← Back

Changelog

What's been added and changed in the game.

Coming soon

In progress

🧟 Infection

  • A new PvP mode: 15 seconds into the round one player turns into Patient Zero, and everyone a mutant kills turns too. Survivors win if anyone is still human when the clock runs out; mutants win when nobody is.
  • Any survivor death infects you, a fall or your own grenade included. Players who join mid-round come in as mutants.
  • The last survivor standing runs faster.
  • Pick a 3, 5 or 8 minute round. It needs at least 3 players, and bots count.

🎒 Survivors

  • Survivors gear up from the usual buy menu, with the same economy settings as the other modes, and can keep buying all round.
  • Sentries and mines are off the menu in Infection.
  • Dead mutants drop a little ammo for the gun that killed them.

🦑 Mutants

  • Mutants are tall, fast tentacled creatures: 250 HP (500 for Patient Zero), running about 60 % faster than a survivor.
  • In first person you see two tentacles that writhe and whip out at whatever you strike.
  • Their tentacle lash kills a full-health survivor in exactly two hits, wherever it lands.
  • Their Q is a fireball: it bursts on impact and leaves the ground burning, and it is good for flushing survivors out of cover.
  • Bots play both sides.

🎬 Story cutscenes

  • A new survival world now opens with a cinematic intro. You come to on your back in the forest while a stranger, the Drifter, guns down two of the dead closing in on you with a KR-47.
  • He brings you round by a fire. Then gunfire breaks out somewhere far off: his people are in trouble.
  • Before he runs off towards the shooting, he leaves you a map and tells you to find him on your own.
  • A few hours later you wake up alone, with the map in the grass beside you. The campfire is real and still burning, so you can use it.
  • The scene is fully voiced, with subtitles, lip-synced dialogue and acted characters.
  • In co-op, everyone in the world watches the intro together. Nobody can be hurt while it plays, and creatures leave you alone.
  • Each story scene plays once per world and is saved with it.

v1.3.1

11 Oct 2026

🔧 Weapon attachments

  • Guns now take attachments in four slots: sight, muzzle, grip and magazine. Press C with a gun in hand to fit them
  • 12 parts: red dot, holo, bullseye and a 2x thermal sight; suppressor, compensator and choke; vertical grip and bipod; extended, drum and quick magazines
  • Every part except the sights gives something up for what it adds. A suppressor costs damage, a drum mag slows the reload, a bipod slows your movement
  • In survival, you craft the mechanical parts and get the optics, suppressor, bipod and drum mag from traders and loot. In PvP, parts unlock by tier
  • The Silenced Pistol is gone, since any pistol can now take a suppressor. Saved ones come back as a regular pistol

⚡ Taser

  • A new short-range stun gun in the melee slot. A hit locks another player in place for 10 s: they can't move or shoot
  • Every shot, hit or miss, starts a 10 s recharge. A meter on the HUD shows when it's charged
  • Two wired barbs fly out and stay connected to the target, and electric arcs crawl over the stunned player

🔭 Scopes and guns

  • The Grizzly, the Ranger and the thermal sight use real magnified scopes: the zoomed view sits inside the lens, and the world around it stays visible
  • Spent casings are shaped for each calibre: pistol, magnum, rifle, sniper and shotgun shells
  • The ammo counter says RELOAD and shows your reload key when the magazine is empty

🐛 Fixes

  • Jumping onto tables, chairs and pallets, or stepping onto furniture under a low ceiling, no longer gets you stuck in place
  • Dumpster skips placed on maps no longer lose their walls and floor
Release on GitHub ↗

v1.3.0

10 Oct 2026

🤖 Bots in PvP

  • PvP rooms can now start with up to 9 bots — pick how many and how good (Easy, Normal, Hard, Expert) when you create the game
  • Bots play like players: same health, guns and movement, they hear shots and footsteps, flick and settle their aim, strafe in fights and back off when losing
  • Bots are clearly marked with a BOT tag and give up their slot when a real player joins a full room
  • Bots fight in every PvP mode and respect teams in Team Deathmatch
  • Hosting a room full of bots no longer stutters

🎮 Bot lobbies & Quick play

  • Three bot lobbies are always open in the Join tab — the first player in starts it, everyone after joins, and if the host leaves the room carries on with someone else hosting
  • Bot lobbies rotate through maps: after every match the room moves on to the next map
  • New Quick play button in the main menu drops you straight into a PvP match: a player room if there is one, otherwise a bot lobby
  • Redesigned Join tab: player rooms and bot lobbies as map cards showing live state, player count and bot difficulty; PvP now opens on Join
  • Players now notice within seconds when a host’s game crashes, instead of being stuck with frozen opponents

🖥️ Menus

  • PvP, PvE, Profile and Settings now open as full screens instead of pop-up windows
  • Settings explain what each option does when you point at it
  • The pause menu, inventory, buy menu and trader now open as full screens over the paused game, matching the main menu
  • Saved survival worlds show up as cards with a picture of the world taken while you played it
  • World names are tidied up and limited to 32 characters
  • Key bindings are grouped into Movement, Combat and Interaction
  • Refreshed loading screen

⚔️ Gameplay

  • The kill feed highlights your own kills and deaths, newest line at the bottom
  • With the Unlimited economy, the loadout you put together in warmup is kept when the match starts
  • Weapon inspect in third person looks natural: the hand turns with the weapon

🔫 Weapons

  • Guns have new names: KR-47, AR-4, F-Clairon, Grizzly, Ranger, PDW-90, LMG-5, Hand Cannon and Silenced Pistol — your saved worlds keep their guns
  • Your gun no longer sinks into walls when you stand right in front of one
  • The gun reacts to jumps and falls: it trails in the air, dips a little on a jump and harder on a big drop
  • Drawing a weapon now has a sound — a holster pull and the gun's own rack or bolt, a blade draw for the knife
  • With a scope fully up, your arms and flying brass no longer cut into the scope view
  • The Grizzly's stock no longer peeks in under the scope picture at full zoom
  • A drawn weapon settles into its idle sway instead of jumping the moment the draw ends

🧟 Mutants

  • The mutant roster is cut to four that each read at a glance: Stilted, Horned, Hydra and the new Deviant. Grafted, Runt, Maw, Stitched, Blob, Ox, Lope and Centaur are gone
  • New rare mutant, the Deviant — a big, fast predator of cords and hooked mandibles whose back sails flare when it bites
  • The Hydra is rebuilt and much bigger: dark scales, glowing veins, long swan necks with manes and biting jaws
  • The Hydra's heads are alive: they look around on their own, rear up and hiss when the creature notices you, and strike one after another behind the biting head, each jaw opening on its own lunge
  • The Hydra no longer leaves severed heads behind when it dies
  • The Horned is now a blocky brute in the same box body as the horde and the player, with the mutant face cut into the cube
  • Zombies now really blend between poses — raising arms, swinging, settling — instead of holding the old pose and snapping

🎒 Items

  • Dropped items arc, tumble, bounce once and then lie on the ground following its slope, instead of hovering and spinning
  • Dropped grenades are hand-sized

⏸️ Pause menu & buy menu

  • New two-column pause menu: Resume, Unstuck me and Main menu on the left, settings on the right
  • Unstuck me moves you to the nearest free spot instead of killing you; you only respawn when there is none nearby
  • The PvP buy menu is laid out as one band per loadout slot: your current weapon on the left, and beside it every item that would replace it, so a purchase is a move along one row
  • Axes and picks are no longer sold in PvP — there is nothing to chop or mine in an arena
  • The inventory in PvP is smaller and no longer stretches across the whole screen; the buy menu and inventory sit as centred blocks on 1440×900 and larger
  • The lobby fits a 1440-wide window: the map gallery no longer collapses to a sliver, and the mode · map title wraps instead of being cut off
  • The lobby's connection check no longer jumps around while it re-measures
Release on GitHub ↗

v1.2.17

8 Oct 2026

🔫 Weapons

  • Fixed a bug where you could end up holding a gun that would neither fire nor aim after holding a grenade at the start of a match or when buying a weapon.

⚡ Abilities

  • Using an ability no longer freezes the game for everyone in the room — the Commando's cloak and the Commander's reinforcement used to stall every player's screen for up to a second.
  • The Sniper's X-ray costs less frame time while it is active.
  • Adrenaline now lasts 30 seconds (was 5).

🏕️ Survival

  • Dying no longer ends your world. Your fires, chests and buildings stay standing, and you respawn after a few seconds — at your bedroll if you laid one.
  • When you die, everything you carry spills onto the ground around your body. Walk back to pick it up; it stays there until you do.
  • Zombies and animals are now saved with your world. Quit and come back, and they are where you left them — a fight you walked away from is still waiting.
Release on GitHub ↗

v1.2.16

7 Oct 2026

🌧️ Weather and night

  • Rain now darkens props, buildings, trees and creatures, snow settles on their tops and lightning lights them up — not just the ground
  • At night in survival, objects no longer sink into pitch black; they keep a faint moonlit blue

🛠️ Fixes

  • The Sniper X-ray in arenas outlines only enemies instead of the whole map
  • A settlement door closing on you in survival no longer traps you
  • In Capture the Flag, a dropped flag now blinks before it returns for every player, not just the host
  • Arrows and spears hitting a sentry make a metal impact sound
  • Stamping a structure in the map editor keeps its zombie spawns
  • A few leftover untranslated texts (death screen, password reset, editor and asset browser labels) are now in English

🔭 Weapon sights

  • The AK-47, M4A4, FAMAS and Negev now carry a proper open reflex red dot: a clamp on the rail, a wide window with a blue-coated lens, the emitter housing at the back and a brightness dial. Each sight is finished in its gun's own colours.
  • The P90 now has a holographic sight with a thin hood, side knobs and a battery cap.
  • The red dot is the same crisp point on every sight and no longer shows through the sight's walls.
  • The AWP and Scout scopes now show blue coated glass in the front lens and the eyepiece. The scoped view itself is unchanged.
Release on GitHub ↗

v1.2.15

4 Oct 2026

🧟 The horde, rebuilt

  • Zombies now share the player's blocky build: block limbs, a cube head, mitten fists and boots — so they stand next to you as the same kind of figure.
  • Every variant is dressed: a belt, a badge on the cop, one shoe left on the everyman, bare feet on the runt and the feral, and per-zombie wounds — a gash on the back of the head, a torn cheek, a skull showing through the crown.
  • Faces move. Eyes blink and dart in their sockets, the mouth hangs open in its own shape per variant, and the lower jaw drops on the bite and when the zombie groans, chewing idly in between.
  • The headscarf-looking hair cap is gone; the horde goes bare-headed.

🏃 How they move

  • The crawler actually crawls: hands and knees land on the ground and drag the body along, and it rears up on one arm to strike.
  • The runner sprints with a real stride — both feet leave the ground, the heel kicks up behind.
  • The standing attack is a two-handed slam: both arms rise, hang for a beat, and come down together.
  • The hit lands when the hands do. Damage now arrives on the blow, not on a hidden timer — step out of reach before the arms come down and you have dodged it.
  • Zombies, animals and mutants sit on the slope they stand on instead of floating level across a hill, and zombies climb slower uphill.

🚧 Bodies are solid

  • You can no longer walk through other players, zombies or animals, and they can no longer walk through you. Bodies push apart instead of sticking together.

🎩 Traders

  • The traders have proper faces with coloured eyes, hair that hugs the skull, hats worn on the brow line and sturdier limbs.

🗡️ Throwing spear

  • A new weapon, the spear: left click thrusts with the longest reach of any melee weapon, hold right click to aim it like the bow and release to throw it.
  • A thrown spear is gone from your hands until you fetch it — it sticks in the wall or tree it hits, or lies where it dropped, and you walk over and take it back.
  • In survival it's the first weapon you can make: two sticks and two stones. In PvP it's in the shop from the second tier and turns up as floor loot.

🐄 Livestock and snakes, rebuilt

  • Cows and pigs are drawn in the same blocky style as the players and the horde, with proper hips, shoulders and better proportions — and no two look alike: every animal rolls its own coat, patches and socks.
  • They graze on the move instead of snapping their heads up and down, lift their heads to look around when something's near, and tug at the grass or root with the snout.
  • The snake is rebuilt the same way, and its warning pose is a proper raised S-neck over a tight coil, head sweeping side to side, with a buzzing rattle.
  • The stilted mutant's head and tentacles are redrawn in blocks to match.

🌲 Distant forests

  • Trees far away are now simplified versions of the actual trees that appear when you walk closer, instead of generic cones and balls — the forest on the horizon no longer changes shape as you approach.

⚖️ Balance

  • Players can now stand shoulder to shoulder instead of bumping into each other half a metre apart.
  • Melee against players hits exactly what you see, just like bullets — the knife no longer connects a body-width beside someone.
  • The knife is now forged at the end of the tool chain: 3 iron ingots, 2 leather and a stick.
Release on GitHub ↗

v1.2.14

29 Sep 2026

👥 Player counter

  • The main menu now shows how many players are in the game right now and how many have played it so far
  • The website shows the same live count under the play button

⚡ Adrenaline

  • Adrenaline no longer reloads your gun instantly — instead you reload 50% faster for the whole 5 seconds
  • Adrenaline's +25% damage now works with every weapon: flamethrower, grenade launcher, grenades, bow, molotov and gas included

🎭 Character perks switch

  • Hosts can turn character perks off in the PvP lobby — everyone then plays with the same stats and no abilities, so characters are just skins
Release on GitHub ↗

v1.2.13

26 Sep 2026

🦸 Characters that play differently

  • Every character now has its own attributes — health, move speed, jump, magazine size and reload speed — so who you pick actually changes how you play. The Sniper reloads fastest but is fragile and slow; the Heavy soaks damage and carries big mags but lumbers; the Scout is the fastest flanker with a quick reload but thin-skinned. Damage stays equal for everyone — no character can out-gun another just by being picked.
  • Every character also has a signature Q ability:
  • Soldier — Adrenaline: instant reload and +25% damage for a few seconds.
  • Sniper — X-ray: see enemies outlined through walls for a few seconds.
  • Heavy — Bunker: take 60% less damage, but you can only crawl.
  • Scout — Agility: passive double jump and the fastest feet on the roster.
  • Commander — Reinforcement: call in a temporary AI soldier to fight at your side.
  • Commando — Cloak: turn nearly invisible for a few seconds — no shadow, no floating gun or nametag to give you away.
  • Terrorist — Suicide charge: arm a charge that ticks faster and faster, then detonates a huge blast that kills everyone nearby — and you. Everyone around hears the countdown.
  • Fanatic — Bloodbath: for 8 seconds your hits heal you — past full health, into an overshield of up to +50 that drains away after the window ends.
  • Mercenary — Airstrike: press Q to open the map (you keep walking while you aim), click a point, and a salvo of rockets comes down on it. The target zone is marked with a red ring on the ground and on everyone's map, and each rocket whistles on the way in, so anyone who moves in time gets clear. While you're picking, the map shows every enemy.
  • You hear other players' abilities go off near you.
  • The Profile shows each character's attributes and ability (effect length, cooldown, once per life or always on), and the HUD shows your ability with its cooldown and active countdown.

🎮 Smoother first steps

  • New players jump straight in — you get a generated name on first launch and can change it in the Profile any time. No more "set a name first" wall.
  • The Profile saves as you type (with a Saving… / Saved badge). Signing in is optional — only needed to keep your character, name and maps across devices.
  • Character portraits in the lobby are lit like the game itself, at a slight three-quarter turn, instead of flat and grey.

💣 Throwing and guns

  • Grenades have two distinct throws: an underhand swing on left click and a short toss to your feet on right click.
  • A thrown grenade now leaves your actual hand instead of popping into the middle of the screen at full size.
  • A gun you drop keeps the ammo left in its magazine — dropping and picking it back up is no longer a free reload.
  • Spawn weapons start with your character's magazine size straight away.

🎥 Camera and map

  • Third-person view is now the host's choice for the whole room, so everyone in a match shares the same camera.
  • The minimap in arena maps now shows the map's real ground colours and water instead of a flat floor.
Release on GitHub ↗

v1.2.12

25 Sep 2026

🌐 Multiplayer

  • Creating and joining games keeps working when the main matchmaking server is down — the game switches to a backup server on its own

⚡ Performance

  • Arena maps render their shadows more cheaply: the level's own shadows are drawn once when the map loads, and only players, doors and moving props are redrawn each frame. Nothing looks different.
  • Turning ambient occlusion off now saves a little more frame time.
  • Corn fields are lighter to draw, with no visible change.

🌊 Water quality setting

  • New Water option in the graphics settings. Low turns off reflections of the world in water (the surface then reflects the sky) for a higher and steadier frame rate whenever water is in view.
Release on GitHub ↗

v1.2.11

21 Sep 2026

🎥 Third-person camera in PvP

  • New Camera switch in the PvP lobby: play any PvP match in first person (default) or over-the-shoulder third person.
  • In third person you see your own character in full, and the camera pulls in so it never clips through a wall behind you or a platform overhead.
  • Aiming down the sights drops you cleanly back to a first-person view over the weapon.
  • Shots are aimed to land on the centre crosshair, so what you point at is what you hit.
Release on GitHub ↗

v1.2.10

21 Sep 2026

🎖️ The blocky throwback look — now everywhere

  • The whole player roster is back to the game's original blocky, stack-of-cubes character, kitted out in woodland camo with an expressive animated face (blinks, glances, talks and emotes for cutscenes) and a proper box female face — now with a defined nose that reads at any light angle instead of blending into the cheek.
  • Your own hands are the character's hands. Every first-person view — every gun, the bow, the flamethrower, the shield, melee tools, plus consumables, grenades and deployables — now shows the same blocky arms everyone else sees you with, so what you hold and how you hold it can never drift from your third-person model.
  • Smoother crowded matches: a player's static detail is folded into far fewer draw calls, so a full 10-player PvP lobby costs the frame a fraction of what it did — without changing a pixel or a hitbox.
Release on GitHub ↗

v1.2.9

13 Sep 2026

🍖 Hunger & thirst

  • Survival now has two needs that slowly drain: hunger and thirst. Keep both bars up and your health mends itself over time; let either fall and natural healing stops.
  • Run a meter all the way to empty and it starts draining your health — an empty belly or a dry canteen will kill you if you keep ignoring it. The two stack, so being both starving and parched runs you down twice as fast.
  • Food no longer heals on the spot. A meal fills your belly, and a full belly is what lets you heal. Medkits and bandages are still your only instant heals in a fight.

🥩 Living off the land

  • Hunt animals for raw meat, or forage berries to take the edge off between hunts.
  • Cook meat over the fire so it feeds far more, or simmer a haunch with berries into a stew — one bowl, one slot, instead of eating everything piece by piece.

💧 Canteens

  • Craft a canteen once and it comes back to you every time you drink from it — fill it at any pond, then boil it over the fire for a clean, filling drink, or drink it raw if you're desperate.
  • Raw pond water slakes your thirst but can make you sick — the fire is what makes it safe.

⚒️ Forged iron tools

  • Smelt iron ore into ingots on the campfire, then forge an iron axe and pick. They fell more with every swing and last far longer than the stone tools.

🪓 Tools wear out

  • Axes and picks now wear down as you work and eventually break — watch the wear bar and keep a spare.

🔥 The campfire is a workshop now

  • Burn logs into charcoal, smelt ore into scrap for ammo or into ingots for tools, cook meat, simmer stew, and boil water. Jobs run while you're away — set them going and come back to a full tray.

🌄 A longer view

  • The survival world now draws distant hills and treelines far past where the detailed ground ends, so the horizon opens up instead of dropping into fog a few steps ahead.

🙂 More lifelike faces

  • Other players (and your own reflection in the character screen) have reshaped faces now, with softer lighting on skin — and they blink and glance around on their own.

🔫 Weapon balance

  • The magnum fires noticeably faster and now has the best damage-per-second of the handguns — and it can drop a player in two shots, or one to the head.
  • The pistol hits a touch softer: six body shots to down a player instead of five.
  • The fast SMG carries a full 30-round magazine now and hits a little harder, putting it on par with the assault rifles for sustained fire.

🏹 Arrows can headshot

  • A well-placed arrow now lands a headshot on another player, same as bullets.
Release on GitHub ↗

v1.2.7

13 Sep 2026

🧑 Player characters

  • Faces no longer break into a mosaic of light and dark patches in sunlight — cheeks and foreheads read as skin, while the nose, brow and jaw keep their low-poly edges.
  • The same softer lighting applies to the neck and to your own hands in first person, so your character looks the same from every side.
Release on GitHub ↗

v1.2.6

13 Sep 2026

🧍 Reworked player characters

  • Player characters are rebuilt from the ground up in a shaped low-poly style — tapered arms and legs, sloped shoulders, a real torso and a proper head instead of a stack of boxes.
  • Boots, belts, helmets, caps, beanies, hoods and balaclavas are all reshaped to match, so the whole outfit reads as one cohesive style.
  • Every character now has its own hand-sculpted face: different eye colour, brow, nose, mouth, ears and facial hair, on a head with real cheekbones, jaw, chin and eye sockets.
  • Uniforms wear a proper camo pattern that fades naturally with distance.

🔫 Weapons in third person

  • Other players (and your own body in the previews) now HOLD their weapon properly — both hands on the gun, the stance matched to the weapon, the barrel staying steady while they walk.
  • You can see other players aim down their weapon, run their reload — the magazine drops, the hand fetches a fresh one, the charging handle racks — and play the weapon-inspect flourish.
  • Your first-person hands are now the exact same arms everyone else sees on you, so the two can never look different.
Release on GitHub ↗

v1.2.5

9 Sep 2026

🖱️ Smoother aiming

  • Turning is now sampled on the display's own clock, so a steady hand turns the view by the same amount every frame. Aim on machines whose mouse reports slower than the game draws (many wireless mice and laptop pointers) no longer wobbles by ~13% frame to frame.
  • In the browser, mouse movement is read straight from the hardware stream instead of one batched update per rendered frame. Fast flicks are no longer clipped part-way through, and the moment-to-moment feel of aiming in a browser tab is now the desktop app's.
Release on GitHub ↗

v1.2.4

6 Sep 2026

🖼️ Your own screenshot as a map's picture

  • The map settings dialog now shows what the lobby will show, and lets you upload a screenshot of your own instead of the editor's automatic render. Replace it or take it away whenever you like - the automatic one comes back.
  • The picture you upload is what everyone sees: the lobby's map list, the rotation ballot between matches, and your maps on the web profile.
  • Deleting a map takes its screenshot with it.

🚧 Maps you can show before they are finished

  • A "Coming soon" switch in the map settings lists your map for everyone with a badge on it, while only you can start a game on it. It stays out of the between-match rotation until you release it.

⚠️ PvE says what it is

  • The main menu and both PvE lobby tabs now say out loud that PvE is early in development, so nobody finds it out over an evening. PvP is the finished half.
  • A "Favorite" badge marks the modes and maps we recommend.
  • An "About" tile in the main menu opens the site in your browser.

🎒 The bag key is on the HUD

  • A backpack card next to the ammo counter says which key opens your inventory (or the buy menu in PvP). It shows the key you actually have bound, and is hidden in the modes with no loadout panel.

⎋ Esc keeps you in fullscreen

  • In the browser, pausing and resuming with Esc no longer drops you out of fullscreen behind your own back. Esc closes the pause menu again, the way it always did in the desktop app.
  • Leaving fullscreen is now press-and-hold Esc, or F11, or the window-mode switch in the settings.

💥 A grenade no longer falls through a tilted platform

  • Lob one onto a sloped platform and it lands on it. It used to bounce off the underside and be set down on the roof, or drop through the floor at the rim.

🛠️ Map editor

  • The toolbar fits a laptop again: snapping, the overlays, the ground brushes and the document actions moved into drop-down menus that say what is switched on, and the bar drops to a second row rather than squeezing the labels off its buttons.
  • The bottom shortcut strip grows when it wraps instead of hiding its last hint under the edge of the window.
Release on GitHub ↗

v1.2.3

5 Sep 2026

🪟 Windows are actually windows now

  • An unbroken pane stops you walking into the room — you can't stroll through a window as if the glass weren't there any more.
  • Bullets, arrows, grenades and your line of sight still pass straight through, breaking the glass on the way. A shot through a window and out the far side takes both panes and still hits the man behind them.
  • A grenade going off blows out every window around it, not just the one it flew through.
  • Once a pane shatters, the hole is a way in.

🏷️ Kill Confirmed is scored on the tags

  • The point now goes to whoever picks the tag up, not to whoever landed the kill — the body on the floor is what the match is decided on.
  • Taking your own tag back still voids the kill against you, and now pays you the same point anyone else would have got.
  • The scoreboard, the HUD strip and the win check all count tags taken.

🔫 Arms Race rewards the rung you're on

  • A kill only moves you up the ladder when you land it with the weapon your rung gave you.
  • Knifing someone still knocks them back a rung — but it no longer advances the knifer, so the bow and the snipers have to be played rather than skipped.

🛒 Shop and buy menu

  • The weapon catalogue lays out in columns, so the whole list is visible without scrolling past it.

📜 Changelog page

  • Each release folds, with an expand-all / collapse-all button; the newest one is open when you arrive.
Release on GitHub ↗

v1.2.2

3 Sep 2026

🏊 Water on authored maps

  • The map editor has a Water building element: drop a box, set its surface height and how deep it goes.
  • It behaves like a survival pond — wade in, swim, dive, hear the splash, see the surface reflect the sky and the world go blue-green under it.
  • Water flows onto a sculpted bank instead of ending at a hard edge, so a box dropped into a hollow reads as a real pool.
  • A pool built on a roof no longer soaks the room underneath.

🚿 Pool & bathroom props

  • A new prop category with a springboard, a sun lounger, a swim ring, arm floaties and a mermaid float.
  • Changing rooms get their fittings too: toilet, sink, mirror and wall shower.
  • The board, the sling, the ring stripes, the floaties and the mermaid's tail are all repaintable.

🏫 School props sized for the rooms they stand in

  • The toilet, wall clock, bench and waste bin were child-sized against the rest of the furniture — all four are now the size they look from across the room.
  • Lockers snap flush: a bay is exactly two grid steps wide and deep, so a bank of singles butts together with no gap and no overlap, and two rows meet back to back to make a corridor.
Release on GitHub ↗

v1.2.1

3 Sep 2026

⌨️ Hotbar keys on any keyboard

  • The hotbar's 1–5 now follow the key you actually press, not the character your layout types with it. On a Czech or French keyboard the number row worked as `+ ě š č ř` / `& é " '` and the hotbar did nothing until you rebound all five slots by hand.
  • Rebinding a number-row key stores the digit printed on the cap, so the controls list reads `3` instead of `š`.
  • The inventory's hover-plus-number quick-move follows the same rule.

🌐 One language

  • The game and the site are English-only. The language switch is gone from the settings.

👤 Your account

  • New privacy policy and terms of service, linked from the site's footer.
  • You can delete your own account from your profile page. It asks you to type your e-mail address first, and tells you what it does and does not remove: your identity and your votes go, while maps, structures and ideas you published stay up without an author on them. Delete those first if you want them gone.
  • Passwords now have to be at least 10 characters, and the message says so with the real number.
  • The profile page moved from `/profil` to `/profile`; old links redirect.
Release on GitHub ↗

v1.2.0

1 Sep 2026

🛡️ Rooms that stay yours

  • A room you host can no longer be pinned as full by somebody who has already left. The game browser shows who is really in a room, and a room you can see is a room you can get into.
  • Room names and map names sent by other players are kept to a sane length, so nobody can bloat the room list for everyone browsing it.

🖥️ Newer engine under the desktop app

  • The Windows and macOS builds move to a newer engine, picking up several months of browser security fixes.
  • One consequence worth knowing: that engine no longer supports macOS 11 (Big Sur). macOS 12 or newer is needed from this build onwards. Windows is unaffected.

🏫 School & schoolyard

  • A full school kit for the map editor: lockers and locker rows, school desks, chalkboards, notice boards and a wall clock.
  • The yard that goes with it — benches, picnic tables, a canteen tray trolley, dropped school bags, a portable basketball hoop and a bike rack.
  • A corridor of lockers stands just over head height, so a row of them breaks a hallway into real fighting positions.

🚛 Street & refuse

  • A rear-loader garbage truck joins the sedan, the bus and the pickup — a heavy new piece of cover for city maps.
  • Two new bins beside the closed dumpster: an open front-load bin and a builder's skip loaded with rubble.

🗑️ Litter

  • The scatter brush now paints ground litter — paper, card and thin plastic you walk straight through — so a street or a schoolyard can be strewn with rubbish in a few strokes instead of one piece at a time.

⛲ Fountains and hedges

  • Three fountains for your maps — a small basin, a plaza fountain and a grand tiered one — with real running water, spray and ripples in the bowl.
  • Seven clipped hedges: straight, tall, low, overgrown, a corner piece, and topiary balls and cones. They wear the same leaves as the bushes out in the world.
  • Eight more school fittings to dress an interior with: radiators, a canteen serving counter and tables, a coat rack row, a fire extinguisher, a hydrant cabinet, a trophy case and a drinking fountain.

🎨 Map editor

  • Every colour field now has one-click swatches, grouped by material — neutrals, stone, wood, metal, nature and accents — instead of hunting for a shade in the picker.
  • The prop picker is a category column beside the list, so 136 props are something you navigate rather than scroll past.
  • It also opens where you left it: same category, same search, same prop selected. Placing six desks no longer means finding the school category six times.
  • Maps and buildings are credited to your profile nickname, so renaming yourself renames everything you have ever published.
  • Your library is yours. Browse in the map editor and the structure library now list what you made, instead of everything anybody ever published. Other people's maps are all still there to play, and their buildings are all still in the palette to place — what changed is only what the editor offers you to open and re-author.

🌍 Site and account

  • The website is properly bilingual: English at shveeskay.com, Czech at /cs, each a real page you can link and share. Before, both languages lived at one address and only one of them could ever be found by a search engine.
  • The e-mails the game sends — confirm your account, reset your password, sign-in links — now look like the game instead of like a default form letter.
Release on GitHub ↗

v1.1.5

29 Aug 2026

🚪 Join a match already in progress

  • A game no longer shuts its doors when it starts. Turn up five minutes late and you walk straight in — no waiting for the round to end.
  • You arrive on your team's side of the map with the round's loadout and the usual spawn protection, and you see the live score, the clock, the flags and the dog tags on the floor exactly as everyone else does.
  • The game browser marks rooms with a match running, so you know what you are walking into before you click.

🪟 Breakable windows

  • Windows can now be glazed, and the glass breaks when you shoot it.
  • The pane comes apart into real shards that tumble, fall and land — cracks radiating from the hole you just put through it.
  • Glass stops nothing: a round goes through the window, takes the pane and still hits whoever is standing behind it. A shotgun through one window is one shatter.
  • Map makers pick per window wall whether it has glass in it; every window built so far stays the open frame it was.

⌨️ The tab stops closing itself

  • Crouch is Ctrl, so crouch-walking was Ctrl+W — and the browser closed the game. It doesn't any more: while you are playing, the browser's own tab shortcuts are taken away.
  • Where that isn't possible, an accidental Ctrl+W or F5 asks you to confirm instead of dropping the session.
  • Fixed the fullscreen switch in the settings fighting F11 — clicking "Windowed" after leaving fullscreen with F11 used to put you back into it.
Release on GitHub ↗

v1.1.4

28 Aug 2026

🖱️ Aim no longer degrades after switching windows

  • Fixed: after alt-tabbing out of the game and back, or switching browser tabs, the mouse permanently lost its raw high-precision input for the rest of the session and picked up the system pointer acceleration curve instead. Aim felt fine when you started playing and heavier ever after.
  • Restarting the game was the only way to get it back. It now survives any number of window and tab switches.

🖱️ Smoother aim

  • Turning is now even frame to frame on mice that report slower than your display refreshes. Many office and budget mice poll at 125 Hz, which on a 60 Hz screen made one frame in twelve turn noticeably further than its neighbours — a steady hand still looked like it was stuttering, even at a locked 60 FPS.
  • The correction costs one mouse period of latency and switches itself off entirely for a 500/1000 Hz mouse, which has nothing to fix.
  • It matters most on fast machines, not least: at 165 FPS a 125 Hz mouse leaves some frames with no input at all, so the view used to stop dead for a frame and then jump.

🎨 Colour profile

  • The graded overcast look is now used in the survival world only. Arenas, menu previews and the editor render ungraded by default, instead of wearing survival's desaturation and vignette.
  • The colour profile setting gains an Automatic (by mode) option, which is the new default. Picking a profile by hand still applies everywhere.
Release on GitHub ↗

v1.1.3

28 Aug 2026

🔁 The room keeps playing after a match

  • When a PvP match ends, the end screen offers a ballot of maps and a short clock. When it runs out, the room loads the winner and lands on it in warmup — nobody has to go back to the menu.
  • Every game mode is on the ballot, not just the ones the offered maps happen to support. The room votes for a mode and the map that can host it wins; the tiles are picked so that a vote for CTF or Hardpoint always has somewhere to land.
  • The map you just played is always offered. "This ground again, a different game" is the most ordinary thing a room wants after a good match.
  • The vote covers the settings too: economy, match length, time of day and weather. Anything nobody voted on stays the way the room already had it.
  • You can see who voted for what, and change your vote while the clock runs. The host starts the next match when everyone has landed, so there is a moment to look around the new map first.
  • Late arrivals can join again at the end screen instead of waiting out the whole session — they walk into the vote and are playing a minute later.

📐 Editors snap to a grid

  • Moving, resizing and rotating in the map and structure editor now snaps to a grid, so walls actually meet in game instead of only looking aligned from the editor camera.
  • The grid step (and a separate rotation step) is picked in the toolbar and remembered between sessions, with the lattice drawn under whatever you are working on.
  • `Round` tidies a whole map at once — useful for anything authored before the grid existed or dropped in by a preset.
  • New Underground storey: cellars and tunnels dug into terrain sculpted below the ground plane, with its own eye toggle like every other floor.

🔥 A torch for your walls

  • A wall sconce with a real burning torch in it — the flame flickers and the light on the floor breathes with it. It burns the same fire as the torch in your hand.

🏆 Arms Race goes the distance

  • The ladder is now every weapon in the game bar the survival tools: fifteen rungs, with the flamethrower, the launcher, the Scout and the bow slotted in where their difficulty puts them.
  • Dying hands you back exactly the rung you are on — no hoarded medkits carried into the next match, and the single-shot weapons come with enough ammunition to actually clear their rung.

✨ The menus look like the game again

  • The map preview behind the main menu and the lobby now draws maps through the game's own lighting, fog, grass and outlines. What you see before a match is what the match looks like.
  • The end screen is one tidy column instead of a narrow scoreboard inside a full-width frame, and it scrolls on small windows.
  • Aiming is smoother in the desktop app: the mouse is polled ~3× more often, which removes a per-frame wobble at constant hand speed.

🧹 Removed

  • The Arcade movement setting (sliding, air-strafing, bunny hopping) is gone. One movement feel, the shipped one.
Release on GitHub ↗

v1.1.2

26 Aug 2026

🌐 Multiplayer connections

  • Players who could never connect to each other can now play anyway. When a direct connection between two players cannot be established, the game routes their traffic through the server instead of giving up — a slower connection instead of no connection.
  • Joining no longer hangs for over a minute before failing. A join that is not going to connect directly now switches over within about 12 seconds.
  • The HUD's ⚡ Relay badge now also appears when a connection is taking that detour, so a higher ping has a visible reason.
Release on GitHub ↗

v1.1.1

26 Aug 2026

🌑 No more black disc under players and creatures

  • Removed the dark blurry circle that sat on the ground under every other player and every creature. It was drawn on top of the terrain and no graphics setting could turn it off.
  • Bodies are now lit and shadowed only by the real sun shadow.
Release on GitHub ↗

v1.1.0

25 Aug 2026

🏚️ Villages in the wilderness

  • Abandoned settlements now stand in the generated world — farmsteads, sheds and larger buildings, laid out around a village centre and built on ground that gets flattened for them, so doors and floors sit where they should.
  • What kind of village you find depends on the biome, and the forest thins out around one so you can actually spot it from a distance.
  • The houses are inhabited. Zombies now lurk inside a building instead of only wandering the fields around it, so a village is somewhere you clear room by room rather than a shed you walk through.
  • Everything is generated from the world seed: your co-op partner walks into the same village you do, and a saved world rebuilds it exactly.

🗺️ The world map

  • Press M for a full-screen map of everything you've walked through — the same drawing as the corner minimap, over a window you can widen from 100 m out to 800 m with the mouse wheel.
  • It remembers. Buildings you have walked past stay on it once you leave them behind, so a village you found on day 2 is still there to walk back to on day 9, and the map is saved with your world.

🔨 Build your own base

  • Craft and place floors, walls, windows, doors, ceilings, hatches and ladders out of logs, sticks, cloth and scrap — the survival world's answer to "can I make somewhere safe".
  • Pieces snap to a 4 m grid, so walls meet cleanly and two players building from opposite ends land on the same seam. Heights come from what you build against, so a level base grows out of your first slab instead of out of a grid you can't see.
  • A wall is real: it stops you, it stops zombies, and you shoot out of a window while nothing walks in through it. Doors open with E like any other door, and a hatch plus the ladder it snaps to gets you up onto a second storey.
  • Put a piece in the wrong place and a swing of your axe takes it back down and refunds the materials.
  • 96 pieces per player, and everything you build is saved with the world and sent to co-op guests, so a base doesn't disappear when you go to bed.

🛏️ Bedrolls

  • Craft a bedroll out of cloth and sticks and lay it out wherever you settle — you respawn there instead of back at the world origin.
  • One per player, and putting down a second just moves it, so relocating a camp costs nothing.
  • Your own bedroll shows up on the compass and the minimap, so you can always find your way home.

🧟 Mutants out in the wilderness

  • A second kind of hostile now roams the map in broad daylight: pale, faceless things, eleven kinds of them — a runt, bodies with grafted extra arms, one with a mouth where its chest should be, one carrying a whole second body on its shoulders, one that walks on a ring of tentacles, and four-legged ones that gallop at you across a field.
  • The tall ones include a centaur — a starved human ribcage and two long arms where the neck should be, the only four-legged mutant that fights with its hands instead of its face.
  • And a hydra: a low reptile carrying a fan of heads on its back. Kill it and three of those necks tear free and come after you, so you can count what the second half of the fight will be before you start it.
  • They aren't a clock like the night horde — they're a place. They only appear a good distance from where you started (so a base built at spawn stays quiet), they hold off until day 4, and they get considerably more common after dark.
  • Two per player at a time, on top of the horde, and they drop better materials than a plain walker.

🩹 Two more ways to patch yourself up

  • Bandage — one strip of cloth, the cheapest thing in the crafting book. Heals less than a medkit but goes on faster, so it's the one you reach for mid-fight. Also sold in the PvP shop from the first round.
  • Stew — simmered on the campfire out of a haunch and a few handfuls of berries. Not more healing than eating those things raw, just all of it in one slot and one drink.
  • Both have their own held model and animation, like the medkit and the can.

🧪 Antidote

  • Brew an antidote from berries and charcoal and drink it to clear snake venom, which otherwise keeps draining you and stops your health regenerating.
  • Cheap on purpose: venom is an early threat, so the cure costs foraging and a trip to the campfire rather than scrap you'd rather spend on bullets.
  • It has its own uncork-and-drink animation and recorded sound, as does eating berries.

🏗️ Author your own buildings

  • New structure editor in the main menu: build a single building with the map editor's own tools, save it to the online library, and it turns up in the map editor's palette for anyone to place.
  • A saved building can also be aimed at the generated world — say which kinds of settlement may use it and how often. Buildings picked for the game itself then turn up in villages; everyone else's stay map-editor building blocks, so the world every player generates is the same world.
  • The buildings that come with the game live in the same library now and can be reshaped: edit the farmhouse and every village in the world gets your version.
  • The structure list in both editors is searchable, split into the buildings that ship with the game and everyone else's, and each entry shows its size and how many pieces it is made of.
  • Which buildings a world can contain is fixed when you start it and stored in the save, so a co-op guest sees the host's village and an old save rebuilds the village it always had.

🧱 Walls that look built

  • Walls, floors, ramps, stairs and door and window walls in both editors can now wear a surface: brick, blocks, laid stone, cobbles, planks, lap siding, shingles, panels, concrete, plaster, tiles, corrugated sheet or riveted plate. It's a texture on top of the colour you picked, not a colour of its own — your palette keeps meaning exactly what it meant.
  • The pattern is drawn rather than stamped, so there's no repeating tile to spot on a long wall and it stays crisp right up to your nose and softens away by itself at a distance.
  • Add a plinth at the foot, a cornice at the head and posts at the corners — real mouldings that catch the light and throw their own shadows, so a plain box reads as a building. They're decoration only: what you bump into is still the wall you drew.
  • A wall can also be a triangle — full height at one end, nothing at the other. That's the end wall of a shed roof, the piece above a pitched roof's edge, the infill under a staircase; two of them mirrored give you a proper gable at any pitch. The slope is real, not painted on: you can't shoot through it, and you walk up it instead of into it.
  • Maps and buildings made before this look exactly as they did.

🌐 Who should host

  • The lobby now measures your connection before anyone presses create and says plainly who should make the game — because whether two players can connect is decided by the pair of their routers, not by either one alone.
  • It names what it found (open, standard NAT, carrier NAT, symmetric NAT) and, once everyone is in, points out who won't be able to reach whom. A mediocre host everyone can reach beats a perfect one two people can't.
  • Public IPv6 is detected and used: two players who both have it connect directly, straight past NAT.
  • A connection that drops now retries a few times instead of giving up on the first stumble, and when a link genuinely can't be made you get told why instead of "could not connect".
  • The server is woken up while you're still in the menu, so creating a room no longer stalls on a sleeping server.

📦 Storage crates

  • The crates inside buildings are containers now, not one-shot loot: take what you want, leave the rest, and stow your own gear in them.
  • Drag stacks between your backpack and the crate in either direction, or empty it in one click with "Take all".
  • Crate contents are saved with the world, so a building you cleared out is a stash you can come back to.

🧰 Storage chests

  • Craft a chest out of logs, sticks and scrap and place it wherever you want — 20 slots of storage, which is what stops the loop being "walk back to camp and throw things away".
  • Aim at it, press E, and move stacks in and out with the same clicking and dragging as any other container. Its contents are saved with the world.
  • The lid really opens and shuts, and two players rummaging in one chest both see it standing open.
  • Recorded chest audio, cut so the thud lands on the frame the lid does.

🔥 The campfire is a place

  • E at a fire now opens a panel and you pick what to put on: roast meat, burn a log to charcoal, smelt ore into scrap, simmer a stew. Each click adds one more piece to the fire, so three clicks cook three steaks.
  • Finished pieces stay on the fire until you come and collect them — start a batch, close the panel, go hunting, and your dinner is waiting when you get back.
  • The progress card that used to sit in the middle of the screen for the whole batch is gone; the prompt just tells you when a fire has something ready.
  • The fire itself was rebuilt: a ring of mismatched stones with one rolled out of it, bare earth and an ash bed inside, glowing coals, a tepee of firewood over a log burned through in the middle, spare wood lying beside it, and sparks drifting up out of the flames.

⛏️ Tools that do one job

  • The axe fells trees, the pick breaks rock — neither works on the other material any more. A wrong-tool swing bounces off with a clang and the crosshair tells you it did nothing.
  • Improvised edges like the knife still chew through wood slowly, but nothing except a pick opens stone.

🔫 A weapon takes a moment to come up

  • Switching weapons now has a draw time — you can't fire, reload or inspect while the gun is still coming up. A rifle takes the longest, a pistol less, a blade barely any.
  • So swapping mid-fight is a decision instead of a free instant flick, and grabbing a gun off the floor costs you the moment it takes to bring it on target.

🪖 Arms Race

  • The host now picks how many kills move you up the ladder: one is a sprint through all eleven weapons, two makes every rung a duel you have to win twice. The knife at the top always wins on a single kill.
  • Every kill also hands you a medkit, and it stays with you when your weapon rotates. The mode gives out no other gear, so the kill is the resupply — winning three fights in a row no longer means arriving at the fourth on whatever health the first three left you.

🧭 Other changes

  • The crafting book has a new Building tab for the base pieces, beside tools, weapons, ammo, healing and gear.
  • Zombie headshots are worth 1.5× instead of 2.5×: aiming still pays, but body shots are no longer a punishment.
  • Arrows now register exactly where they passed through a target, so an arrow can land a proper headshot.
  • Arrows and grenades hit a turret's real body instead of sailing over the top of it.
  • The trader stopped selling things you can already craft, and no longer sells ammunition at all — he deals in guns, gear and canned food, you make the bullets.
  • The compass shows where your co-op teammates are.
  • A crafting job's progress ring no longer replays from zero when you close and reopen the inventory mid-craft.
  • Mobs no longer fade in over a ridge — the tallest of the new mutants is accounted for when a spawn checks whether you could see it.
  • The stats table (Tab) now works while you're waiting to respawn — the death screen is exactly when you want to read the score.
  • The connection advice in the lobby sits right above the button it's advice about.
  • Sound follows the death cam as it rises off your body, instead of staying with the corpse.
Release on GitHub ↗

v1.0.18

19 Aug 2026

🎨 Graphics

  • Fixed a huge grey circle that appeared on arena floors around the player when the "Effects (bloom)" setting was turned off — the effects-off mode now uses the same tone mapping as the full-effects mode, so both look consistent.

🔫 Multiplayer

  • Weapons picked up off the ground now equip properly for everyone in the room — joined players previously got the gun stuffed into their backpack unloaded and without its spare ammo.

⌨️ Controls

  • Removed the obsolete "Map" key binding — the minimap is always on screen, so the key did nothing.
  • Pressing H no longer silently switches your color profile mid-game (it was a leftover dev shortcut).

🔫 New weapon: USP-S

  • A suppressed sidearm. Nobody across the map hears you shoot — the report carries about as far as a footstep instead of across the whole arena.
  • It shoots noticeably straighter than every other handgun, and the price is damage: seven body shots to down a player instead of the pistol's five.
  • Quiet against players only — zombies and animals never heard gunshots in the first place.

🛒 Shop

  • The starting pistol and knife are on sale now, at the cheapest tier. Buying a Desert Eagle or a USP-S replaces your pistol, so there is finally a way to buy it back.

🖥️ Menu

  • The main menu is rebuilt: PvE and PvP are two big cards that say what they are, with profile, settings and quit as a tidier row underneath and dev tools tucked into their own footer.
  • The menu now says the game is in Early Access, shows the build number you quote in bug reports, and that it is coming to Steam.
  • In the desktop build, links to the website open in your browser instead of a windowless second game window.

🌐 Website

  • The site leads with playing in the browser, spells out what early access means here (including what is still rough), and folds the idea board into that section.

⚡ Performance

  • Running into new terrain no longer stutters — the world streams in without the frame hitches it used to cause.
  • Big hordes are far smoother: up to twice the frame rate with 80 zombies on screen.
  • Zombies far from you no longer cast shadows, which is part of what pays for that.

🛡️ Stability

  • One glitched frame can no longer freeze the game for good — it recovers and keeps playing.
  • If something does stop the game, you get a message and a way back to the menu instead of a frozen screen, and a button that copies the details for a bug report.
  • A graphics driver reset (or waking the machine from sleep) no longer kills the game: it says it is restoring the picture and carries on.
  • One player's bad connection can no longer disrupt everyone else in the room.

🌲 Survival

  • Trees no longer flicker out for a frame while you walk past water.
Release on GitHub ↗

v1.0.17

19 Aug 2026

🏅 Medals — the room sees who's on a run

  • Kills now earn medals. First Blood for the first of the match, Double / Triple / Quad Kill and Overkill for kills in quick succession, and a streak ladder from Rampage (3 kills without dying) through Unstoppable (5) and Massacre (7) to Godlike (10).
  • Domination fires when you kill the same opponent three times in a row without them killing you back — and Revenge the moment they finally pay you back for it, which also breaks the domination.
  • A multikill counts kills up to 4 seconds apart, and the window rolls: keep killing and the burst keeps growing.
  • Every medal has its own icon in the kill feed, so the whole room can read who is on a streak and who is being dominated.
  • Your own medals also get a banner in the middle of the screen. Everyone else's stay in the feed, where they can't sit over your crosshair.

📣 An announcer calls your medals out

  • Nine recorded lines in one voice, from "Double Kill" to "Eradication".
  • Only the player who earned the medal hears it — a room of eight would otherwise be a slot machine.

🏆 Match stars on the end screen

  • The final scoreboard now leads with cards for the match's standouts: most kills (with the weapon that got them), longest streak, best headshot rate, and whatever the mode itself is about — flags stolen and returned, tags confirmed and denied, seconds held on the point.
  • The Tab scoreboard's live highlights show the same list, so what you watch all match is what the end screen tells you.

☠️ Gas grenade

  • A fifth throwable: a mustard-yellow canister that vents a choking cloud. The throw itself does no damage at all.
  • 17 damage a second to anything standing in it, held for 8 seconds and thinning out over 3.5 more — and the damage thins with the cloud, so a straggler loses a few HP rather than a life.
  • Deliberately smaller and thinner than a smoke: you have to be able to see that you're standing in the thing hurting you, and see the way out of it.

🍖 Eating and drinking, seen and heard

  • Other players now see exactly what you have in hand — a bandage, a can, a haunch of meat or a fistful of berries — instead of everyone looking like they're pressing on a bandage.
  • Each one has its own recorded sound: the can's tab and lid, the gulps, the bites.

🌐 Multiplayer stability

  • Fixed matches falling apart after a few minutes: players no longer vanish from each other's game (or get kicked with "host left") when an idle connection to the matchmaking server times out mid-match
  • Stale rooms whose host is long gone no longer show up in the room browser, so joining a listed room actually connects you
  • Other players now move smoothly instead of juddering and rubber-banding — especially at high frame rates and on connections with jitter
Release on GitHub ↗

v1.0.16

18 Aug 2026

🎯 Hardpoint — a zone that keeps moving

  • New PvP mode in two flavours: Hardpoint (teams) and Hardpoint FFA (everyone for themselves).
  • Hold the live zone to bank points — 2 per second, and only while nobody else is standing in it.
  • The zone jumps to another spot every 40 seconds, so no team can camp one corner for a whole match.
  • The HUD tells you whether the point is open, held or contested, and the live zone is drawn on the minimap at its real size.
  • Maps need at least three zones placed in the editor to offer the mode.

🏷️ Kill Confirmed

  • New free-for-all mode: a kill only scores once someone picks up the dog tag the victim drops.
  • Stand on an enemy tag for 1.5 s to confirm the kill — or grab your own to deny it and wipe the kill off the board.
  • Untaken tags expire after 30 seconds, and start blinking as time runs out.
  • The scoreboard and end-of-match stats now track confirms and denies.

🔍 Scavenge — a match with no shop

  • New economy option in the lobby: no buy menu at all. You spawn with a knife and everything else lies on the arena floor.
  • Guns, grenades and medkits sit at spots the map author placed. An item nobody takes disappears after ~45 s and a new one turns up ~25 s later, so the good spots stay worth walking to all match.
  • Weapon spawns can be tuned per point — any gun, rifles, snipers, special weapons, pistols & SMG, grenades & gear, or healing.

🚫 Banned weapons and gear

  • New Advanced settings in the lobby: the room founder can strike any weapon or gear item off the match.
  • A banned item can't be bought, nobody spawns with it, and it never turns up on the floor in Scavenge.
  • The knife and the pistol can't be banned — every respawn falls back to them.
  • The knife is now buyable in the shop, so you're no longer stuck without a blade after dropping yours.

🔥 Molotov

  • A fourth throwable, in the shop and craftable in survival. It breaks on the ground and leaves a pool of fire burning for 7 seconds.
  • Nothing dies to the throw itself — the fire does 26 damage a second to anything standing in it, so it's for taking a doorway, a stairwell or a flag away from someone.
  • It bounces off walls and trunks and only bursts when it lands on something flat, so it burns where you put it.
  • Fires are lit, crackle, and show up in the kill feed as their own cause of death.

🤾 Throwing, reworked

  • Grenades are now hold and release on both buttons — press to pull your arm back, hold as long as you need to line the arc up, let go to throw. Left mouse is the full overhand throw, right mouse the short lob.
  • Holding does not shorten the fuse: your victims always get the same warning.
  • Other players now visibly wind up and throw, instead of a grenade appearing out of nowhere.

⛈️ Recorded thunder

  • Storms now use real thunder recordings — a close crack and a distant rumble, several takes each, so a storm never repeats itself.
  • Distant strikes arrive up to 2.6 s after the flash, which is what makes a storm feel like it has a distance.

✨ Fixes and polish

  • Smoke grenades no longer show every tree's and rock's shading through the cloud.
  • Wooden fences now block shots only where they're actually solid — you can shoot over and between the pickets.
  • Painted grass on PvP maps fades down with distance instead of appearing at a hard ring, which also gives back some frame rate on grassy maps.
  • Respawning and the round-start countdown no longer draw you at the wrong spot and snap you to the real one.
  • The shotgun is held closer to the eye in first person.
  • New survival recipes: split a log into sticks, bone arrows, sniper and grenade-launcher rounds, and fuel rendered from rotten flesh.
Release on GitHub ↗

v1.0.15

18 Aug 2026

🔧 Weapon surfaces

  • Every weapon now has a real surface instead of a flat colour: wood grain running along stocks and hafts, worn parkerized steel on receivers and blades, mineral grit on stone tool heads, and a moulded pebble on rubber grips and polymer furniture.
  • The AK's stock and handguard, the axe and pickaxe hafts, the shotgun's furniture and the bow's limbs all show their grain running the length of the wood, the way it would on the real thing.
  • Knife grips, pistol grips and polymer housings pick up a fine moulded texture; the riot shield gets brushed metal running up the panel.
  • Colours are unchanged — every surface still reads exactly as before at a distance.

🖼️ Browser tab

  • Playing in the browser now shows the game's own icon in the tab instead of a blank page icon — the same one the desktop app and the website use.

⚡ Performance

  • Fixed a freeze of up to two and a half seconds the first time a hotbar filled up with items, and the hitching that came with scrolling quickly through weapons. Switching weapons at speed now drops no frames at all.

🎒 Inventory

  • You can now throw out your last weapon in the arena modes too. The drop used to be refused to stop you ending up with nothing in your hands; bare fists are a real weapon now, so the choice is yours. (Arms Race still pins your loadout.)

🐛 Fixes

  • Fixed the flickering surface between a magazine and the gun body — most visible on the AK — and the same fault in eight other places across the armoury: the M4's magazine, the shield's frame, the Deagle's trigger guard and rear sight, the Scout's stock, the shotgun's sight rib, the FAMAS's carry handle and the grenade launcher's chamber.
Release on GitHub ↗

v1.0.14

17 Aug 2026

🪓 Survival: gather, chop, craft

  • You now start survival empty-handed and build up from the ground: sticks and stones lie scattered on the forest floor — aim at one and pick it up with the interact key.
  • Trees and boulders can be broken down. Swing a tool at a trunk and it falls; swing a pick at a boulder and it yields stone, or iron ore if it's one of the rust-streaked ones. The right tool matters — an axe eats wood, a pick eats rock, a knife barely scratches either, and guns do nothing at all.
  • A crafting mat in the backpack turns what you gathered into gear: torch, knife, axe, pick, bow and arrows, 9 mm / shotgun / rifle ammo, medkits, a shield, mines and sentries — sorted into tabs by category.
  • Click a recipe you can afford to lay it out, click it again to add another batch, and the gear builds them all at once. Crafting takes time (a sentry takes far longer than a torch) — but nothing leaves your backpack until it finishes, so cancelling costs you nothing.
  • Tools now come in two tiers. The stone axe and pick are craftable the hour you land — four stones off the floor, no ore needed. Their forged versions swing the same but bite far deeper: an iron axe drops a tree in two chops. Ore comes out of boulders, so the whole early game is one line — stone tools, then ore, then iron tools.
  • Blueberry bushes in the undergrowth can be stripped of their fruit. A handful heals a little and is eaten fast — forage food you live off between hunts. The bush stays standing, minus its berries.

🌦️ Weather

  • The sky has weather now — clear days, overcast, rain, thunderstorms, snow and blizzards, and it changes as the days pass in survival.
  • Fronts roll in gradually instead of switching on: the light dims, the wind picks up, the trees start moving, and then it starts falling.
  • Storms flash and rumble. Lightning lights up the whole world for an instant, and thunder rolls in nearer or further away.
  • Rain and snow fall around you and are stopped by roofs in the arena maps.
  • In PvP and PvE lobbies the host picks the weather for the room; survival derives its own from the world.
  • Rain/snow density is its own graphics setting, so a weaker machine can turn it down or off.

🌬️ A world that moves

  • The forest sways in the wind. Treetops lean and shiver, harder as the weather turns, and their shadows move with them.

💧 Lakes, ponds and swimming

  • The survival world has standing water — everything from an ankle-deep puddle to a lake big enough to swim across, each sitting in its own bowl with bays and headlands rather than a round crater.
  • You can wade and swim. Water drags on you as it gets deeper, and past waist height you start swimming and floating. There's an underwater view when you go under.
  • Water sounds like water: the splash of breaking the surface (bigger the harder you drop in), a stroke per arm-pull while swimming, and the water on your boots as you wade — layered over the footstep, not instead of it.

🌿 A world with more in it

  • Undergrowth: bushes, blueberry bushes, ferns, saplings and dead scrub fill the layer between the grass and the treetops. All of it is walk-through.
  • Boulders are back in the landscape as the world's source of stone, with rarer ore-bearing ones as the only metal.
  • Reworked terrain, biomes, grass and ground shading throughout.

🧟 Zombies that have to notice you first

  • In survival, zombies now spawn unaware and shamble around where they were, until you come close enough — or shoot one. Lose them long enough and they settle back down.
  • Zombies come out at night in growing numbers; the horde waves in the PvE modes are unchanged and still come straight for you.
  • Zombies are much tougher to put down with body shots — and just as easy with headshots. A hit to the skull crits, whether it's a bullet or an axe, so a horde now punishes sloppy aim instead of soaking ammo either way.
  • Spiders — neutral, they scuttle around their nest, rear up when you approach, and if you get too close they land a venomous bite and dart away.
  • Wildlife no longer materialises in plain sight a short walk away — animals fade in at the same distance zombies do.

🤝 Wandering traders

  • A friendly trader occasionally shows up in the survival world and appears on your minimap. There's no money — he barters gear for the materials you've been gathering, and better guns ask for scarcer loot. He also stocks forged tools, which is a real find on a world with no ore nearby.
  • You open a deal by looking at him, not by walking past him — so brushing by a trader on your way somewhere no longer offers you a trade.
  • Mobs now drop loot when killed: cloth, bone, scrap metal, rotten flesh, leather, and raw meat off wildlife.
  • Food and medkits are used from your hands, with their own animation — no more healing with a click through an open backpack.

🔊 Sound

  • Felling a tree sounds like it: the trunk tears off the stump as it starts to go, and the canopy lands a second later — audible right across the valley, so you hear someone else working in co-op. Boulders come apart into scree.
  • Crafting is audible — the work goes on for as long as the job takes, and you hear the piece being set down and finished.
  • Chopping wood and breaking rock no longer repeat one identical thud — every blow lands a little differently.
  • Footsteps in grass were toned down; it's the sound you hear most in the game and it was sitting over everything else.

💾 Saved worlds

  • Survival worlds now save themselves. The lobby has a "Continue" list: your landscape, position, gear, time of day and difficulty come back exactly as you left them.
  • Each save shows the day you reached, how long you've played and when you last touched it. Worlds can be deleted from the same list.
  • Joining someone else's world plays in their landscape — it doesn't land in your own save list.
  • Dying no longer overwrites your world: quitting from the death screen keeps the last living snapshot.
  • If your browser refuses to store the world (full storage, private mode), the game now tells you instead of quietly stopping to save.

🗺️ Minimap

  • The minimap now draws the actual world under you — terrain, biomes and the water sitting in them.

🏃 Arcade movement

  • A new arcade movement profile: snappy acceleration, real air-strafing, and bunny-hopping that chains instead of bleeding speed on every landing.
  • Sliding.
  • Movement physics now step at a fixed 120 Hz, so how you move no longer depends on your frame rate.
  • Field of view is a fixed 90° in every movement profile.
  • Stepping up onto a ledge eases the view instead of snapping it.

🌐 Multiplayer

  • Other players move more smoothly, especially on an unstable connection — their motion is now replayed on the sender's clock rather than on whenever the packet happened to arrive.

✨ Visuals

  • Ambient occlusion (SSAO) — soft shading settles into corners and under objects. It's a graphics setting, so you can turn it off.
  • Weapons picked up depth: seams, magazine wells, trigger guards and the gaps under scopes are now shaded instead of reading as flat blocks of colour.
  • The sky now lights the world — weapons, players and props take their ambient light and reflections from the actual sky above you, so they shift with the time of day.
Release on GitHub ↗

v1.0.13

7 Aug 2026

💀 Bodies fall properly now

  • Everything that dies — zombies, wildlife, players — collapses into a real ragdoll instead of vanishing. Limbs fold, bodies tumble down slopes, drape over crates and slump against walls.
  • The killing shot throws the body: shoot someone off a ledge and they go over it, and a headshot snaps the head back before the body drops.
  • Corpses lie where they landed for a while, then quietly sink into the ground. How many stay on the map at once follows your shadow quality setting, from 3 on the lowest up to 20 on Ultra.

💣 Hand grenades

  • Three grenades to throw, two of each, in your gear slot. Left mouse throws it properly, right mouse lobs it short and low — handy for dropping one just around a corner.
  • Fragmentation — a 3-second fuse and a bounce, so it's for flushing out a corner or breaking up a push rather than for sniping. A direct hit hurts badly but won't outright kill a healthy player.
  • Flashbang — no damage at all, a short fuse, and it blinds across a whole sightline. Turning away genuinely saves you: the blind depends on how close you were and whether you were looking at it.
  • Smoke — a cloud that blooms over a second, then blocks the line of sight for about 15 seconds before thinning out. It stops eyes, not bullets, so firing blind into one is a gamble.
  • Everyone sees a grenade on its way in, bouncing the same way it does for the thrower.

🛒 A proper buy menu for PvP

  • PvP gets its own buy menu (B) instead of the survival inventory: pick a weapon and it goes straight into the slot it belongs in, with its spare ammo included.
  • No more shopping for ammo in PvP — a gun arrives with a sensible number of spare magazines, and every respawn tops that reserve back up.
  • Hovering a weapon shows its stats, which slot it would land in, and what it would replace.

📊 Hold Tab for full match stats

  • Tab now opens a full stats table: kills, deaths, K/D, headshot rate, your current and best killstreak, the weapon each player is holding, zombies killed, and flag steals and returns in Capture the Flag. In Arms Race it also shows everyone's rung on the ladder.
  • Your own card sits alongside it with your placement and favourite weapon, plus match highlights — most kills, longest streak, best headshot rate, most flags.
  • The table marks who's dead right now and who started the room.

⌨️ New key layout

  • B opens your inventory (survival) or the buy menu (PvP), and Tab is now the stats table you hold down.
  • The mouse wheel cycles through your filled weapon slots, and there's a fifth slot.
  • A "reset to defaults" button in the controls settings.
  • Existing installs pick up the new layout automatically while keeping every key you bound yourself.

✨ Shots you can read

  • Every gun throws its own tracer, so you can tell what's shooting at you from the streak alone: the bolt-action snipers fire a long cold-white needle trailing vapour, the assault rifles differ by tint, the SMG spits short pale dashes, and the shotgun's spread reads as eight stubby streaks.
  • Hits on flesh spray blood in the direction the bullet was travelling and leave splatter on the ground beneath.
  • A shield icon appears next to your health while your spawn protection is still up.

🔩 Sharper hardware

  • The sentry turret is rebuilt from the ground up: three articulated legs with spiked feet, a geared turntable, a sensor pod, cooling slats, a side ammo drum, and twin barrels on their own elevation mount.
  • Detail pass over the P90, pistols, assault rifles, AWP and Scout you actually stare at all match.

⏱️ Match start

  • The pre-match countdown beeps down 3 · 2 · 1, the last beep noticeably harder than the two before, and the round opens on a shouted Shveeskay!
  • The countdown itself is shorter — 3 seconds instead of 5.

🔊 Real recorded sound effects

  • Every gun now fires a real recording instead of a synthesized tone — each weapon has its own report, and the snipers deliberately out-shout everything else on the map.
  • Reloads are full mechanical sequences: the magazine drops out, a fresh one seats, the bolt racks. The sound follows the animation, so switching weapons mid-reload no longer leaves audio playing over a frozen hand.
  • Bolt-action snipers cycle their bolt between shots — draw, lift, chamber, lock.
  • Melee swings, bullet impacts, headshot hitmarkers, explosions, doors, pickups, throws and player hurt/death are all recorded takes now.
  • Pulling the trigger on an empty magazine gives you a dry click.

👣 Footsteps that match the ground

  • Footsteps and landings sound like whatever you're standing on — grass, dirt, sand, snow, stone, wood or metal. Walking across a wooden deck booms, a metal plate rings, snow just crunches.
  • Climbing onto a prop or a rooftop picks up that structure's material, so you hear the surface change as you move.
  • Jumping, landing and going into a crouch all have their own sound.

🧟 Zombies have a voice

  • Zombies groan as they shamble toward you — the first warning a horde is coming is now hearing it out in the dark, well before you can see it.
  • They snap their jaws when they lunge, rasp when they rake at you, grunt when your bullets land, and have a death sound of their own.
  • A wave that spawns together doesn't groan in unison — each zombie keeps its own rhythm and takes, so a horde sounds like many throats.

🩹 The medkit is a real thing in your hands

  • Healing now plays out on screen: a first-aid case opens on its hinge, a roll of gauze lifts out and unwraps over the length of the heal.
  • Other players see it too — the case in your hands and the whole bandaging motion, instead of whatever weapon you had out.
Release on GitHub ↗

v1.0.12

5 Aug 2026

🌅 Sky, sun and clouds

  • The sky is no longer a flat two-tone gradient — the horizon now glows warm on the sun's side at sunrise and sunset, and cools on the opposite side
  • The ground no longer meets the sky at a visible line; distant terrain fades into the horizon seamlessly
  • Clouds have been rebuilt from the ground up: real puffy shapes with lit tops and shaded undersides, in two layers drifting at different speeds. At sunset their undersides burn orange
  • Night sky finally looks like one: a field of gently twinkling stars and a real moon, both fading in as the light drops
  • The sun is now a visible disk with a wide warm glow, casting rays of light through trees and around buildings — most striking at sunrise and sunset
  • Cloud shadows drift slowly across the survival landscape, dimming grass and terrain together as they pass
  • In survival, the day now actually plays out: dawn and dusk sweep continuously through the sky, fog and light colors instead of the world being stuck in one fixed look — and night is genuinely dark, with dark fog to match
  • Smooth sky gradients no longer show colored banding

💥 Hit feedback

  • Damage numbers pop above whatever you hit — players, zombies, wildlife, turrets — with headshots called out in gold. Sustained fire merges into one number that counts up instead of flooding the screen
  • Impacts now depend on what you hit: wood throws splinters and sawdust, stone chips and a lingering dust cloud, metal sprays hot sparks with a bright flash, flesh a burst of droplets and red mist, dirt clods and a dust puff
  • Bursts spray off the surface you hit — out of a wall, up off the ground — instead of scattering in every direction
  • Grenades and arrows also report their damage per victim, so a multi-kill blast reads as one number per body

🔫 Weapons up close

  • The knife is a real fighting knife now: contoured grip with finger grooves, brass fittings and a lanyard loop, a clip-point blade with a polished edge, a blood groove and thumb grip notches on the spine
  • The pistol got a sculpted slide with cocking serrations, an ejection port and glowing 3-dot night sights that line up when you aim. They ride the slide, so they blow back with every shot — and racking the slide on a reload now exposes the barrel and recoil spring instead of a gap
  • The rifle gained the details you stare at all match: gas tube and block, cleaning rod, slant muzzle brake, stamped receiver dimples and rivets, selector lever, visible bolt carrier in the ejection port, tangent rear sight, palm-swell handguard and a proper stock with a steel butt plate

🧟 Creatures and nature

  • Zombies have real hands — a flat palm with four curled fingers, a thumb and dirty nails — instead of a mitt with a claw. Hordes run just as smoothly as before
  • Trees no longer look like stacked geometric shapes: lumpy canopies, ragged conifer branch layers, flared trunks with a natural bend, and roots
  • New birch tree with dark bark scars

🎨 Graphics quality

  • The game is now anti-aliased even with effects (bloom) turned on — no more jagged edges in the default settings
  • Arena maps render every wall and building shadow at any distance; in survival, shadows follow you smoothly without flickering
  • The daytime sun sits lower in the sky, so buildings and walls throw long, visible shadows instead of stubs
  • Light bloom is softer and wider — glowing lights and muzzle flashes get a natural halo instead of a tight blur
  • Walls and props on arena maps now darken subtly where they meet the ground, so they look grounded instead of floating
  • Players and creatures cast a soft contact shadow, keeping them grounded even at night and in deep shade
  • Arena ground and terrain gain subtle close-up texture instead of one flat color
  • New "Ultra" quality option for high-end machines: sharper shadows and extra anti-aliasing
  • Render resolution can now be pushed up to 200% for a supersampled, extra-crisp image
Release on GitHub ↗

v1.0.11

5 Aug 2026

🏹 Bow

  • New weapon: a draw bow — hold fire to pull the string, release and a real arrow flies off in an arc
  • Draw strength sets the arrow's speed, range and damage: a full draw (~1.1 s) drops a player in two body hits, a snap shot flies slow, loops down and barely stings
  • Aiming zooms in slightly along the shaft; the next arrow is nocked automatically, so there is no reloading
  • New "arrows" ammo — cheap and common; the bow shows up in the shop and in loot

🛸 Landed flying saucer

  • A new landmark for map authors: a 9 m saucer standing on three legs, with a glass canopy, a ring of chasing lights in the rim, a breathing belly emitter and motes of light drifting up off the hull
  • It has a voice — a soft, otherworldly chime every ~20 seconds, a hint on the wind from across the map and a real presence once you walk up to it

🧟 Horde waves

  • Later waves now hold a growing number of zombies on you at once instead of trickling them in — a killed zombie is replaced until the wave's budget runs out
  • The pressure also scales with how many players are in the room, and zombies arrive in a wave faster
  • Zombies shoved around in a crowd no longer end up stuck inside walls, where they used to freeze up and disappear

🌍 Czech and English

  • The whole game and the site are now fully bilingual — Czech and English
  • The language is picked automatically from your system the first time and can be switched in the settings

🌐 Play in the browser

  • The game can now be launched straight in a browser with no install — the "Play in browser" button on the site
  • Fullscreen works in the browser version too
  • Esc opens the pause menu in the browser as well; resume with a click (the Resume button or outside the menu), which is how the browser hands mouse-look back

🌫️ Fog at the map edge

  • Map authors can surround the arena with fog that hides the emptiness past the map boundary and matches the color of the time of day
  • The fogged area's size and how sharply it closes in are both set in the map settings

🪖 Military props

  • New props: anti-tank hedgehog, barbed wire, field howitzer, towed rocket launcher, warning sign, a pyramid of artillery shells, a jerrycan rack and a rubble pile
  • Barbed wire is not a solid obstacle — you can walk through it, but it slows you down and starts cutting the moment you step in
  • The bus has a new look: a classic American school bus

🧱 Structures

  • Walls with windows are now a single piece, so no visible seams show up on them

🏃 Movement

  • You now slide along diagonally rotated walls instead of getting stuck in place

⚙️ Settings

  • Redesigned settings menu — clear labeled rows instead of long buttons
  • Sound volume is now set with a slider instead of just on/off

🔫 Weapons

  • The sawed-off shotgun was removed from the game
Release on GitHub ↗

v1.0.10

30 Jul 2026

🔫 New weapon — Sawed-off shotgun

  • A double-barreled sawed-off as a secondary weapon. Two shots, both devastating — up close it drops an opponent in one, and the second barrel follows right after.
  • Wide spread and short range: a few meters out and only a few pellets are left of the pattern. It is a weapon for a corridor corner, not for an open square.
  • It shares ammo with the combat shotgun and has its own break-action reload animation and sound.

🧟 Zombies — new models and animations

  • Zombies have more detailed models: a moving jaw with teeth, a brow ridge over sunken eyes, claws on the hands and a bone jutting from a wound. Each one has slightly different gore, so a horde does not look cloned.
  • Reworked walk — spine twist, head bob, ankle movement and breathing.
  • Attacks now look natural: zombies alternate claw swipes and bites at their own rhythm, instead of the old mechanical two-armed flail.
  • A zombie flinches when you hit it.
  • New colors and clothing — instead of cartoon green they are grayish rot in real rags: a hospital gown on the small one, a torn police uniform on the bloated one, work overalls on the giant. Glowing eyes stayed only where they make sense.

🧍 Player characters

  • Other players' characters have a rebuilt model and movement: the torso twists against the hips, the body leans into turns, the legs tuck in mid-jump and the knees bend on landing.
  • Every player has their own step rhythm, so a squad does not run in perfect lockstep.

🗺️ Map editor — new props and shapes

  • Walls, obstacles and platforms can now be tilted sideways and forward/back (the X and Z axes), not just rotated around. That opens up slanted roofs, ramps and leaning structures.
  • Trapezoid walls — set how wide the top of a wall is compared to the bottom (gables, ramparts, obelisks).
  • An opening gate for the fence: a five-plank gate you can open with [E], sized to fit a wooden fence section exactly.
  • A farm set: silo, stacks of hay bales, chicken coop, dog house, plow, scarecrow, well and a corn field.
  • New vehicles: pickup truck, tractor, tractor trailer and combine harvester.
  • Military hardware: a battle tank, a historical tank, a burned-out wreck and a standalone turret.

🌐 Web

  • A completely redesigned game site — new navigation, an overview of all game modes, a section about the map editor, and downloads for Windows and Mac straight from the hero section.
  • A new idea board: anyone can submit an idea for what to add to the game, and others can vote for it. Ideas with enough votes make it onto the roadmap.
Release on GitHub ↗

v1.0.9

24 Jul 2026

🌐 Multiplayer

  • Fixed joining PvP on large maps — a player used to connect but hang on "Starting game…" and never get in. The map now transfers correctly and players join normally.
Release on GitHub ↗

v1.0.8

23 Jul 2026

🔫 New PvP mode: Arms Race

  • Free for all with the same fixed weapon ladder for every player.
  • Every 2 kills switches you to the next weapon in the order — from assault rifles down to pistols.
  • The last weapon is the knife: the first player to get a knife kill wins the whole match.
  • Get knifed and you drop one weapon back — watch yourself.
  • No inventory and no shop: you always have just the knife and your assigned weapon.
  • The edge of the screen shows your current and next weapon, how many weapons are left and your progress to the next one.
Release on GitHub ↗

v1.0.7

22 Jul 2026

🐾 Animals in the world

  • Wildlife came to the survival world — cows and pigs graze and flee when attacked.
  • Venomous rattlesnakes show up too: neutral, but provoke one and you get a venomous bite.

🔫 New weapons

  • Scout — a sniper rifle for quick precise hits.
  • Negev — a heavy machine gun for the horde.
  • Combat shotgun.

🧱 Map editor

  • Lots of new props: industrial (forklift, containers, reactor, conveyor belt), office (cubicles, desks, printers), western (hay bales, wagons, cacti) and vehicles (bus, van, sedan, trailer).
Release on GitHub ↗

v1.0.6

15 Jul 2026

🔫 Three new weapons

  • Scout – a lighter, faster sniper rifle. It does not one-shot to the body like the AWP (two hits), but it holds twice the ammo, reloads faster and aims through a smaller zoom.
  • Negev – a heavy machine gun with a 150-round belt and an extreme rate of fire. It kicks hard and is wildly inaccurate from the hip – it is for flooding an area with fire, not for aimed shots.
  • Shotgun – a semi-automatic shotgun for close quarters. One shot fires 9 pellets; aiming tightens the spread and a full pattern up close kills. At range the pellet damage drops off fast.

💥 New ammo

  • Added shotgun shells to the shop, to loot and to the respawn loadout.

🧨 Stronger mines

  • Mines now have a much larger lethal radius and more damage – they punish running past, not just stepping right on them.
  • You can have two mines placed at once instead of one.

🐛 Bug fixes

  • Team mode: fixed faulty team assignment that could put two opponents on the same team, unable to hit each other.
  • Connecting: when the signaling server is asleep, the game now waits and completes the connection itself instead of reporting an error straight away.
  • Updates (desktop): the game can no longer be started by accident while a required update is downloading, and the update notification no longer shows contradictory states.
Release on GitHub ↗

v1.0.5

13 Jul 2026

Web

  • The Changelog page now shows what is coming before it ships — in a new "Coming soon" section.

🧟 Co-op zombie survival

  • New PvE modes: Survival — endless co-op survival in an open procedural world — and Horde — waves of zombies in an arena.
  • Day and night alternate; at night the zombies gather and attack. Stay alive with your squad as long as you can.
  • The end screen tells you how it went: "You survived!" / "All waves repelled" on a win, "The zombies overwhelmed you" / "The team is down" when the team falls.
  • Zombies can be set on fire — the flames burn their health down over time.

⚙️ Survival difficulty

  • Pick a difficulty before the start: Easy (fewer, weaker zombies), Normal (a balanced challenge) or Hard (hordes and tougher zombies).

👤 Accounts and sign-in

  • Create an account with an email and password and sign in both in-game and on the web.
  • The map editor now requires sign-in; maps you save belong to your account and show up in your profile.

🗺️ Map editor

  • A new Surface brush — paint materials onto the ground: grass, dirt, stone, sand, snow. Painted surfaces show up in the editor, in the preview and in the game.
  • Lots of new props to place: office furniture (desk, chair, cubicle, cabinet, monitor, whiteboard, water cooler, vending machine, printer, reception desk, fridge, microwave…), western/ranch (cactus, windmill, water tower, covered wagon, outhouse, cow skull, anvil…) and more vehicles (van, sedan, bus, trailer).
  • Smoother editor and main-menu background, even on maps with dense vegetation.

🔫 Weapons and combat

  • The sniper rifle (AWP) now holds only 5 rounds and its ammo is rarer — it is a weapon for one precise hit, not for spamming.
  • The flamethrower no longer burns through walls — an obstacle in the way stops the flame. Its range is also more consistent and matches the length of the visible flame.
  • Kills by a sentry turret or a mine now show that trap's icon in the kill feed instead of a weapon.

💀 Death camera

  • After you die the view lifts above the map and glides down to where you will respawn, with a blur, so it plays like a cinematic move.

🛠️ Tweaks and fixes

  • Zombies no longer get stuck on trees — they walk around obstacles.
  • Vehicles (forklift, semi truck) now provide cover matching their actual shape — hide behind them and shots hit the individual parts instead of passing through gaps.
  • A raised shield now deflects sentry turret fire too, not just player shots.
  • The grenade launcher is no longer a guaranteed one-shot kill — reduced damage and blast radius, so it takes better aim.
  • Objects in the dark no longer glow at night; they darken along with their surroundings.
Release on GitHub ↗

v1.0.4

10 Jul 2026

🔫 Sentry turrets

  • A buyable auto-turret from the shop — it aims and fires at enemies in range on its own.
  • It has its own health, so it can be shot down. One deployed per player.

💣 Landmines

  • A new buyable mine — drop it on the ground, where it blends into the terrain and waits.
  • When an enemy walks past, it arms briefly and then blows. Lethal right on top of it, only wounding further out. It cannot be shot down — only a blinking light gives it away. One per player.

🛡️ Tactical shield

  • New defensive gear for the primary slot. Held up, it blocks bullets and melee attacks in a frontal arc.
  • Its only attack is a shield bash — little damage, but a solid shove. Raising and lowering it takes a moment.

🔪 Heavy knife attack

  • Right click with the knife now triggers a heavy stab — a critical hit. Two strikes drop a player and one stab kills a basic zombie, at the cost of a longer recovery after the swing.

🗺️ Minimap

  • An overview minimap in the corner of the HUD (multiplayer) — the whole arena, teammates and enemies color-coded, plus alerts for nearby gunfire.

👥 Player bar

  • A new bar at the top with the portraits and names of everyone connected. In team modes it is split into blue and red with the score in the middle.

🌆 Map surroundings

  • Maps now have decorative surroundings — a city, a forest or ruins (or nothing). Picked in the map editor.
Release on GitHub ↗

v1.0.3

9 Jul 2026

🍎 macOS support

  • Fixed a crash right after launch on macOS.
  • Mouse look now works on Mac and Linux too (switched to pointer lock).
Release on GitHub ↗

v1.0.2

8 Jul 2026

🔨 Heavy melee strike

  • Melee weapons now have a slower but stronger strike on right click.

🎯 Better respawns

  • Smarter spawn placement during a match — fewer respawns right in front of an enemy.
Release on GitHub ↗

v1.0.1

8 Jul 2026

🎮 First public release

  • Online PvP arena for up to 8 players (peer-to-peer, join by room code).
  • Three game modes: Free for All, Team Deathmatch and Capture the Flag.
  • Map editor and community maps — build your own arena and play on it.
  • A weapon arsenal with ammo and reloading, grenades and melee weapons.
  • In-match shop and economy, inventory and item pickups.
  • Doors, kill feed, team panel, loading screen and graphics settings.
Release on GitHub ↗