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Changelog

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🔁 The room keeps playing after a match

  • When a PvP match ends, the end screen now offers three map + mode tiles and a short clock. When it runs out, the room loads the winner and plays on — nobody has to go back to the menu.
  • 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. Impatient rooms can start the next match immediately.
  • Even if nobody touches the vote, the room rotates on its own.
  • 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.

v1.1.2

26. 8. 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.

v1.1.1

26. 8. 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.

v1.1.0

25. 8. 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.

v1.0.18

19. 8. 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.

v1.0.17

19. 8. 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

v1.0.16

18. 8. 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.

v1.0.15

18. 8. 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.

v1.0.14

17. 8. 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.

v1.0.13

7. 8. 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.

v1.0.12

5. 8. 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

v1.0.11

5. 8. 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

v1.0.10

30. 7. 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.

v1.0.9

24. 7. 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.

v1.0.8

23. 7. 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.

v1.0.7

22. 7. 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).

v1.0.6

15. 7. 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.

v1.0.5

13. 7. 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.

v1.0.4

10. 7. 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.

v1.0.3

9. 7. 2026

🍎 macOS support

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

v1.0.2

8. 7. 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.

v1.0.1

8. 7. 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.