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Undead Development

 
UD2 Demo UpdateFeb 20, 2022 - Community AnnouncementsHey everyone, I've been working on getting a build to share and was hoping to get into the Next Fest event that starts tomorrow. I've been making a lot of progress but there are too many missing and broken aspects to the demo right now. I'm going to hold off on a public demo for now. BUT I am going to be doing a private beta instead for anyone who is interested in getting an early look at the game. You can request a beta key through the UD Discord: https://discord.gg/f66RkePw8s Just post in the "ud2-beta-request" channel I'm planning to send out keys this week as soon as I get a working build uploaded to Steam.UD2 Release update and DemoDec 2, 2021 - Community AnnouncementsHey everyone I wanted to give you all an update on how things are looking with UD2. Unfortunately, I haven't been making progress as fast as I had hoped so I will be targeting a new release date of Q2 2022. I'm also going to be trying to get a demo ready for the upcoming Steam Next Fest in February. I'm nervous about announcing the demo because I'm not 100% sure if I'll be able to get it ready in time. Getting to share a build with you all and collect feedback would be amazing so I'm going to try my best to make it happen. If you haven't already you can check out the UD2 store page here: https://store.steampowered.com/app/1587920/Undead_Development_2/ Thanks for the kind and supportive messages! ːcozyjunimogreenːAnnouncing Undead Development 2Apr 27, 2021 - Community AnnouncementsHi everyone, I'm excited to officially announce to you all that Undead Development 2 is coming and the Steam page is now live. https://store.steampowered.com/app/1587920/Undead_Development_2/ I am targeting an Early Access release date for the end of 2021. It's possible there will be delays but this is the goal I'm reaching for right now. I will also be releasing a free single-player demo ahead of the Early Access release similar to what I did on Itch.io for UD1. A quick note. While UD2 will support the mouse and keyboard, It's very important to me that the VR mode doesn't feel like a secondary add-on. The VR experience is a priority. There is a lot missing from the Steam store page, I'm just showing off what I've managed to accomplish so far. I also want to thank everyone who was supportive in the last update announcement. I really appreciate it. Your positive comments really help motivate me to keep going. Update Live - Leaving Early Access and The Future of UDNov 16, 2020 - Community AnnouncementsI’m sorry I haven’t been engaged and the updates have slowed. I have felt stuck. I am not satisfied with the game, but currently it is extremely difficult to expand on and improve the current game. I made a lot of mistakes in how I handled the overall architecture of my code. I am not a professional programmer, I am slowly learning how to do this. My mistakes have made it so that bugs are very hard to fix and new features or additions I want to add take way more time than they should. That is why this patch I am releasing is going to be the last content update for UD. Everyone’s feedback on the game has been amazing but I have felt really bad because so many great ideas are too difficult to implement in the current project. This update adds a final completable level, Steam achievements, and trading cards. I will be monitoring the update for major issues and UD will be leaving Early Access soon. I have no intention of leaving UD here. I have learned a lot over the course of this project. With everything I’ve learned I know I can create something of much bigger scope. But the only way I can do that is in a fresh project with better planning and a complete code rewrite. I don’t want to promise any features but I will be focusing on multiplayer support among many other large changes and additions. That’s my plan right now. I’m sorry I couldn’t deliver on a more polished, bug-free game. For my own sanity and so I can create a much better game this is what I need to do. {STEAM_CLAN_IMAGE}/30267939/5c303a63ea1e0ec38135666f2f296284736178d6.png v1.0 New Final Level -Defend the home base and wait for evacuation in a final completable level. -Hard Mode version. New Steam Features -Steam Achievements -Steam trading cards, badges, emotes, and profile backgrounds. A number of small tweaks and improvements. Updave v.96 Live!Jan 24, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/30267939/94ba24d03aae2a3b0d64672f1256c44ef0a57456.png The main feature of this update is a new item, Electronic Trigger. This new item is a small circuit board that you can connect with any triggerable item in the game. The circuit board will spawn with a remote that can be used to activate any Electronic Trigger remotely by pointing in its direction. When activated using the remote, any items attached to the Electronic Trigger will activate. Here is a quick video showing off the new item. If you run into problems you didn't experience in the last patch you can go to betas and try the "previous_patch" or "beta" builds. If problems occur in the new update I will try my best to fix them asap. I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. Update v.96NewAdded new item: Electronic Trigger. Attach interactive items to the circuit component and trigger them from afar with a remote. Added ammo magazine that can be used to reload guns even when they are not held. Grab from your hip where the ammo cases are and place (or throw) the ammo onto the gun to reload it. Explosive barrels added to the military map and airport map. New explosive objects added to the loot pool. Added graphics option to disable blood and gore effects. Fixes and changesFixed issue with an invisible wall in the military base. Updated SteamVR Plugin. Added Vive Cosmos default bindings file. Fixed issues with remote control tool. Update v.95 live! 2 New maps! Airport and Military BaseAug 26, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/4c4d9800fec443459be54432c201fb9bde4375b3.png This update adds 2 new maps to the game. An airport level and a military base. A lot of my time is spent fixing technical issues so I'm very happy to get some more content into the game. If you run into problems you didn't experience in the last patch you can go to betas and try the "previous_patch" or "beta" builds. If problems occur in the new update I will try my best to fix them asap. I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. Update v.95 https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/ff95d48ca9bf0bc2c7b8a725e59cf2fd28bb1b6d.png New Maps Airport: A large open level with minimal natural building resources. Military: An abandoned military base in the desert. Fixes and changes Fixed an issue when grabbing from the belt where the hand would not detect the collider. Fixed a bug with some objects that would break hand interaction. Update v.94 live! Valve Index Support, Improved Throwing and Technical Updates.Jun 28, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/0fd9e952ea4e2a65380f33f84efeb85477e71ef7.png This is a more technical update that adds support for the Valve Index. You can now switch to a glove hand model with finger tracking from the gameplay settings options. This update adds support for Valve's new VR Input system. I also updated to a more stable version of Unity which may help certain players with crashes or rarer technical problems. In addition, throwing should be significantly improved! I am hoping to work on new maps for the next update. If you run into problems you didn't experience in the last patch you can go to betas and switch to "previous_patch". I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. Update v.94 Valve Index Support Natural grabbing and throwing added for the Index controllers. A new finger tracked hand model is available from the gameplay options menu. New SteamVR Input system now supported. Updated to the newest version of the SteamVR Plugin. Improved Throwing Throwing has been reworking and should be significantly improved! Fixes and changes Updated to a more stable version of Unity. Added sound when player tries to reload and is out of ammo or already fully loaded. Fixed belt turn issue. Fixed bug with saving snap turn settings on click option. Fixed lighting bug in the sewers. Update v.93 live! New auto save system added!Apr 8, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/c0b11cc74509d8c4c891bc55a15f84cf65f1e674.png I've been working for the past two months on a save system for Undead Development. I really wanted to get something like this into the game but knew it would be a big technical challenge for me. I'm excited to finally introduce the save system to the live game! My testing ability is very limited so please understand this feature is still in beta but I have done my best to work out kinks before making it live. I hope you all enjoy! I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. Update v.93 Save System Auto save after wave complete. Separate auto save per map. Load most recent auto save from home or during a map. Detonator rework The detonator that triggers the explosive pack now functions independently. The detonator now works more like a remote, triggering an explosive pack in the direction the device is pointing. Fixes Fixed bug with nailing objects to breakable furniture. Fixed nailing rotation issue. Improved collision detection when dropping off backpack items. Fixed bugs with pooling objects. Update v.92b live! Performance improvements, bug fixes and tweaks.Feb 1, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/036020168cd0198f67aa84646427c4b297c8e539.jpg Thanks to recent reports on the forum I have been looking into performance issues. I have discovered some problems that were hogging performance so most users should see a significant improvement in fps. I have also done some general bug fixing as well as some weapon balance changes. I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. Update v.92b Performance Improvements Fixed some performance issues affecting all levels. Updated some backend systems. Forest level changes The forest level now uses the new breakable trees from the island. This change should greatly improve performance for the forest level. Weapon Changes Reduced the firing rate of the bullpup and the uzi. Increased the damage of the uzi, M249, and the minigun. increased the damage of the katana, tactical knife, machete, claw, flamethrower, single shot sniper rifle, and rare-spawn medieval weapons. Changes Ammo reload is now detected by the hand placement instead of the weapon collider. Placing your controller at your hip will reload. Improved and reworked most of the bullet trail effects. If you return home you will no longer be shown the home tips again. Fixes Fixed an issue with a ground plane not being targetable for teleport on the Island level. Fixed an issue that canceled teleport if it was double-clicked. Fixed issue where pausing would cause physics to pop and jump. Building objects should no longer highlight the pouch when hovered. Fixed item interactions triggering during the pause menu. Fixed interaction issues between teleport and snap turn. Fixed an issue where the teleport cooldown from the Island level would not reset properly. Update v.92 live! New Island level; build your base anywhere!Jan 11, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/7f3957cc541c3da2768897d71da023f41c0196d5.png Hey everyone, really excited about this update. I've reworked a lot of systems to support a new open style of map. In the new Island level, you can build your base wherever you want and even explore outside of your base during waves. This update took longer than I wanted but it will be easier for me to add new maps like this in the future. I look at all feedback and bug reports, so please let me know if you run into issues! The best way is to start a thread in the general or bug forums. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/18d64fea65c49ae8e862999063cbbb4ccbee2035.png Update v.92 New Features New Island Level: A new map has been added to the game that features new gameplay rules. New Open Level System: Build and defend wherever you want with the new open map system used in the new level. New Harvestable Trees: the new map features harvestable trees that can be used to build player defenses. Try using melee weapons to break them down. New Island Level with Open Level System Players can choose to build anywhere and move freely during all stages of the map. The backpack can be emptied dynamically in front of the player at any time by clicking the trigger on the backpack. Reworked post system (sticking objects into the ground) to be more dynamic and allow for more varied ground types. During waves there is a short cooldown added to teleport locomotion. A lot of systems were changed or reworked to support the new open level gameplay. This will allow me to more easily make new levels in the future and for them to support the new open level system. Changes Added small vibration when a post is stuck in the ground. Added a controller check for body movement physics to help prevent unintended falling with walking locomotion. Made adjustments to pathfinding system to improve zombies ability to get to the player and reduce the chances of zombies getting stuck. Made the detection of stuck zombies more aggressive. Fixes Fixed an issue preventing spiked posts from dealing damage. Fixed issue with the vacuum recycler grabbing some held objects. Fixed issue with the bedframe collision in the Old Home level. Update v.91 live! New bullet tracer effects and minor changes.Oct 8, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/92b6db6dd97f90d337cae4db71f2ac1f2a4234c1.png Hey everyone, smaller update than usual. I wanted to go ahead and roll out some of the changes I was working on. This update mostly adds new tracer effects to weapons with some other small changes. I saw this request from a number of users who felt it would improve gunplay and aiming. I look at all feedback and bug reports, so please let me know if you run into issues! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/de0095f2c080ce2e30f7712dba91c3e3f2d84c48.png Update v.91 New bullet tracer effects Most weapons have been given new bullet tracer effects. New Added loading text to level select board. Added body fall sound to zombies. Added UI sounds. Added option to delete saved data in menus. Added tooltip to base selection in day levels. Fixes Fixed mesh flickering on the white fence. Fixed zombie walk sound effects. It should no longer be possible to die in the home base. Fixed grab interaction with the claymore. Fixed bug that allowed guns to be shot when paused. Update v.90 live! New zombie types, exp boosts, recycle tool, and more!Aug 10, 2018 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30267939/347c25d84eedec9d73c657cfe493f9ab1c82781f.png Hey everyone, excited to put out this new patch today. I'm very sorry to everyone for the slow down in updates. I hate having to give you guys excuses but I was quite sick for a number of months and was unable to work on Undead Development during that time. I look at all feedback and bug reports, so please let me know if you run into issues! I also want to shout out Adrian ( https://twitter.com/AdriMG96 ) who worked on the new art assets found in this update. https://thumbs.gfycat.com/SomeUnderstatedDodobird-size_restricted.gif Update v.90 New Recycle Tool Vacuum Recycler added to the loot table. Vacuum Recycler can be used to turn unused objects into something more useful and manageable. New research added to start the level with a Vacuum Recycler. New Zombie Types Puke zombie: A volatile zombie that can attack your defenses with its puke spit. Tank zombie: A hard-hitting and durable new threat. Zombie Changes Zombies will now fall down and begin to crawl when their lower limbs are dismembered. New zombie giblet effects for dismemberment. EXP / Skill Point Changes Exp rewarded for completing waves significantly increased. Exp from waves is now multiplicative with the wave complete. Playing in Turbo Mode now awards bonus exp. New 1 HP Mode awards bonus exp. Bonus exp now stacks and is displayed when selecting a level. Controller Changes The trigger now works as a contextual pick up and drop button. With an empty hand, the trigger can be used to pick up objects. If the object is picked up while hovering it will be held temporarily and dropped when the trigger is released. Grenades and molotovs can be armed with one trigger click and then thrown with a second trigger click and release. Objects with trigger interactions, like flashlights and guns, cannot be dropped with the trigger. Added vibrations to melee weapon hits. *With these changes extracting ammo can now only be done by holding a weapon in one hand and using the trigger with your free off-hand. Cloud Saves Cloud saving is now enabled through Steam. Saved game data will now automatically be backed up and synced with your Steam account. New New hammer skin variations added. New health bar UI Added. New zombie dismemberment sounds. Horizontal throws now get a slight boost for easier throwing. New 1 HP mode available in the game settings at the level select whiteboard. Fixes and Minor Changes Fixed null errors when melee weapons break. Fixed bug with new material overlay code. Changed zombie’s animation system to allow for new animations. Fixed a bug with resetting zombies during game cancel or reset. Recently dropped objects have improved physics detection to prevent dropped objects from falling through the world. Optimizations to area damage code. (this affects stuff like grenades) Fixed bullet particle issue. Fixed health regeneration bug. Fixed zombie idle animation when...Update v.85 live! New damage and repair system.Feb 28, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30267939/9b88ecf1fcf7a34a61c12942139a074f12f4a4b3.png Hey everyone! I hope you enjoy this new update. Sorry, it has been a while, I was sick for a lot of January and had work outside of Undead Development I had to take care of. Don't forget to post on the forum about changes you want to see to the game and to report bugs. I try to read all of the feedback I get on the forum. If some bugs are not reported I may not know they exist. If you have gotten a chance to explore the game already consider leaving a review. Thanks! https://thumbs.gfycat.com/EmotionalPresentAustraliansilkyterrier-size_restricted.gif Update v.85 Major Changes Objects can now be repaired with the hammer. Objects now display their damage taken with an overlayed material. Nail connections between 2 objects is now capped at 3. (this will help prevent players from creating performance issues by using too many nails) Locomotion Changes Snap turn is now more responsive to tapping New setting for snap turn on click New setting turning speed New setting belt height New setting snap turn angle WMR support Based on feedback from WMR testing, I am adding WMR support to the Steam store. Changes New nailing sound effects added for repairing and a basic hit. Added new system for specified objects to ignore bullet collision. Fences unlocked by the research tree now ignore bullet collision, as well as trees in the forest level. Added additional checks for inventory hand collision that should make grabbing objects out of the inventory give more expected results. Added ammo visual to the hip. Changed reload colliders to reduce the chance of reloading unintentionally. Player notification now moves faster to better accommodate different locomotion settings. Rewrote layering material code. (affects highlighting and new damage overlay material) Zombie’s attack collision is now turned off after their first target is hit. Added sight checks for zombies that should help prevent instances where zombies attack the player through walls. Zombies now lose speed when their lower limbs are shot off. Zombies will no longer be able to damage targets when both arms are shot off and will die after a delay. Ammo counters moved to be more visible. Small changes to inventory belts. Bug Fixes Fixed bug relating to dropped objects still being parented to the hand. (This is when you drop something and moving the hand moves it across the ground or throws it into the air. If you still experience this bug please report it.) Fixed audio issues with zombies’ footsteps and idle audio. Fixed bug preventing zombies’ death vocal sound. Death sound will only occur when a zombie dies with its head intact. Level select board will now disable when in the pause menu to avoid weird interaction with multiple UI panels overlapping. Fixed bug relating to held hammers interacting with inventory objects. Fixed error thrown from zombie hit detection. Update v.85 live! New damage and repair system.Feb 28, 2018 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30267939/9b88ecf1fcf7a34a61c12942139a074f12f4a4b3.png Hey everyone! I hope you enjoy this new update. Sorry, it has been a while, I was sick for a lot of January and had work outside of Undead Development I had to take care of. Don't forget to post on the forum about changes you want to see to the game and to report bugs. I try to read all of the feedback I get on the forum. If some bugs are not reported I may not know they exist. If you have gotten a chance to explore the game already consider leaving a review. Thanks! https://thumbs.gfycat.com/EmotionalPresentAustraliansilkyterrier-size_restricted.gif Update v.85 Major Changes Objects can now be repaired with the hammer. Objects now display their damage taken with an overlayed material. Nail connections between 2 objects is now capped at 3. (this will help prevent players from creating performance issues by using too many nails) Locomotion Changes Snap turn is now more responsive to tapping New setting for snap turn on click New setting turning speed New setting belt height New setting snap turn angle WMR support Based on feedback from WMR testing, I am adding WMR support to the Steam store. Changes New nailing sound effects added for repairing and a basic hit. Added new system for specified objects to ignore bullet collision. Fences unlocked by the research tree now ignore bullet collision, as well as trees in the forest level. Added additional checks for inventory hand collision that should make grabbing objects out of the inventory give more expected results. Added ammo visual to the hip. Changed reload colliders to reduce the chance of reloading unintentionally. Player notification now moves faster to better accommodate different locomotion settings. Rewrote layering material code. (affects highlighting and new damage overlay material) Zombie’s attack collision is now turned off after their first target is hit. Added sight checks for zombies that should help prevent instances where zombies attack the player through walls. Zombies now lose speed when their lower limbs are shot off. Zombies will no longer be able to damage targets when both arms are shot off and will die after a delay. Ammo counters moved to be more visible. Small changes to inventory belts. Bug Fixes Fixed bug relating to dropped objects still being parented to the hand. (This is when you drop something and moving the hand moves it across the ground or throws it into the air. If you still experience this bug please report it.) Fixed audio issues with zombies’ footsteps and idle audio. Fixed bug preventing zombies’ death vocal sound. Death sound will only occur when a zombie dies with its head intact. Level select board will now disable when in the pause menu to avoid weird interaction with multiple UI panels overlapping. Fixed bug relating to held hammers interacting with inventory objects. Fixed error thrown from zombie hit detection. Update v.80 now live!Dec 19, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30267939/30cd1bd967188fc0875ed3d925d1faa320dd840b.png Hey everyone! I tried to focus on getting more content in then just bug fixes this time. I hope you all enjoy this winter update! Update v.80 Official Oculus support I recently purchased an Oculus and will be listing Oculus as a supported device on the Steam store page. Now that I own one I can better respond to Oculus user's feedback and make improvements. Game Modes New game mode system added. Can choose between ‘Standard’, ‘Builder’, and ‘Turbo’. (Builder mode gives you infinite time to set up and prepare) New gameplay settings UI added to the level select board. New player records for each game mode. New gameplay setting: toggle wandering zombies. Difficulty Changes Zombies now have a chance to have helmets that protect their head from attacks. Chance for zombie helmets increases with each wave, similar to running zombies. Zombie attack speed now scales with movement speed. This makes running zombies a greater threat. Player health increased from 30 to 50. Night Mode Changes Night mode now gives 2x experience. Zombie health doubled. Loot drop chance reduced by 50%. New Locomotion Settings New setting ‘Default Run’ lets you run with your trackpad/stick and click to walk. New speed setting for walking locomotion. Changes Zombies now have a chance to spawn with hats. Wandering zombies are now forced to spawn a minimum distance away from the player. Holiday zombie hat has a chance to spawn during December. Holiday themed loot boxes have a chance to spawn during December. Bug Fixes and Optimizations Fixed object pooling issue that was causing ‘gun jam’ bug. (went a little crazy working on this one) Changes to ground collision to reduce the chance for objects to fall through the floor. Fixed bug that inflated zombies’ chance to drop loot when reaching high waves. Fixed white hammer bug. Fixed collider in sewer grate to prevent teleporting out of the normal gameplay area. Fixed collider in forest level to prevent teleporting out of normal gameplay area. Fixed turbo mode timer in Old Home. Fixed foliage issues in Fresh Town. Changed object highlight system to fix a potential performance issue. Fixed error with backup particle reference. Fixed particle optimization issue with explosives. Fixed issue with player inventory belt disappearing at certain heights. Update v.80 now live!Dec 19, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30267939/30cd1bd967188fc0875ed3d925d1faa320dd840b.png Hey everyone! I tried to focus on getting more content in then just bug fixes this time. I hope you all enjoy this winter update! Update v.80 Official Oculus support I recently purchased an Oculus and will be listing Oculus as a supported device on the Steam store page. Now that I own one I can better respond to Oculus user's feedback and make improvements. Game Modes New game mode system added. Can choose between ‘Standard’, ‘Builder’, and ‘Turbo’. (Builder mode gives you infinite time to set up and prepare) New gameplay settings UI added to the level select board. New player records for each game mode. New gameplay setting: toggle wandering zombies. Difficulty Changes Zombies now have a chance to have helmets that protect their head from attacks. Chance for zombie helmets increases with each wave, similar to running zombies. Zombie attack speed now scales with movement speed. This makes running zombies a greater threat. Player health increased from 30 to 50. Night Mode Changes Night mode now gives 2x experience. Zombie health doubled. Loot drop chance reduced by 50%. New Locomotion Settings New setting ‘Default Run’ lets you run with your trackpad/stick and click to walk. New speed setting for walking locomotion. Changes Zombies now have a chance to spawn with hats. Wandering zombies are now forced to spawn a minimum distance away from the player. Holiday zombie hat has a chance to spawn during December. Holiday themed loot boxes have a chance to spawn during December. Bug Fixes and Optimizations Fixed object pooling issue that was causing ‘gun jam’ bug. (went a little crazy working on this one) Changes to ground collision to reduce the chance for objects to fall through the floor. Fixed bug that inflated zombies’ chance to drop loot when reaching high waves. Fixed white hammer bug. Fixed collider in sewer grate to prevent teleporting out of the normal gameplay area. Fixed collider in forest level to prevent teleporting out of normal gameplay area. Fixed turbo mode timer in Old Home. Fixed foliage issues in Fresh Town. Changed object highlight system to fix a potential performance issue. Fixed error with backup particle reference. Fixed particle optimization issue with explosives. Fixed issue with player inventory belt disappearing at certain heights. Update v.75 liveNov 20, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30267939/65a0e7f38983c1a56ab880a8a8c6db119b535c3d.png Thanks everyone for all the support with Undead Development's Early Access release! Everyone's feedback and enthusiasm has been super motivating. Thank you! This update has some new gameplay features but is mostly focused on bug fixes and general game improvements. Update v.75 Updated game engine This shouldn’t have an effect on gameplay but may solve some crash issues some users are experiencing. Implemented new automatic error reporting system This shouldn’t be noticeable to players but this will provide me with some data on errors and bugs players are experiencing. Gameplay Changes You can now extract the remaining ammo clip from a weapon by using the trigger on a weapon that isn’t directly held. (Doesn’t work for ‘special’ weapon types like the flamethrower or rocket launchers) A highlight outline will no longer display on a held gun when the other hand is in range to grab it. Various damage effects (such as a gun shot) can now trigger explosives. Gun shots and explosions now collide with player tools. Snap Rotate no longer requires click Improved player damage feedback Bear trap now has a cooldown tied to a longer animation Teleport spots (like ladders) now display a green teleport trail when selected with teleport locomotion. You can now use teleport locomotion to select a level from the level select screen. You can now see the active number of ‘wave’ zombies by pausing the game. Zombies will now die if they fail to attack anything for 3 minutes. Minor Changes Reworded Ammo II research perk. You can no longer access the pause menu after dying and during the post game process. Map records (kills and waves) are now saved when a wave is completed Player progress and map records are now saved when restarting or exiting. Bug Fixes and Optimizations Fixed a bug that was saving highest kill record with your highest wave. Modified cut metal material to remove the visual flickering issue. Fixed bug with pistol ammo spawning (a lot more pistol ammo will likely spawn now) Fixed issue with unlocked guns in the home base not being usable Fixed flickering on spikes of small metal scraps Balanced Molotov audio to be quieter. Fixed issue where guaranteed hammer or light was not given to the player at the beginning of the game Added maximum spawned loot cap. Once 120 loot objects are active all loot except for ammo will stop spawning. I will be tweaking this or removing it based on feedback. Tweaked individual item caps. Fixed issue that would nail objects to the ground when a different object should be prioritized. Changed the collider type for a number of level objects that made teleporting awkward. Fixed issue with belt pouch interacting with objects considered structures. (if an object is nailed to a static piece of the environment or nailed to a ‘post’ sticking into the ground it is considered a structure) Fixed issue with telepo...Update v.75 liveNov 20, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30267939/65a0e7f38983c1a56ab880a8a8c6db119b535c3d.png Thanks everyone for all the support with Undead Development's Early Access release! Everyone's feedback and enthusiasm has been super motivating. Thank you! This update has some new gameplay features but is mostly focused on bug fixes and general game improvements. Update v.75 Updated game engine This shouldn’t have an effect on gameplay but may solve some crash issues some users are experiencing. Implemented new automatic error reporting system This shouldn’t be noticeable to players but this will provide me with some data on errors and bugs players are experiencing. Gameplay Changes You can now extract the remaining ammo clip from a weapon by using the trigger on a weapon that isn’t directly held. (Doesn’t work for ‘special’ weapon types like the flamethrower or rocket launchers) A highlight outline will no longer display on a held gun when the other hand is in range to grab it. Various damage effects (such as a gun shot) can now trigger explosives. Gun shots and explosions now collide with player tools. Snap Rotate no longer requires click Improved player damage feedback Bear trap now has a cooldown tied to a longer animation Teleport spots (like ladders) now display a green teleport trail when selected with teleport locomotion. You can now use teleport locomotion to select a level from the level select screen. You can now see the active number of ‘wave’ zombies by pausing the game. Zombies will now die if they fail to attack anything for 3 minutes. Minor Changes Reworded Ammo II research perk. You can no longer access the pause menu after dying and during the post game process. Map records (kills and waves) are now saved when a wave is completed Player progress and map records are now saved when restarting or exiting. Bug Fixes and Optimizations Fixed a bug that was saving highest kill record with your highest wave. Modified cut metal material to remove the visual flickering issue. Fixed bug with pistol ammo spawning (a lot more pistol ammo will likely spawn now) Fixed issue with unlocked guns in the home base not being usable Fixed flickering on spikes of small metal scraps Balanced Molotov audio to be quieter. Fixed issue where guaranteed hammer or light was not given to the player at the beginning of the game Added maximum spawned loot cap. Once 120 loot objects are active all loot except for ammo will stop spawning. I will be tweaking this or removing it based on feedback. Tweaked individual item caps. Fixed issue that would nail objects to the ground when a different object should be prioritized. Changed the collider type for a number of level objects that made teleporting awkward. Fixed issue with belt pouch interacting with objects considered structures. (if an object is nailed to a static piece of the environment or nailed to a ‘post’ sticking into the ground it is considered a structure) Fixed issue with telepo...