Codename CURE II
Playing now
57−11 vs. yesterday
3.1%of peak
All-time peak
1,853Jul 2026
Playing now
57−11 vs. yesterday
All-time peak
1,853Jul 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | 1.1.1.0 - Survival defence zone objective system! On regular survival waves General Johnson will now identify an optional defence zone for players to capture / hold out in. The zone provides a horde reduction for each player starting the wave there + passively provides additional scrap while players are within, until the zone is complete/captured. - New start areas for existing survival maps! 1 each fo… | — | |
| Game update | 1.1.0.2 - Fixed a host CPU hitching issue related to the enemy spawn system - Survival difficulty improvements (particularly for skilled/insane) - fixed seed info hud element not showing for survival - minor survival map adjustments | — | |
| Game update | 1.1.0.1 - Reworked Forest campground house loft area so its a more via spot to hold out in - Survival difficulty balance adjustments (buffed spawn rates / slightly nerfed bot accuracy at range) - Significant foliage + texture + lighting optimisations (particularly for forest campground) - Bots can now deploy turret/supply chest during survival disciple fights - crouch animation overhaul - fixes for som… | — | |
| Major update | MAJOR UPDATE: Survival Gamemode out NOW! + Many other improvements Hello, Operators! We've been hard at work developing content for this update, and we're finally ready to get it into everyone's hands! Not only does this update come with a new Gamemode, but it also comes with a whole suite of improvements and optimizations across the board! First off, let's start with our first major announcement: The Survival Gamemode! Survival is our new and improved version… | — | |
| Game update | 1.1.0.0 - New gamemode 'Survival'! featuring wave based combat of increasing difficulty, including boss and special 'rush' hordes - 2 new regions/maps for the new mode "Industrial Center" and "Forest Campground", both featuring procedural elements for added variety in playthroughs - 14 new achievements! primarily for the new survival mode - Significant improvements to lag compensation system, so that i… | — | |
| Game update | 1.0.1.5 - fixed an oversight which meant levels generated small cap 'areas' more often than they should have (this should help improve play area size + variety) - some material adjustments including a performance improvement to zombie textures - fixed some remaining forest OOB spots | — | |
| Game update | 1.0.1.4 - re-worked APC to be less network dependant for movement, which should reduce de-sync issues (occasionally resulting in it crashing into obstacles) - slightly adjusted APC escape paths on rust belt industrial - added a 'Borderless' (aka "Windowed Fullscreen") option to the settings menu - 1911 / SP17 screen position + animation adjustments - fixed a visual glitch when first switching to revolv… | — | |
| Game update | 1.0.1.3 - Fixed various potential out of bounds / soft lock areas - improved file integrity versioning system, particularly for detecting modded content, allowing discovery / network connections between clients and hosts only with matching content to help prevent desync issues - improved detection / popup for some pending connection failures, such as "Server Full", "Version or file mismatch" or "Ban/Ki… | — | |
| Game update | Translation updates - Polish Translation added! courtesy of: Hubert Kaczor / Okkg - Korean Translation added! courtesy of: indie.io - updates to some existing translations | — | |
| Game update | 1.0.1.2 - added 50 reserve ammo to the MG249 (to help viability if support isn't being attentive) - overhauled flashlight lighting to improve brightness / visibility - adjusted most light sources to improve shadow performance - fixed an out of bounds issue in the forest start area - material adjustments for forest and various props to improve visuals (especially for mid/low graphics settings) - improve… | — | |
| Game update | 1.0.1.1 - enhancements to player and zombie textures to improve both visuals and performance - downed notification now removes itself from chat after 20secs (so they don't stack confusingly for later downed events) - fixed a rare crash related to late joining - fixed potential/rare zombie spawns behind the APC on bunker escape (which could allow the vehicle to be blocked during escape cutscene) - balan… | — | |
| In-game event | CONTENT UPDATE - 6 Guns, Weapon Stats, lighting updates, and more! We've been hard at work developing all sorts of content for all of you - A new gamemode is currently in development (Survival fans will be very happy), but we didn't want to leave you all empty handed for too long, so here's a bunch of goodies for you all! First things first, the new weapons - This update is coming with 6 new weapons. One primary for each class, and a new secondary, a heavy rev… | 24672990 | |
| Game update | 1.0.1.0 - Six new base-game weapons! including a new primary for every class plus new revolver heavy pistol sidearm - Weapon skin system, allowing players to customise the finish of their guns - Weapon stats system, showing the stats of each weapon and attachments when selecting/customising - Auto and semi-auto weapons (pistol / smg / rifles / lmg) are now more accurate on their first shot when shootin… | — | |
| Game update | 1.0.0.4 1.0.0.4 changelog - Added a Quick chat wheel system (default bind hold C / dpad right), which allows players to quickly say common useful lines in the heat of a wave ("Hold up", "Supplies", "Go", "Help!", "Watch out" etc..) via hold/release radial menu (with a 2sec cooldown) - Added a 'player downed' notification to chat, to help keep the everyone informed in situations where the team might not… | — | |
| Game update | 1.0.0.3 1.0.0.3 changelog - Escape section 'bombard' (endless wave) adjustments, primarily instead of starting at a set time in the countdown it's now based on how far players have progressed towards the escape. This should help make it feel overall more consistent. - The escape timer now gets reduced to 20 seconds if all 'standing' players are in the escape zone, rather than 'all' players previously.… | — | |
| Game update | Server Browser adjustment - Minor server browser adjustment, which now has the option to show full servers, especially useful for anyone hosting their own dedicated servers | — | |
| Game update | 1.0.0.2 1.0.0.2 changelog - Addressed an issue with zombies pathing logic when on fire - Buffed afterburn damage to zombies + disciple boss - Added a 'Mouse Smooth' toggle to the controls menu - Increased volume of all gun foley / reload sounds - Adjusted navmesh / some AI 'stuck' spots on various tiles - Translation tweaks | — | |
| Game update | 1.0.0.1 1.0.0.1 change log - Created a HUD prompt to more clearly explain that destroyed equipment (supply crate/turret) will be regained when reaching the bomb site - Darkened the lighting of dawn/daytime for various maps to make them less bright/overwhelming - Fixed a rare issue where some forest biome seeds would generate the level over the top of itself (creating a dead end) - Slight buff to the tu… | — | |
| Game update | Translation updates 2 - Romanian translation added! (courtesy of: Ștern Marius Herșcu) - minor tweaks to some existing translations | — | |
| Community | Thank you all! + Short Term Roadmap Hello Operators! Thank you all for the explosive release! The reception has been wonderful, and we're so happy to see how many of you are playing and out there curing those zombies! We have been amazed by the amount of you enjoying the game and the overall positive response so far, and we hear many of you loud and clear "more content please" - This is not the final state of the game, at all. Th… | — | |
| Game update | Translation updates - Italian translation added! (courtesy of: Lucinda250) - minor tweaks to some existing translations | — | |
| Steam news | Codename CURE II has launched! The day has come! After lots of hard work and communication with you, our community, the game has launched, and is available for all of you to play! It's been a wonderful experience working together with all of you to shape up release to be as good as it can be, and we hope you all enjoy it as much as we enjoyed making it! We plan on adding all sorts of new content over time during it's lifespa… | — | |
| Announcement | Get ready for some action, Operators... After years of hard work and testing with our wonderful community, Launch Day is here; Codename CURE II will be launching July 24th ! If you haven't already, make sure to Wishlist the game on Steam and join us on Discord ! We can't wait to play with you all and finally get the game in your hands! The game may be releasing soon, but that doesn't mean our work is done; we plan to continue adding… | — | |
| Sale | The Steam Summer Sale Is On Now! The Steam Summer Sale is on now, running June 25 to July 9! Don't forget to wishlist Codename CURE II now. While you wait, check out great deals on other indie.io titles during the Summer Sale to add to your collection. | — | |
| Community | Sneak Peak 3 - The Disciple Enemy Check out our third Sneak Peek video for CURE II, showcasing a completely new enemy in the Codename CURE roster; the powerful Disciple! A strong boss-type enemy, you definitely need to be careful around him, as setting him off can lead to a dangerous battle that requires concentration and strength to survive. Keep track of the latest news and information regarding CURE 2 on our socials! Discord… | — | |
| Announcement | !!ATTENTION OPERATORS!! Huge News! Welcome back, Operators! Things have been quiet for the past few months. But we can assure you, it's been for a very, very good reason. Multiple very good reasons, actually. There's a lot to cover, here, but, first thing's first: WE HAVE A PUBLISHER! We've been granted an extraordinary opportunity to partner with Indie.io, an Indie Gaming Publisher who will be helping us greatly with marketing,… | — | |
| Community | New Gameplay Trailer! Greetings, Operatives! We've been hard at work these past couple of months, and we cooked something up for you! We've developed a new Gameplay Trailer featuring some exciting upcoming features that will be there on initial release, showcasing the game's gore mechanics, weapon sidegrades, player customization, different tilesets, and more! Keep track of the latest news and information regarding… | — | |
| Community | Sneak Peek Video 2 - PROCEDURAL GENERATION Check out our second Sneak Peek video for CURE II, showcasing the Procedural Generation system that exists in CURE II in regards to how it's maps are created. This system was already in use during the Nextfest Demo, but we're going to show it off and get into a bit more detail here! "Sneak Peek" will be a series of videos we release periodically, up to the initial release of the game, showcasin… | — | |
| Community | Sneak Peek Video 1 - GORE Check out our first Sneak Peek video for CURE II, showcasing the upcoming Gore system for the game. "Sneak Peek" will be a series of videos we release periodically, up to the initial release of the game, showcasing various features and mechanics the game will have on full release. Keep track of the latest news and information regarding CURE 2 on our socials! Discord - X - | — | |
| Game update | CURE II Demo - B1.1.7 - speedup weapon holsters so switching weapons is now quicker - client reload animation workaround when reloading at higher pings - shorter bomb plant teleport range - performance adjustments to meat materials | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.