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Updates

15 Nov 2026 · Regular Update

Solo revives, a slower spawn pace, Retry after a run and an Aftermath setting

Update 0.3.4 is out now.

  • Interface: The after-action report has Retry and Look around buttons, and the host’s Continue takes the whole squad back
  • Settings: Aftermath setting (Off, Low, Medium, High) sets how many chips, casings, gibs and guts are thrown
  • Gameplay: Downed solo players get back up by scoring kills: 1 kill the first time, then one more each time, up to 5
  • Mode, threat, Daily and privacy are kept between launches, and if the host leaves another player takes over
  • Boot prints in the sand match the Beach map’s prints
  • Guns stand upright, framed to their size; you spin the gun, and it no longer pops in or loads in pieces
  • Time between spawns increased from 1.15 s to 1.94 s in round 1, and Holdout stages end with a 20 s lull
  • Zombies spawn at least 18 m away (was 8 m) and out of sight; on Beach they come from the sea and by parachute
  • Gear straps and hoses swing and settle faster, stuck meat drops off over time, and drips stop after a minute
  • Your helmet lamp no longer glares off your own gun and arms, and dims when you face a wall up close
  • Explosions hit harder, each map has new ambience, a foghorn marks rounds and zombie warnings are clearer
  • Halation is off by default for everyone; turn it back on in the options
  • During a revive both players are held in place and both see a revive bar
  • Has its own key (4, or hold the flashlight button on a controller) and is no longer in the weapon cycle
  • Zombies: Those at the edge of reach swing instead of standing and staring, and thrown weapons show your grenade count
  • Zombies: The Warden is no longer moved to new spawn points while out of sight late in a round
  • Interface: Prompts switch between controller and keyboard only on real presses; held or stuck keys no longer force keyboard

15 Nov 2026 · Major Update

Dawn and Radio operations, a daily operation, hazards and the jerry can

Update 0.3.3 is out now.

  • New mode: Hold Until Dawn
    • A holdout that runs from night to sunrise on Beach, Village and Swamp; opens after Threat III
  • New mode: Protect the Radio
    • A holdout with a radio to keep alive: zombies go for it and you hold the use key to repair it; opens after Threat IV
  • New condition: Rain
  • Operations: Daily operation: one operation a day, the same for everyone, with daily solo and squad leaderboards
  • Operations: A run to an extraction zone ends each operation for bonus XP; supply drops and fog banks can arrive mid-run
  • New weapon: JERRY CAN
    • Hold fire to pour an unbroken line of fuel as you walk; anything hot lights it. Carried beside your guns
  • New weapon: TEST LASER
    • A test energy beam that melts through walls and fallen debris
  • Weapons: With the hammer out, hold fire on open ground to plant a grenade on a stake
  • World: Fuel drums leak, roll and burst in the sewer, village and swamp, and sewer pipes pour acid
  • Interface: Artillery, bosses, rush rounds and drops are announced with a banner, edge flash and sound; bosses get a health plate
  • The yard has a backdrop: watchtowers, a perimeter fence with breaches, camps and a forest ring
  • The landing ramp has new sounds: a latch clack, a creak through the fall and a heavier slam
  • Houses get tie beams across their ceilings
  • One Operation panel holds the operation and its field orders, and your own plate opens Barracks
  • Scope shadow eases in at the edge of the eyebox, so working the bolt dims the lens
  • Brutes and bosses no longer fear fire, and dying zombies can thrash on their feet before they drop
  • Shots and blasts lift and throw dead bodies
  • Walls under strain peel plaster, splinter timber and shake stones loose as they tear
  • Fallen trees and broken pieces topple on any ground, and rounds kick loose pieces around
  • Reeds and grass are cut where they are hit, cut tops fall as pieces, and grenades mow them down
  • Time to link building joints on load decreased from 3.4 s to 0.5 s
  • Burning eats into walls and floors, creeping and climbing; spilt fuel and acid pool like blood
  • Lit fuel and burning fuel packs burn with the same small flames as torched bodies
  • Electric burns go through clothing and skin, deeper with longer exposure, and bleed
  • Limbs break at the joints, helmets pop off, and guts hang and trail from open wounds
  • Bodies sever, split in two or drop in lumps depending on where the damage cut through them
  • Blood pooled on an upper floor soaks through and drips from the ceiling below
  • Floor blood streaks are slanted drops with tails and satellites, and Blood detail is its own setting
  • Bunker and sewer rooms are rebuilt with smooth cast concrete: pillar feet, caps, ribs and trims
  • Your body stays upright and sits back from the view, so looking down shows your chest
  • Each map has its own room reverb, and walls muffle sounds behind them
  • Fluorescent lamp buzz is much quieter and follows the ambience volume slider
  • Menus are folded into seven rows; Service record holds career, operations, achievements, leaderboards and the manual
  • Barracks puts loadout, skill tree and look on one page; tokens are spent in place
  • The after-action report is four blocks, and parts, market and draft share one rarity scale
  • Effect text is plain stat lines such as +8% Armor, with the flavour text removed
  • All 46 achievement icons are redrawn in an inked graphic novel style
  • The artillery pickup calls a full barrage that clears about half the field, with brighter gun flashes on the horizon
  • Throws a liquid jet that breaks into strands, splashes off what it hits, and stains and wears walls and floors
  • Weapons: Several gun parts and skill nodes that had no effect now do what they say
  • Zombies: Bodies falling a long way no longer jump mid-air, and ground kills no longer kick bodies up
  • Zombies: Grass and leaves no longer shield zombies or corpses from blasts

14 Nov 2026 · Major Update

Hunt mode, a Stoker that sticks, and blood on your own gun

Update 0.2.2 is out now.

  • New mode: Hunt
    • Five rounds at any threat, each with a quarry whose death breaks the wave; opens after Threat II
  • New order: Old Guard
  • Progression: Weekly contracts: three goals each week that pay XP and claw tokens; each mode gets its own leaderboards
  • Craters on the beach hold calm pools, and waves roll over them
  • Foam gathers around anything wading in the shallows, and bodies part the water
  • Bodies get a ragged wet line at the water’s depth and dry off after leaving the sea
  • Barricade planks are built with the hammer, and the use key only opens doors
  • Barricades keep an eye-height slit clear to see through
  • Shop signs hang from posts and swing on their hooks
  • All guns are back to the blocky cube look
  • Every gun has its own firing sounds, and shots fade out instead of cutting off
  • A flamer’s fuel pack can be set off by any gun and sprays burning jets; a dead flamer burns, then blows
  • Grenadiers carry bigger yellow grenades on their chest so they stand out in a crowd
  • A leg shot past its limit now comes off
  • Tall sills are cleared in one hop, and crawlers stand up before they vault
  • Skin scatters less light, so it looks less waxy
  • Arches stand, and breaks tear along joints and grain
  • Parts left hanging swing from whatever still holds them
  • Shots chip pieces out of bushes and thin plants
  • Big collapses hitch less when buildings and trees start to fall
  • Torched bodies and severed limbs burn with small flames
  • Spilt fuel pools and trails where you can see it, catches from bullets, fire and blasts, and burns to soot
  • Blood lands on your gun, arms and body, splashes back from point-blank kills, and wears off
  • Blood spatter grows with the force of the hit, clusters on walls, and pools where it drips
  • Bodies that fall from a height splat, and a new Blood detail option sets how sharp floor blood looks
  • Looking down shows your whole torso, and your body casts a shadow again
  • Your own gun sits above teammates’ guns, and the horde quietens under your shots
  • Rooms and sewers have their own echo, and your own gun sounds drier indoors
  • Music and ambience are louder, and the loudest effects were brought in line
  • All 46 achievement icons are redrawn in one matching style
  • GPU frame time in our heaviest benchmark decreased from 14.9 ms to 11.4 ms
  • Throws burning fuel that sticks to zombies, sets fires and scorches walls
  • Lobby: Other players stand on the lobby’s beach dunes instead of sinking into them
  • Lobby: Long titles on player plates wrap instead of being cut off
  • Armory: Gun slings drape over the armory table instead of clipping through it
  • Armory: The menu Armory no longer shows wrong prices; it lists your parts and gun level
  • Zombies: Climbing in through a window starts from the opening instead of vaulting through the wall
  • Camera: The edge of the helmet lamp’s beam no longer cuts off your gun
  • Online: Steam friends see Holdout games as Holdout instead of a wave number

13 Nov 2026 · Regular Update

Creaking walls, settings that save, and a tidier armory

Update 0.1.1 is out now.

  • The camp bench shows your gun like the run bench, with free turning and a soft stop
  • Killed mid-rise, they slump back into the hole
  • Walls creak and shed dust just before they break
  • Big breaks come apart in steps, and whatever they free falls as one piece
  • Standing zombies keep burning in water, only downed ones go out
  • Big hits splatter the walls behind zombies, blood drips from ceilings, and gut strands stretch and snap
  • Blood on the screen skids further when you turn, and slides and blasts push it outward
  • The barracks opens on your picked class, and locked squad poses show why they’re locked
  • The main menu shows the build number
  • Effects quality now thins out debris left after fights, Low turns it off
  • Leaderboards load faster and wait out a busy server instead of failing
  • Armory: Closing a slot with B no longer reopens it when the stick twitches
  • Spawning: Paratroopers still in the air are no longer removed as stuck
  • Destruction: Walls above doorways and windows stand instead of falling
  • Destruction: A corner wall cut along its base falls again
  • Interface: A menu that stops answering Back now steps back by itself
  • Settings: Volume and graphics settings now save between sessions