Hello there!
We just released a new patch addresing the following issues:
- Fixed Fire Axe inside Octavia's Office used to give you a Baseball Bat intead of the correct weapon.
- Fixed Laurel's meeting cutscene not playing or playing randomly, causing a softblock that didn't allow you to leave the Office.
- Fixed Laurel dissapearing randomly after.
- Fixed One of the walls in Octavia's Office was missing a collision, causing the player to fall into the void.
- Fixed Medkit and Shotgun Shells not being able to pickup in Octavia's Office.
- Fixed The Roller Door in Octavia's Office could be activated multiple times.
- Fixed a Seeker Enemy not spawning or getting stuck in Octavia's Office
- Fixed car and battery not spawning properly or not visible in the Garage
- Fixed items not beiing able to pick up in the Garage
- Fixed an issue that prevented the player to load the Construction Site Checkpoint, making Liam fall into the void without items.
- Fixed an issue with the invisible Mosquito enemy, now it's collision won't block your path.
- Fixed typos in the Construction Site.
- Fixed an issue that caused Pendantel to spawn multiple times and not chasing you.
- Fixed not being able to pick items inside Blade's Armory.
- Fixend not being able to pick up items in the room where you pick up the Auto Rifle.
- Fixed multiple items that were unpickables.
- Fixed an issue with the combinable weapons part, now it will create the correct weapon.
- Moved the second SMG to a more visible spot in the streets.
-Fixed an isse that would softblock the player if kicking while firing the SMG
- Fixed a collision bug in the Hospital that caused the player to fall into oblivion. - Fixed an issue thar prevented the player to use the Hospital elevator if they have used the keycard but left the area. - Fixed not being able to pick items in the Hospital. - Fixed a bug related to the "Rust" puzzle, that prevented the player to finish it. - Fixed zombies appearing on the broken windows in the PUB. - Fixed and issue with the roaches killing you while trying to leave the PUB. - Fixed a bug that would set negative ammunition to your weapon if the last weapon used was a melee weapon. - Fixed a FireAxe pickup not givint the correct weapon in the underground room. - Fixed a bug with the Deagle not dealing critical shots. - Fixed minor checkpoint bugs. - Fixed an issue that prevented the player to Load a game if the player has reached the Checkpoint par of the game, to restore Load Game option and restore your previous save files. Make sure you start a New Game and reach the old house to make this option available. Thank you so much for your pattience and support! Laura and I are working non stop on updates! do not worry, we won't let you down!
At best, Fire of Life: New Day with the custom screens I did had partial support. I tried to resolve this with an add-on, but it keeps crashing (likely because something I did). Other problems included that it wasn't doing things like the Character Profile screen well. So for this visual novel with all the clutter in it at this point, it might be best to keep it keyboard and mouse. I might explore it in the future for revamping the screens. So despite my plans, it is not feasible at this current point. I do apologize.
THere are a few fixes incoming including exception screens that occur in Early Rise play. One that consistantly happened was cvfight.knockout not found. This is because where the point where that point of the script goes to is after cvfight is initialized. So I added the in replay flag and had it initialize it to prevent that error. Another was if none of the Madison options were selected, it would give a "d1" not found. Fixed that by giving the option in the script to just be false in multiple fronts. :) I am going to do a few more rounds of checking for errors script wise, and make sure the Visual Novel is running as intended.
The final release (new content) will be on Ren'Py 8.5. This fixes plenty of bugs found in Ren'Py 8.4, thus publishing it with that version. :)
I did not do that for the last release. After I get everything checked, I will be doing that for those who got the DLC.
ZEED FEED 007
Dear Survivors! Let's kick off this month's Zeek Feed with telling you about the FormatGG event we attended last Thursday in Liverpool, UK. We showcased an exculsive 1.0 build to get some early feedback and the response to the new changes, features, and performance was very well received. It was great to hang out with gamers and discuss all things HumanitZ. Thanks again to FormatGG for having us! 

Ok now lets get into the 1.0 development...
New Magazines Update:
We have added new variation of magazines to the game. These can be found in the world and when the player reads them, they get a increase/buff in that area related to the magazine for a full in-game day. For example, reading the fishing magazine before you go fishing will increase your chance of catching fish and you'll get double the xp for all fishing actions. As for the others magazines, we'll let you discover what they do on your own. We are adding a lot of them, so keep an eye out.



Custom Character Update:
The new custom characters, to include the new female models, are now fully implemented in the 1.0 build. Clothing and weapons will now show damage, dirt and blood applied over time. Clothing can be cleaned when walking into lakes or when raining, and melee weapons can be cleaned when repairing. 




Game Performance Update:
We want to discuss game performance next as we know we needed to address game stuttering and FPS drops. We have recently made huge steps forward with improving these issues with a drastic increase in performance across single player, multiplayer, and most notably the dedicated servers. We have received overwhelming feedback from our team of testers how much better the performance and expeirence is on the servers, so hopefully you all will enjoy the optimization.
Map Overhaul Update:
Level design and world building is really breathing new life into the map. In every area where updates have been made, the game feels more immersive the feedback for the map as a whole has been resoundingly positive.
Before and After:
Before and After:
Before and After:
Before and After:
Before and After:
Before and After:
Before and After: 
Thank you all for your continued support and patience as we continue working out the final touches of 1.0. An official trailer with release date info will be coming soon, but for now here is a sneak peek teaser of how the new characters and clothing is going to look.
https://youtu.be/KlF4T2GcnPI
Regards,
HZ Team
In tutorial rounds entities' first appearance will always be with a warning and only after a certain time.
Developer note: sometimes The Overhead could appear before it was supposed to, and thus the warning might end up being a little bit confusing. The Stalker's warning is now also better timed.
fixed a couple spots in which ectoplasm was hard to reach and in some rare cases even spawned inside walls or furniture
further tweaks to cockroach behavior so they stop running off into the distance
cockroaches can now use the unstuck button when granny decides to move furniture on top of them
Yours truly,
Beepbep
Fixed an issue with wolves, foxes, and boars not properly animating during death montages caused by the new fall forward/backward preference system
Fixed an issue with Navmesh generation around the ends of some retaining walls along roads that could potentially cause enemy NPCs to become stuck (particularly around the ruined cart area on the main road)
Fixed an issue with Undead Librarians that could cause them to appear floating a few inches above the ground while walking
The Skill Tree is now Live in the Demo - but this is a first implementation and more work is coming in a future update to provide Skill Points as experience/exploration rewards