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ZEROADEventsZEROAD Demo ver0.1.4: Rolling the Dice
In-game event

ZEROAD Demo ver0.1.4: Rolling the Dice

ZEROAD · published 29 Jan 2026, 00:43 UTC

All eventsPlayers around this dateRead on Steam

Hello, roaders!

Version 0.1.4 brings a core roguelike mechanic to the road, introduces new dangers, sharpens combat, and polishes the interface.

New Resource: The Reroll Dice

A new resource has been added to the game: Reroll Dice. This is a key item for any roguelike. Now you can influence your fate.

  • Use dice to reroll the choice of the next road.

  • Use dice to reroll the three weapon options in a Gun Cabinet.

  • The host receives 1 dice for completing each road (to plan the route ahead).

  • A client receives one dice only after surviving the first road (to secure a better starting weapon).

  • The main way to find dice is as a rare drop from resource chests and as a reward for surviving an ambush.

New Dangers on the Road

  • Gas Canister: A new environmental object has appeared on the asphalt. A gas canister that explodes after two hits, dealing area damage to everyone nearby - players and zombies alike. Watch your fire.

  • Elite Zombie: Sometimes, on the road, a more resilient foe appears. Starting from Road Level 3, a zombie with massively increased HP can spawn (outside of ambushes, limit of one at a time). It blinks red and is marked with a red heart mark.

  • Armored Firefighter: The firefighter zombie has been updated. It is now slower but tougher, and wears an armored helmet.

    • Hitting the armored part reduces damage, shows an "ARMOR" icon, and plays a muffled sound without blood.

    • New Armor Penetration Mechanic: Bullets with the "Piercing" property can punch through armor, dealing full damage, showing a "PENETRATION" icon, and playing a normal hit effect.

  • Ambush Tuning: Ambushes now start almost instantly (1 second timer) and last a shorter but more intense 30 seconds. Their progress is now tracked by an icon on the mission bar.

  • A knocked-down player can no longer see or pick up temporary bonus pickups. They're out of the fight.

Weapon Balance

  • Bullet Penetration: Bullets now pass through zombies that were killed in the same frame (0 HP). This is a significant buff to shotguns, allowing excess pellets to hit targets behind the first zombie.

  • Gun Cabinet Variety: The Gun Cabinet can no longer offer three identical weapons, guaranteeing a meaningful choice.

  • Critical Hit Rework: Critical chance and critical multiplier are no longer affected by weapon rarity. They are now fixed base stats of a weapon (like its flashlight size), making each weapon base more unique. Their base values have also been increased to make crits more impactful.

  • Stat Spread Reduction: The maximum random spread of weapon stats based on rarity has been tightened. A higher weapon level now more reliably means a better weapon.

Visual Clarity and Polish

  • Grey Zombie Wall: Zombies in the pursuing "wall" are now gray, clearly distinguishing them from active, detectable enemies.

  • Flashlight Precision: The flashlight and character's light radius are now more defined and less colored, precisely outlining the area of zombie detection.

  • Zombie Rendering Fix: bug causing zombies to blink or pop in/out instantly have been fixed. They now fade in and out smoothly.

  • Lighting Cleanup: The knocked-out player no longer emits light. The flashlight no longer unnaturally illuminates distant background buildings. Adjusted gradients on buildings near the road for better visual integration.

Interface Improvements

  • Weapon Upgrade Preview: The weapon upgrade window now shows the minimum and maximum possible result for the next upgrade, so you know exactly what you're investing in. Free affix slots now display the chance of getting a new affix.

  • UI Sounds: Added satisfying sounds for key UI interactions: rerolling roads/weapons, applying affixes, upgrading rarity, and investing stat points.

  • Mission Intel: Zombie icons in the road selection window now have colored borders for quick identification: Green (Passive), Orange (Regular), Blue (Runner).

  • Customizable Hit Info: You can now independently show or hide each element of hit info: damage numbers, hit text (crit / headshot), and status icons (armored / penetrated).

  • Team Status: Player nicknames and HP text are now colored to match their individual health bars, making team status clearer at a glance.

  • Hint Fix: Corrected the logic for displaying button hints for the character window and road selection window.

  • New Look: Updated the splash screen and main menu background image. The game now launches in fullscreen by default.


The road now offers you a chance to change your luck. Roll the dice, choose your path, and face the new threats. See you on the asphalt.

Play ZEROAD Demo

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