Hello, Survivors! The new “Chibi Rush” update for World War Z is releasing today.
A free quality-of-life update that introduces a new primary weapon, character portraits, and custom frames for all players.
Prepare to slay the Zekes in style as two new premium weapon skin DLC packs are also available!
If you encounter any issues, make sure to submit a ticket to the support team: https://support.saber.games.
Check out the launch trailer and read the full details below!
https://youtu.be/lZqsJ4ozCnY
Added new weapon - Universal Bullpup Rifle AUR:
- Featuring a high rate of fire, low recoil, and excellent accuracy, making it ideal for precise, rapid engagements.

Added Chibi Izzy Weapons Skin Pack: Skins for the Compact SMG - Gal 9, Crossbow - Repeater X, Bullup Rifle - XTAR-95, Compact Shotgun - S890 Shorty, and Multi-shot Rocket Launcher - MRL202 Commando.

Added Chibi Kimiko Weapons Skin Pack: Skins for the Machine Pistol - Geist 17MP, Combat Shotgun - S890, Sporting Carbine - PAC-15, Assault Carbine - HW416, and Payload Rifle - BF25.

Added three new custom portrait frames: A knife in the brain, Challenger, and Helper.
Added Chibi character portraits for all the survivors.
Fixed the issue in which Exterminator's heavy metal perk didn't apply the new RPG Launcher Extinction skin.
Fixed the issue in which Hellraiser's heavy rain perk didn't apply the Hailstorm MGL Extinction skin.
Fixed a bug with the simultaneous selection of two custom portrait frames.
Fixed a crash that occurred when playing maps in a certain order.
Fixed localization for "monorail" in Chapter 2 of the Las Vegas episode in Polish.
Fixed localization for HW416 and HAMR-17 in French.
Fixed localization for some weapons in German.
Fixed localization for Phoenix episode documents in English.
Hello, Caleb here, developer of Harwell. In this dev diary I'll be showcasing the implementation of various buildings in the game, along with their resources and the code which makes them run. I'll be showing you custom tooltips which give live information on net profit and dynamic construction costs, along with how the buildings operate and fit into the gameplay.
Please note, not all graphical assets are final.
Building up the corporation will be the forefront of the gameplay. Miners for harvesting raw resources, factories for refining those resources into more advanced goods, and a market to sell them on.
See the market showcase here:
This update one of the main things I've worked on is the feel of these buildings - the sound of placing them, how they show on the map, particle systems, and post-processing. Whilst some buildings share a lot of common traits - all of the miners for example are very similar, most of the other buildings have unique particle effects and lighting. I've tried to have particle effects create a sense of a busy world, with steel factories pumping out smoke, or windmills having little energy particles. Not exactly realistic, but it looks good. I think if I was going for hardcore realism there wouldn't be much life in the game apart from Mars dust and dust storms (yet to come).

I've also begun implementing sound effects. Machinery and mechanical whirs and clunks. I've heavily focused on atmosphere and how it feels to play with this update and I think it's paying off. I'm going to consider this as I continue with the updates as It's important the game is satisfying to play as well as fun. Some of the buildings have sounds made up of multiple effects to create something unique, and I've considered how they sound whilst playing so they don't irritate the player. In fact, they create somewhat of a rhythm which is a pleasing side effect.
I try to create a system which is as dynamic as possible, this means that each building will consume goods straight from the market, and if you don't have any goods stockpiled for them to build from, then they'll buy them from the market at their current market price. Don't have any money? The buildings will put this on debt. Don't worry, there will be a button to manually disable buildings to avoid racking up loads of credit against your company!
Those buildings will then produce those goods right into your inventory. What you do with them is up to you - stockpile to use them in buildings or construct new factories, or sell them at whatever their price is at that time.
You'll have to choose your industry and building placement carefully - your buildings won't run if there isn't profit to be made. Every in-game ten minutes the buildings run their calculations, part of these calculations is net profit. The game works out the profit of the building on the fly based on the revenue it's making from the market price of the outputs minus the expenses incurred from the market price of the input goods. If the building's net profit works out to be negative, the building will shutdown production until it can make a profit again.
I'll try to give the player as much information as I can without cramming the screen full. One way I'm doing this it tooltips!
As part of the building update I've worked on dynamic tooltips. These tooltips will display live information of a building's construction cost (based on market prices) and it's net profit (see above) along with show you exactly what inputs a building takes and what it will produce; this information will be in a custom tooltip for the build buttons on the right side of the market menu.

One thing I had to consider was balancing performance with reliability, which has meant I've had to consider how often the game calculates these values along with how often the tooltip updates. Rather than updating the tooltip every frame, the game works out the values on hover and updates the text on the tooltip. It's not ideal as it can lead to being shown outdated information, but it avoids having to do those same calculations every frame for example. The calculations are also done every in-game ten minutes, or real-life 5 seconds. I haven't done full benchmarking to find out the performance difference of doing those same sums every second for example, but I may adjust this in the future if the game can handle it.
There's been some minor updates to the market as well since the first dev diary, primarily integration with the buildings, along with the debt system.
Buildings will now buy and sell automatically, buying resources with debt if they have to. The player now also has more options when purchasing; holding Alt will purchase a good with debt, even if you have the money. This gives the player choice, maybe it's worth using a little debt for something you need now because you're saving your money for a shiny new steel factory?
Next, I'll be adding a 'pay debt' button to get rid of those pesky loans. I've also considered allowing players to buy buildings with debt, though I'm not sure if that is too flexible. I have a feeling it could be abused. I'll perhaps implement it when I'm closer to running playtests for the game.
I'll also be implementing auto-sell. This would make it so you don't have to sit and click through your goods to get them all sold off, sell straight to the market. We can't micromanage every bit of the company, can we?
That's all from me, thanks for reading, I'll see in the the next one!
Caleb
(1).修复了穿刺公战败后无法再次挑战的bug
(2).修复了白花战败后无法再次挑战的bug
(1).在击败拜摩区域的最终boss后,可以在可能性的车站的水晶旁,与绯红女神雕像互动,重置DLC1的所有内容。(目前尚在测试中,如果使用此功能后发现bug请及时汇报给作者。)

Hey, GZW Community,
Patch 0.3.4.0 is now live on the public-experimental branch for testing.
This patch addresses numerous community-reported issues, ranging from key respawn rates in Fort Narith, AI vision tweaks, a fix to the Vulture's location, and many other improvements.
This time, please also keep an eye on performance and let us know at the end of this form if you notice any differences from the live version.
You’ll find the changelog below. (Please note: some details may still change before the patch goes live.)
Improved clarity of the notification message when logging out from the server outside of the friendly area
Boosted the drop rate of keys in Fort Narith
Adjusted the weather schedule to provide a more varied overall weather profile
Removed collisions on wooden logs placed on the ground
Added more vegetation to the area around the India 2 landing zone
Fixed several locations where players could get stuck in the environment:
Near Spieberk COP
Hill next to the stairs in Sunset Chalet
Rocks near the UNLRA refugee camp
Rocks near the Fishing hut
Rocks near India 3
Next to a concrete fence in Ban Phouphienge
Bush in the starter towns
Fixed an issue where task items randomly disappeared when handing over task items in specific tasks
Fixed an issue that caused safes to reset without also resetting the loot inside of them
Fixed an issue that might cause the canting to get stuck if you spam the button
Fixed an issue where more than one Squad strike mission was present in the same area
Fixed an issue where players were able to capture a COP by interacting with the flag pole
Fixed an issue where repair kit charges were not consumed under specific circumstances
Fixed an issue where Vulture's location was not synced correctly between all servers
Fixed the light direction of AI flashlights to better reflect where they are looking
Adjusted AI's vision to better address the environment and weather conditions
Adjusted the way sliding from a steep hill is detected, which should result in a decrease in accidental and unrealistic deaths
Fixed a rare issue where the player locker was unavailable for some players under specific circumstances
Removed the option to add tracking tags to mortar shells
Fixed an issue that caused the maintenance notification to disappear after opening the game menu
Improved the visibility of the server maintenance notification when in-game
Fixed an issue causing the weather forecast in the main menu to be out of sync with the in-game one
Fixed missing ban description on the ban notification screen
Various client crashes and a rare server crash were fixed
Fixed an issue causing the environment to go completely dark at night with the global illumination set to medium or higher, and a related issue that scopes made the zoomed image darker than intended
Fixed a rare issue where the game cannot be started due to a 'Steam not Running' error if the path to the 'Documents' folder is invalid
Fixed an issue that caused players to be unable to connect to a regular server after crashing on a custom server under specific circumstances
Implemented a benchmark to adjust the optimal graphical settings for given PC specs when running the game for the first time
Adjusted the default upscaler method to reflect the player's graphics card better
Disabled NVidia Reflex when using FSR frame generation to prevent possible crashes
Disabled DLSS Frame generation when using XeSS or FSR upscalers
Implemented various RAM optimizations in the Skalla engine
If you’re interested in future testing opportunities, this is a great chance to get involved. We will always prioritize those who take part in 'smaller' tests and provide valuable feedback. Jump in, join the testing, and help us ensure a smooth and polished launch!
Please read the instructions carefully and fill it out once you are done with the playtest.
EU West
US East
US West
Warfare (PvEvP)
Join Operations (PvE)
In this experimental, your progression has been copied from live servers from July 18th. However, your live progression WILL NOT BE AFFECTED by playing in the experimental.
Go offline and online in Steam (via the Steam tab in the upper left corner).
Right-click on Gray Zone Warfare and select "Properties."
In the "Betas" tab, click on "none" ("Beta Participation" section) and select "public-experimental." server
Update the game.
Feel free to discuss in the experimental-chat channel on our Discord. Playtest will last for a few days.
Thank you for your continued feedback and bug reports, they’re vital to making Gray Zone Warfare better with every update.
Every Move Matters,
MADFINGER Games Team

To celebrate the release of the brand-new hololive GoroGoro Mountain,
a special 2-title bundle is now available:
hololive Treasure & GoroGoro Double Pack!
Even if you already own hololive Treasure Mountain,
you can get hololive GoroGoro Mountain at 10% off with this bundle!
This cheerful and colorful 3D action game is inspired by hololive’s beloved VTuber, Houshou Marine!
Take on the role of one of her loyal pirate crew members,
and roll hololive talents—yes, the “treasures” gathered by Captain Marine—
up a mountain, merging identical ones together to grow them as you climb!
Sometimes they’ll roll too far, or bounce off in unexpected directions…
but that’s all part of the chaotic and heartwarming joy of this fan-filled journey!
With two very different “mountain” experiences,
now’s the perfect time to enjoy both titles!
Hey Clickmasters — the time has come!
We’re beyond excited to release the very first public demo of Iconic — our chaotic, fast-paced roguelite where mythological heroes clash against waves of iconic enemies, across three dynamic lanes of madness. Try the demo now and see if you’ve got what it takes to survive.

Two Missions to test your reflexes
Three powerful heroes to try (with unique styles!)
15+ unique artifacts & supplies
Wild synergy combos
Full gamepad support

If you give the demo a try, we’d love your feedback:
Join our Discord — that’s where we’re most active
Leave a comment on the Steam Forum
Or tag us on socials and let us know how your run went!
We read everything — and your input is essential as we get ready for Early Access later this year.

Thanks for playing — and welcome to the world of Chaos.
Let’s make it Iconic. 🚀