual Upgrades
Stats Page (Now Profile Page)
New Bookmarks (Animated)
New Banners for Event Notification System
New Spells Page Design
Spells now show Mastery Level
New Proficiencies Page Artwork
Modified Inventory Page Artwork
Upgraded SFX
Character Walking
Shop UI
Spellbook UI
Haste Spell
Golem Armor Spell
Frost Javelin
Grounded
Lightning Surge
Environment SFX
Music Transitions
Bugfixes:
Fixed some particle systems being pink blobs
Fixed problem with Day/Night Cycle
Fixed sapping stream spell animation (some details were being hidden)
Fixed weather canvas not scaling to other resolutions
Fixed lightning surge kill reset not activating
Overhauled Rune Holder shader visuals (which could be buggy before)
Fixed a bug where the Pickaxe could mine logs (instead of Axe)
Modified some of the game fonts
Fixed opening scene font resolution issue
Redid Cone/Arrow cursors to always be behind player but above everything else
We're all about creating experiences that resonate and stick with you, and this month has been a significant step in that direction. Thanks for being on this journey with us. Your support fuels our creativity and drive. Here's to more adventures and achievements in the months to come!
-Swatch builds will now be saved between colors (When you pick your canvas color it will load the last swatch build used on that color) -Fixed a graphical glitch in the settings menu -Shard can no longer go infinite on itself -Fixed a bug where the Ruby swatch would not act accordingly with its level up bonuses
*Hotkeys have been changed for some features, and new hotkeys have been added. This will reset all game settings, and we ask that you change your game settings again. We apologize for any inconvenience this may have caused.
*The game has been updated and the official server is reset.
[DLC]
- DLC added. Beginner Pack, Civilian Combatant Pack, White Collar Civilian Pack, Ghost Killer Pack, Wood Carving Doll Pack - Each DLC contains the following skins Beginner Pack: Beginner's Hat, Beginner's Outfit, Beginner's Gloves, Beginner's Shoes, Beginner's Doll, Beginner's Headphones
Civilian Combatant Pack: Civilian Combatant's Hat, Civilian Combatant's Tank Top, Civilian Combatant's Gloves, Civilian Combatant's Boots, Civilian Combatant's Dog Tag
White Collar Civilian Pack: White Collar Civilian's Hat, White Collar Civilian's Suit, White Collar Civilian's Gloves, White Collar Civilian's Shoes, White Collar Civilian's Watch
- By purchasing DLC, players can unlock skins that are used for mogrification. - Skins unlocked through DLC purchases can be used for an unlimited of mogrification.
[Transmogrification System]
- Mogrification have been added. - Mogrification use skin items. Used skin items are removed. - Existing costumes have been removed due to the addition of skin items. Skin items can be obatined as you progress through the gameplay. (the same as existing costumes). - The Transmogrification UI can be found in the game menu or on the Transmogrification Workbench in the Survivor Shelter. - Equipment with transmogrification applied can be checked via the Transmogrification Socket on the equipment.
[Combat System]
Weak Point - Added the Weak Point system. - When a zombie performs an attack or takes damage, it has a chance to reveal a Weak Point. - Weak Point can be attacked with Kick or Stab. - Zombies hit by a Weak Point will enter a groggy state. Giants and Unique Zombies do not become groggy.
Kick - Kick has been added (Kick, Dropkick) - The damage of kick is scaled by the tier of the currently equipped weapon. - Kick or dropkick is performed based on the character's current speed. - Successfully hitting a Weak Point with a Kick increases your combo count. - When the combo count increases, you can use an enhanced kick, but can't use a dropkick. - The duration of the combo count is 30 seconds.
Stab - Added a Stab. - Melee weapons now enter an aimed (ready to stab) state when equipped and right-clicked. - Some weapons cannot be stabbed. This can be seen in the key guide that appears in the top left after equipping the weapon. - Some weapons have lower stab damage compared to basic attacks.
Relax Attack Restrictions - Changed to allow players to move while attacking. - Changed to allow players to attack while in mid-air.
Stamina Usage - Stamina no longer uses health when depleted. As a result, a specific animation will play when you've used up all of your stamina, and your stamina regeneration and movement speed will be reduced for a short time.
Attack Animation - Some attack animations have been changed.
Zombie Combat Polishing - Other zombies can now be knocked back or knocked over by a zombie's attack. - Changed to perform a different attack pattern if a zombie's arm or leg is severed. - Added a pattern for zombies to fall. - Added a pattern for Half-Crawler to grab the player's legs. - Added animation for zombies to rotate in place.
[Stroy]
- New story added. - Added a dungeon to the Western Grasslands area.
[NPC]
NPC - NPCs have been added to the world. NPCs can be encountered while progressing through the main story. Survivor Shelter - Added Survivor Shelters. - Survivor Shelters contain NPCs and workbench with specific functions. - Survivor Shelters exist in each region. Survivor Quest - Added Survivor Quests. - Survivor Quests can be accepted from NPCs in the Survivor Shelter. - Survivor Quests are quests that can be done repeatedly in an area. New Objects - Added objects that can be progressed through Survivor Quests. - Added Albino Zombies. Albino Zombies spawn in specific locations after accepting the Survivor Quest. - Added the Graveyard area. Destroy the tombs with a pickaxe can yield certain items.
*Check the legend in the map UI to see the Survivor Shelter icon.
[Unique Equipment Reassembly]
- Added Unique Equipment Reassembly - A workbench that you can reassemble unique equipment is located in the Survivor Shelter. - Reassembly requires 5 pieces of unique equipment. - The tier of unique equipment that can be obatined is determined by the tier of the unique equipment used for reassembly. If it is a unique equipment whose tier has been increased, the initial tier will be applied.
[Game Menu]
- Added the Game Menu UI. The Game Menu UI is where you can see all of the overall functionality in your game. - Some features are restricted and are unlocked under certain conditions. You can see how to unlock them by hovering over the feature.
[Resource Sharing]
- Resource sharing has been added. When performing interactions such as crafting and building you can use the materials present in your storage box. - Resource sharing is automatically enabled when building a storage box. For already built storage boxes, resource sharing is enabled. You can toggle the resource sharing feature to an enabled/disabled state by performing additional interactions on a built storage box. - Resource sharing has a range of 50 meters radius around the storage box. When entering building mode or equipping a tool (Claw Hammer, Wrench and Power Drill), a storage box with resource sharing enabled will be colored light blue. - In multiplayer, resource sharing is only possible if you are on the same team. - This feature is not available in some interactions. Disassembly, Reforging of Coil and Trap Modification Parts, Reassembly, Kiosk, Forge, Objects related to quests, etc.
[Game Systems]
General - Changed default number of players when creating a room (4 -> 8) - Added the ability to skip sequences that play during game progress (shortcut: space bar) - Changed feet to be visible when switching to first person camera. - Removed the defense stat that was used for the shield (it doesn't make much difference in actual performance as before). - Enabled the "No Research Lost Upon Dying" setting on Hard difficulty. (Games already saved will need to be manually changed via difficulty change). - Changed some items don't count towards the take all (Like quest items or books). - Added a tutorial system for basic maneuvers in the bunker. Satiety System - The energy system has been changed to a satiety system. - Removed the ability to reduce satiety on death. - Satiety is reduced over time, and for every 20 reduced, the maximum amount of health and stamina is reduced as well. A dedicated sound will play when satiety is reduced. - Added the ability to speed up or slow down the descrease of satiety for various actions. - Items that restore health and satiety have been separated. - Eating food restores satiety proportional to calories.
HP - Changed to allow you to increase your Max. HP. Max. HP can be increased through stats, research, and more.
[Game Balancing]
Combat Balancing - Player attack speed reduced - Player stamina recovery reduced, (18 -> 10) - Player's noise range has been increased - Ranged weapon stopping power has been changed. - Range attacks now apply a percentage of the attacker's damage (ex. Hammer)
Status Balancing - Changed secondary options for stats Vitality: Attack Stamina Usage | Dodge Stamina Usage -> Attack/Dodge Stamina Usage | Max. HP Endurance: Damage Taken | Stamina Regeneration -> Satiety Reduction | Stamina Regeneration Judgment: HP Recovery from Items | Evasion Rate -> HP Recovery from Items | Protection Memory: Damage to trees, boulders and ore | Damage to Zombies -> Fishing Time | Damage to Zombies - Added 0.1 "HP Regeneration per Second" to character's base stats. - Reduced the amount of HP that can be gained from items, research, etc. for Damage Leeched and HP Regeneration. - Fixed options for some armor and accessory have been changed to Max. HP. - Added Max. HP to the random options for armor and accessory. - Reduced the value of random options on equipment (Element Reinforcement and stat increase options) - Increased HP Regeneration per Second of rest interaction. (1 -> 1.5) - The amount of experience required to level up has been increased overall.
Zombie Balancing - Zombie damage and health increased (Damage: 0 to 30%, Health: 0 to 300%) - The health and damage multipliers applied to zombies based on their habitat area have been increased. - Reduced the amount of variation in zombie movement speed over difficulty. - Reduced the number of light zombies spawning in the world (-30 to -50%) - Unique zombie health has been reduced (-40 to -70%) - Unique Zombie damage increased (10 to 70%) - Unique Zombies now take 50% reduced damage from firearms. - Increased the duration of the staging behavior for most attacks from unique zombies. - Mutated Francis' spinning pattern has been reduced in its ability to pull players. - Unique Zombies have a 100% chance to drop unique items. - Some types of zombies that appear in waves have been modified depending on the day.
Animal Balancing - Increased HP and damage for animals in higher areas. - Added some resistances based on the animal's area.
Natural Object Balancing - Damage to natural objects has changed. It has been changed to make it more difficult to destroy natural objects if the equipment is not specifically for gathering. (Woodcutter's Axe, Pickaxe, Chainsaw, and Jackhammer, etc.)
Quest Balancing - Conditions for some quests have been changed and relaxed.
Items Balancing - Added painkiller to starting items. - Added food poisoning debuff to uncooked food. - Removed disassembly for coins. - Removed disassembly for unique equipment. - Added disassembly for logs. - Reduced the amount of rope required for building. - Added branch to the crafting of cement. - Added rubber to the crafting of the motor. - Fuel has been removed from the disassembly of batteries. - Added the Iron Ring, Iron Necklace, and Small Cloth Bag crafting to the Equipment Workbench. - Limited the types of ammunition that can be obtained in the Central Grassland Area (Pistols, Submachine Guns) - Changed the quantity of rewards in airdrops to make them more valuable instead of less. - Changed options for 'Grave' unique equipment (Stamina Decrease per Second -> Decrease Max. HP) - Reduced the chance of obtaining equipment of the Superior and Rare grades. - Reduced the chance to drop each item (Weapons, Armor, Guns, Coils) from Reward Boxes. - Reduced the droprate of Repair Kits. - Reduced the droprate of Ammo. - Increased the droprate of unique equipment from zombies. - Reduced the droprate of food items such as Energy Bar and Can of Beans. - Reduced the droprate of research materials. - Reduced the number of crafted Mortar Ammo. - Reduced the quantity of items purchased at the kiosk. - Increased the price of items purchased from kiosk. - Reduced the quantity of items dropped from natural objects. - Reduced the quantity of items from some production facilities (Bush and Tree Farm). - Changed so that mushrooms can be obtained from tree farms. - Increased the amount of time animals are captured in animal traps. - Added Stag to the list of animals caught in Mid-size Animal Trap. - Changed the chance of catching common fish at Fishing Place to be equalized. - Increased the chance of getting Clay from fishing. - Added painkillers to drop from drawers. - Added buff to Carrot Cookie (-25% satiety reduction)
Trap Balancing - Changed options for trap modification parts. Trap Modification Plate: Damage taken from Zombies Trap Modification Blade: Damage to Zombies Trap Modification Armor: Poison Gas Chance when Attacking Trap Modification Sting: Smash Chance when Attacking Trap Modification Core: Electric Explosion Chance when Attacking
Research Balancing - Some researches have been added and deleted. - Options for some researches have been changed. - Increased the amount of research materials consumed depending on the difficulty of obtaining the research.
[UX/UI]
- Added to display the HP of unique zombies. - Added current HP, Stamina, and Satiety to the character information UI. - Added a notification messages when attempting to attack with a weapon with 0 durability. - Added notification messages for quest rewards. - Changed the wave start UI. - Changed the level up notification message. - Changed notification messages so they don't interfere with mouse clicks. - Changed item drop messages to be combined for items of the same type. - Changed item earning prompts to not be displayed when using research materials and books. - Added buff icons to show the remaining time. - Changed the effects drawn on screen when healing and getting hit. - Added color to the durability bar based on the current durability of the equipment (Step 3 -> Step 4) - Changed the sound played when adjusting the scroll bar in the Customization UI. - Changed item values to be displayed to one decimal place. - Changed the UI to show equipped weapons when mounted so that it doesn't disappear. - In the Research UI, the location of research is now sorted by difficulty to obtain. - Changed the character information UI to show details first. - Changed highlighted targets to be more visible.
[Items]
- New items have been added: Food (2 kinds) General Equipment (2 kinds) Unique Equipment (4 kinds)
[Quest]
- As NPCs were added, some of the main quests were modified. - A UI has been added to show quest items during the quest. - The radio for quests accepted when acquiring unique equipment has been removed. - The overall number of radio received during the quest has been reduced. - A radar operation sequence has been added when repairing a radar device.
[FX]
- Added an effect when hitting water. - Changed the sound of hitting and destroying bushes. - Added ambient sounds. - Reduced the duration of alarm sounds.
[Animation]
- Added animations for using bandage-like items.
[Graphic]
- Game graphic have been polished.
[Bug Fixed]
- Fixed that the cloak would not flutter. - Fixed that some attacks (such as debuffs) would play a hit animation. - Fixed that underground facility in the Snowfield area where players were unable to exit. - Fixed that Mutated David Wright's laser pointing in the wrong place. - Fixed that Mutated David Wright would not fall when hit by an AoE attack. - Fixed that deleting a character would appear to delete Lucy's character as well. - Fixed that buttons in the Journal UI would play a click sound twice. - Fixed that ammo shells would follow the players' movement when using a firearm. - Fixed that the Put and Put All buttons would show up in supply crates in Airdrops. - Fixed that intermittent door crash when closing a door. - Fixed that collisions would remain in place after a piece of rock fell off. - Fixed that not being able to open another UI during a rest interaction. - Fixed that wave zombies not spawning at their last location when the game was loaded. - Fixed that item icon box flickering in some UIs (such as the storage box). - Fixed that pressing the 'Back' button during multiplayer server creation could cause to jump to the character selection screen. - Fixed that duplicate difficulty multipliers being applied to attacks that are not direct attacks from unique zombies (bullets, missiles, etc.) - Fixed that player attacks would cause the sound to play twice. - Fixed that airdrops would sometimes not drop supply crates. (This could occur on the first airdrop after the update when a save file was loaded). - Fixed that characters would play a hit sound even if they blocked an attack with their shield. - Fixed that debuff being applied even though an attack was blocked with a shield. - Fixed that incorrect damage being applied when equipped with a throwing weapon. - Fixed that certain mustaches not being visible. - Fixed that not being able to build a Quarrying Machine when snapping is enabled. - Fixed that footstep sounds would play repeatedly when a character revives. - Fixed that some zombies would move despite having the Shock debuff applied to them. - Fixed that giant zombies not colliding with buildings built on top of vehicles. - Fixed that Screamer being generated every time a save file was loaded, - Fixed that some objects' collision. - Fixed that flickering acquisition notification. - Fixed that not being able to set the resolution in the graphic settings. - Fixed that audio settings being broken. - Fixed that it was impossible to Take All after Put All. - Fixed that only grass-only sounds would play when a character was moving on the ground. - Fixed that zombie screams play when a client player hits a zombie corpse in the client player environment. - Fixed that client players would not be attracted to harpoons.
Please take a few minutes out of your busy schedule to fill out the questionnaire at the URL above and let us know your opinions and requests. (Deadline: March 10)