We may have promised you smaller updates, but we couldn't help ourselves, so we're breaking that promise with the biggest content update yet!
Major performance update
For the past few months, our friends at HyperStrange have been helping us optimize the game and the engine itself. You should now be able to enjoy much higher frame rates and improved game stability as a result of our combined efforts.
We don't want to hype this change as a big one, but from our testing and the feedback from our lovely beta testers, it seems that the performance change is indeed a big one, which is awesome!
These improvements should especially help people with low- to mid-end computers, as well as those of you who play on handheld gaming devices (e.g. Steam Decks). Be sure to give it a try!
New map: Green Hell
The trees rustle in the wind as you approach the clearing, your destination. You seem to catch something in the corner of your vision. You breathe a sigh of relief when you realize it's just a wild deer. However, when you realize that the deer is walking on two legs and that this dark, humanoid statue is closing in on you, you begin to panic.
Enter the Green Hell!
Our third map takes the Survivors into a dark, rural forest environment. Filled with remnants of blasphemous witchcraft, you must survive while watching your step to avoid stepping into puddles of strange, corrosive substance. You'll be fine! Just watch out for that one giant, very, very bad dog.
New game mode: Extermination
We've thought long and hard about how to improve Boss Rush so that it's not just another Endless mode, and we've decided to put it on the back burner for now and offer a much more interesting game mode in its place. Don't worry, your Boss Rush completion will transfer seamlessly to the Extermination completion, and the two achievements that existed for Boss Rush have been restructured as achievements for this new mode.
The Extermination mode is completely different from the existing modes in that it is a wave-based mode. This means that there is always a set number of enemies in each wave that you must defeat in order to move on to the next wave. Clear a certain number of waves and you win! The faster you win, the better - it's the only mode in which your high score is the lowest time you can reach.
Between waves, you'll be able to level up, recruit Survivors, and choose military training and items. Every fifth wave from the third wave on is an Elite Wave, filled with stronger enemies, while every fifth wave is a Boss Wave, filled with even deadlier foes. Prepare well and take down the Horde, wave after wave!
New enemy form: Elite
Speaking of Elite Waves, the elite enemies themselves are enhanced versions of the regular enemies. You can tell them apart by the red glow that surrounds them and the crimson tentacles that extend from their bodies. They're also much larger than their standard counterparts.
These enemies have better stats - they're stronger, tougher, and deadlier - but killing them also provides a better drop in terms of experience gems. Think of them as another fun and varied addition to the core YAZS gameplay.
Item Pool Customization
Once you've unlocked a total of 50 items, you'll also unlock the Item Pool Customization option in the game's main menu. This interface allows you to choose which items you would like to see in your game from a pool of all unlocked items.
There is no limit to the number of items you can have enabled, but the game requires that you have at least 40 items in the pool. This allows you to customize your experience, much like building a deck in a trading card game.
Just try not to remove the Potato. Potato is love. Potato is life.
Zombiepedia
We've been teasing the addition of a Codex/Encyclopedia for some time now, and we're excited to let you know that it's finally here!
It will allow you to track and showcase the progression of your in-game profile, as well as learn more about various elements of the game. Think of it as an in-game wiki that you can access from the game's main menu.
Of course, we will be improving it and adding more content in future updates, so keep us posted on what you would like to see in it.
Patch notes / Changelog
GAMEPLAY CHANGES & ADDITIONS:
Major optimization improvements.
New map - Green Hell: ㅤ○ 3 new enemy types, including a very, very bad dog. ㅤ○ Feet-melting puddles of deadly ooze to watch out for. ㅤ○ Awesome new music tracks to fit the theme.
New game mode - Extermination: ㅤ○ Wave-based mode, where you need to survive and defeat all enemies in predefined waves. ㅤ○ Timer gets paused between each wave as you select Survivors, level-ups, and items. ㅤ○ The faster you defeat the foes, the better - aim for the lowest possible times! ㅤ○ Replaces “Boss Rush” mode (and related achievements) which we send for further improvements to possibly return in a future update.
New enemy form - Elite: ㅤ○ All non-boss enemies can now appear in their elite variant. ㅤ○ These types of enemies are larger and have additional visual effects. ㅤ○ Stats of elite enemies are increased by up to 5 times their normal counterparts. ㅤ○ Elite enemies have increased drop rates, similarly to boss enemies.
New setting - Item Pool Customization: ㅤ○ Available as a main menu option after unlocking 50 items in total. ㅤ○ Press the confirm button or mouse-click any item's icon to ban or unban it. ㅤ○ Currently available items to draw in a run can be checked in the pause menu. ㅤ○ There is no upper limit, so you can freely ban any item, as long as you don't go under the minimal required number of 40 items.
New interface - Zombiepedia: ㅤ○ List of unlocked/seen enemies, weapons, abilities, and items. ㅤ○ Power-ups & military training descriptions. ㅤ○ Interesting player’s profile statistics & details.
Improved Horde AI/flock behaviors of enemies.
A small memorial was added in honor of Sanji, who has passed away.
13 new achievements.
QUALITY OF LIFE:
All pause menu stats can now be selected with gamepad & keyboard controls.
Weapon & ability descriptions were added to their respective popups in the pause menu.
Unlocked weapon & ability descriptions are now displayed on mouse-over in the Team Leader selection interface.
You can now enter the in-game pause menu using the right mouse button when playing in “mouse movement” modes (rebindable).
“It’s Raining Men” achievement adjusted to require just 6 ragdolls.
Auto-aiming improvements for some of the weapons.
Dozens of new & reworked sound effects.
Anonymous diagnostic system to help us balance the game (toggled in the Options menu).
BALANCE CHANGES:
Military Training: XP modifier: legendary variant now gives +30% (from +20%).
“Butcher” boss enemy now has reworked & improved attack patterns.
“Charger” boss enemy now has a shorter charge distance & its attack indicator is more accurate.
SWAT: “Sniper Rifle” weapon range increased (10 → 14) and bullet penetration improved.
TANK: “Saw Drone” ability speed gained from the Ability Cooldown Reduction stat increased greatly (Speed + Speed * CD Reduction * 1.5).
Ghost: “Windcutter” weapon attack speed increased from base cooldown decreased by -0.5s.
Huntress: Team leader's passive changed to 5/10/20% (from 2.5/5/10%).
Medic: Team leader's passive changed to 10/25/50% (from 25/50/100%).
Pocket Watch: Effect per stack changed to +1s (from +0.5s).
Golden Key: Effect per stack changed to +25% (from +5%), 2 stacks (from 5).
Teddy Bear: Effect per stack changed to +10% (from +5%).
Annoying Trumpet: Now has a 50% chance of activation (from 25%), 1 stack (from 2).
ISSUE & BUG FIXES:
Potential fix for stuttering / slow-downs when V-Sync is enabled (in case of any issues and reduced FPS, please try disabling Vertical Synchronization in the graphics options menu).
Further improvements to the saving system to counter rare cases of save game being reset.
Multiple fixes for rare cases of whole screen flicker when playing with an Engineer on the team.
Fixes for rare cases of invisible enemies (Runners and Boomers).
Yet another set of fixes for rare cases of the gameplay not pausing when entering interfaces.
Fixed elemental damage calculation error, which caused the elemental modifier value to sometimes incorrectly apply twice for weapons.
Gamepad: Lockdown & Banish functions should once again work correctly on DualShock & DualSense controllers.
“Scarab” enemy no longer explodes before activating after fully spawning and isn’t targetted by the Survivors AI before it’s active.
Tank's “Rocket Launcher” and Medic's "Antidote Flasks" weapons now correctly apply critical damage.
Fix for placeholder endgame screen elements appearing on rare occasions.
Multiple other miscellaneous code refactors & fixes.
Infection Free Zone
Our friends at Jutsu Games have just released their own awesome zombie game: Infection Free Zone. We think it supplements YAZS greatly, being a zombie apocalypse base building sim, so it should be something you, our players, will be interested in.
We're happy to let you know that you can get it at a discounted price in a bundle with Yet Another Zombie Survivors! Follow the link below to check out both the game and the bundle:
With this update, we've implemented most of the things we've listed for next versions in the last major update patch note (new map, item pool customization, optimization improvements, and elite enemies). But, naturally, we're far from over, and there's still a lot of things to be done.
For the nearest future, we plan to work on the things listed below:
Gameplay systems changes/expansions to improve the fun aspects for both casual and hardcore players.
Skill-tree rework, expanding the general tree but also adding skill trees for each and every Survivor.
Reworks to multiple items, for them to offer new and exciting modifiers, allowing new gameplay approaches & builds.
Addition of synergies, which might come in different variants, such as between the Survivors, types of damage, and items.
Improvements to abilities and weapons, potential reworks to ones that feel off, "evolved" ability upgrades, etc.
One Hit rework: an improved and a bit more forgiving mode, that'll provide challenges for all kind of players.
Once we're done with most of the above, we'll continue to expand the content, with new Survivors, new maps, and at least one more game mode coming between now and the future 1.0 release.
Of course, that's not all, as we'll also be adding QoL additions, gameplay tweaks, improved graphics & sounds, optimization fixes, and all the other good stuff, many of which will also be added withing the scope of the minor updates.
This all takes time, and we're grateful for your patience as we develop the Early Access version with you, our players. Thank you for being with us, playing, giving us feedback, reporting issues, and leaving us reviews.
As always, a special thanks to our beta testers who pointed out the flaws of the test version and gave us invaluable feedback and many great suggestions. Thank you very much!
- fixed an issue where "Come With Me If You Want To Live" would sometimes incorrectly unlock - fixed an issue where occasionally the game would not fade properly on startup - internal wave timer for Decide Their Fate achievement is now properly synchronized with in-game timer - potential fix for Engineer screen flashing issue (also - we're sorry it's taking so long to fix but it only occurs on very specific occasions and we're not able to locally reproduce this issue)
Also, we're also aware of the issue in Extermination Mode where zombies would sometimes get stuck and stop moving. We're working hard to specify the cause and as soon as we have a solution we'll push a hotfix build.
0.6.0b - hotfix update
- fixed an issue when an empty chest could spawn, locking further progress - potentially fixed the issue with the game lagging occasionally - potentially fixed issue with Engineer effects causing screen flashing - Master Sword statistics are now properly applied according to the description - fixed an issue where abilities usage in Zombiepedia was not accumulating properly - fixed an issue where item popups would display incorrect text on highlight in the pause menu - fixed an issue where indicators of few abilities were hidden underground - slightly improved weapon aiming systems - Pause and Defeat screens now also display the currently played game mode - fixed an issue with Zombie Butcher having it's damaging collider enabled even while not in attack phase - fixed an issue where Level Up passive bonuses were incorrectly granted Common rarity instead, as previously, Infinite
Fixed an issue with activating a hotkey for an ability while also dragging its icon off the actionbar - thanks Chroma!
Fixed a needle in a haystack trap misplacement - thanks Chroma!
Fixed an issue with Vendorbots not scaling their current health to a new maximum on deeper floors - thanks Chroma!
Fixed a typo in the Pulsing Podling description - thanks Chroma!
Fixed an issue with perked Void Psyker Shell making you immune at 0 Void Energy - thanks Chroma!
Fixed issues with the outro dialogue of the Production floor boss fight - thanks Chroma!
Fixed an issue with thrown abilities that scatter (Soldier Frag Out!, etc) causing a softlock of the turn when bouncing off of single tile areas, such as the Chem Labs goop pool rooms - thanks Noodles!
Changes:
Thought Leader’s Persuasive Pummeling now removes debuffs from a target that has been converted.
I'm preparing the first music video in X-POINT history for one very cool track! There is a cool group “In This Moment” and I have long wanted to make a video for one of their tracks.
Fix for an issue on Windows where window scaling was set to 125% or above. This would cause the game window to be significantly larger than it should, cropping the UI and causing very low quality rendering. My thanks to player Midnight for helping me identify the source of this one.
Fixed a crash when exiting the game while the tutorial was on-going.
Fixed a crash after leaving a game to the main menu, and then starting a new game.
Fixed multiple crashes when force-closing the game (e.g. Alt-F4).
Next steps
The next few patches will focus on general stability and engine improvements. There are still several known issues (such as problems with ultra-wide screen support, the ship's capacitor regeneration calculations being off and a few crashes) which need to be addressed, and the game's logging needs some attention so I get better information when players experience a crash or have issues.
I've got the basic design for the next game mode (Hyperscape) in progress, but there are general improvements which I want to do which will benefit every game mode, most notably to the AI and environment diversity.
The full game is in development. We are working on the content of the final chapter, which is the chapter 4. In this Prologue version, you can experience the content of chapter 1. If you have any advice, please leave comments below. If you like this game, you could add Bloody Heaven 2 to your wishlist! Thank You!
This was supposed to be a smaller bugfix build, but it got out of hand... You know what else can get out of hand, now? FENCES! We've placed building zones on top of fence posts, which means you can now put things like lamps, cartons of milk, tables, or other fences on fences.
In that screenshot, you may notice a couple of new things: A placeable cardboard box and some torches!
This update brings in a couple of new things:
Bell Pepper seeds can now be purchased at the Grocer's after completing MIAO 2
Bell Peppers can be harvested early when they're green for a bitter veggie, or one stage later when they're red for a sweet veggie
A stick + bell pepper will yield you a Roasted Pepper
A stick + any fruit will yield you a Grilled Fruit. I hope the Grilled Fruit helps those early on in their Snacko journey to restoring lots of stamina for cheap!
You can now place a Torch or a Floating Torch. These items are given by the D.I.Why quest early game. If you are beyond that point, please purchase those two recipes for cheap at your local Carpenter's! This came from a request in our Discord for a light source that did not require Myst Crystals for early game
You can now place Box (stackable and has a surface) and also an Open Box (functions as a bed). You can place other buildables inside the Open Box for maximum chaos
The Quest Board is now craftable instead of being a pinball only item - buy the crafting recipe at your local Carpenter's!
As for bug fixes, we've had a bunch of micro updates on and off the past couple of days. You might've noticed your game updating in the wee hours of the night. Sorry, our sleep schedules are terrible. Those bug fixes are usually limited to a couple of save files or situations, so we don't post patch notes for them.
Now, while using the World Theme "Darker", the dialogue box will turn into Night Mode! Remember, you can always adjust the strength of the World Theme in the settings using the slider. You can find World Theme inside Settings -> Video. Please give this a try if the brightness of Snacko strains your eyes.
This new quality of life addition is for new players: many players were getting lost on why they can't till the ground in the farming tutorial. I've added a little area indicator to show that the farm tiles are behind Nobu. This is a common issue so we hope this will help!
The item descriptions for the Crafting and Cookbook are now also slightly larger for those playing on Steam Deck.
And that's about it! We hope you enjoy the new fence stacking and items for your island!
Cunning, grace and endless cunning. Few people are able to tame this wayward jungle cat, but those who have succeeded know how lucky they are. A ferocious jungle predator will never purr while curled up at your feet, but if this cat lets you ride it, does it matter?
Find the Ngeru Nui Chest in the game store and try your luck, then rush towards adventure and let your enemies tremble!
• Improved target practice minigame balancing • Changed target practice throwing item from branches to rocks • Fixed collision issue with throwing minigame