Hey, we’re back with another update! This one took a bit longer than we would have liked in-line with our stated bi-weekly updates due to some major performance changes we’ve made. which is why things have taken longer than expected and ever so slightly set us back with things such as the Road Map, new content, more QoL features being added. Rest assured, those things are still coming. But for now, let’s get into what we’ve been working on these past few weeks. Our first major point is that Steam Deck is now ‘stable’ and can be run on MEDIUM-HIGH settings. This is the first phase of getting the full official Steam Deck release solidified, so huge shoutout to the Steam Deck users providing that feedback and assistance!
Getting into the finer details and technical insight into one of the biggest challenges, we’ve moved the game from hard references to soft references. What does that mean? Previously, with hard references, the game was loading everything into memory as soon as you launched it and causing huge VRAM problems. With 1.0 being bigger and more demanding graphically than during Early Access, that approach just wasn’t sustainable, especially for lack of a better term “seasoned” computer systems.
By switching to soft references, the assets are now loaded and unloaded into the world asynchronously, which has resulted in significant improvement. This also helps lower spec PCs run the game more smoothly and returns Steam Deck to a playable (and better) status. Additionally, we’ve optimized the Zeeks perception targeting systems (hearing and sight) in order to reduce the number of calculations the game is doing per second, returning more performance to the players and within reason allowing higher zombie multipliers in both single player and multiplayer. We have a lot of exciting news coming in 2026 regarding the future of HumanitZ, and with that news will come the need for more people joining the team. Over the past few weeks, we have been honored with the assistance of Zuq, who has been streamlining a lot of our server admin tools and currently crafting new never-before-seen systems unique to HumanitZ which will not only increase accessibility for server admins in monitoring, maintaining, and managing their private servers, but also enhancing the security and tracking of our Official Servers. So big shoutout to Zuq and looking forward to getting these features out to our community! We should return to our bi-weekly (every other week) bug fixes and updates as planned for 1.04, but as always, if there is something that will take a little longer that is worth the delay, we will be sure to let you know ahead of time. Thank you all for the support and if things go as planned, have some exciting news for you all very soon! The next update (1.04) we’ll be looking to reduce the micro-stutters when loading map chunks and a full bug fix patch, then we can look at the roadmap and the next big content update.