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Zeverland›Events›Developer Log: PaTT Day 4 - Selected Feedback from PaTT
Community

Developer Log: PaTT Day 4 - Selected Feedback from PaTT

Zeverland · published 17 Nov 2025, 11:07 UTC

All eventsPlayers around this dateRead on Steam

Zeverland’s first pre-alpha tech test has officially ended, and the servers have now shut down. Thank you to all the first survivors who joined the test!

We received a huge amount of feedback and suggestions—thank you again! We've selected some of the most common questions to answer here. Rest assured, every other piece of feedback has also been recorded, and the dev team is reviewing and evaluating them one by one. With all your input, we believe the next test will bring you a more fun and more alive Zeverland!

If you have any suggestions, feedback, or questions about Zeverland, feel free to leave them on our Discord server or any of our social platforms—we'll record them all.


Q1: About the vehicle system—optimizing interior view, adding more vehicle types and interactions, opening bicycle/motorcycle modifications, and improving storage and part installation logic?

A: We received a lot of suggestions about vehicles this test, and we’ve taken them all in. We’ve already started optimizing the interior perspective, and next time entering a vehicle will feel much more comfortable. The modification system is still early-stage and needs time for polishing. In a post-apocalyptic world, a vehicle shouldn’t just be transportation, but your mobile home.

Q2: Building system issues such as drag-only placement, inability to dismantle upward structures, fixed and overly high foundations, oversized stairs, lack of placement guidance, slow dismantling, and limited crosshair height?

A: Yes, there were many complaints about building, and that’s fair. The current system is very early and not very user-friendly. All suggestions have been received and adjustments are in progress. Next test improvements:

  • The targeting logic and building distance limits, allowing more freedom when locking height

  • More types of stairs to match different floor heights

  • Better interaction between camera angle and dismantling so you can look up and remove the roof directly

  • Planned for the following test: A batch dismantling feature so you no longer have to remove pieces one by one

Q3: Reducing the importance of PvP, since the art style attracts peaceful collectors, and offline raiding feels punishing?

A: We completely understand. Your home should be a safe place in the apocalypse. We will adjust PvP rules and increase home protection, including locks protecting fuel and trunks and preventing territory items from being taken easily. Zeverland is a world we want to build together, not one where hard work is stolen.

Q4: Adding damage logs in the territory flag to identify whether destruction is natural or player-made, plus intruder lists?

A: Absolutely. Transparency and traceability build trust. Next test, you’ll be able to check detailed logs in the territory flag, such as who opened your boxes and who dismantled your walls.

Q5: The zombie faction should have a full system like the human faction, and human–zombie conflict could be event-based rather than base destruction?

A: Great suggestion, and we’ll apply it. Based on our current systems, humans and zombies can clash over key objectives while keeping gameplay fun and meaningful without relying on base destruction.

Q6: Zombie gameplay feels weak. If devouring elite monsters extended zombie duration, it would be more challenging. Fifteen minutes feels short.

A: Thanks for trying the system. Human-to-zombie transformation is important to us. We are exploring how to make it a meaningful, challenging, evolving path rather than a temporary state. This direction is promising but needs time.

Q7: Crossbow ammo ratios are unreasonable. One plank for one arrow is too costly, and leveling through arrows requires too much grinding.

A: Agreed. We will optimize crafting recipes so ranged players can progress without spending all their time making arrows.

Q8: Weapon skill levels should affect performance such as draw speed, accuracy, melee speed, or durability.

A: Completely agreed. Skill levels should shape gameplay, not just increase numbers. We’re rebuilding the combat skill system so beginners and veterans feel truly different.

Q9: Hunger and thirst drain too fast, and stamina drops too quickly.

A: As characters progress, we will lower basic consumption and improve stamina so you can spend more time exploring, building, and inventing.

Q10: Zombie sound effects are too loud and feel too close even when far away.

A: Understood. Nobody wants to hear zombies screaming while cooking 300 meters away. We will improve spatial audio so close sounds feel close and distance feels real.

Q11: The opening boss shouldn’t require a team. There should be a weaker version and clearer guidance toward mining.

A: Noted. We will rethink the early quest flow so every survivor can start smoothly from their first shovel.

Q12: Adding boiling/filtering water, water tanks, and base water supply systems?

A: Already in progress. Water purification was mentioned many times. Highly likely this will be available next test.

Q13: World chat should not be available early or should require building communication devices like radio stations or PDAs.

A: Very interesting and reasonable. Global chat should be a milestone of rebuilt civilization. We plan to introduce buildable communication devices that must be repaired before enabling long-distance chat.

Q14: Everyday items like umbrellas or walkie-talkies should have real functions instead of being melee weapons.

A: Agreed. An umbrella should block rain, and a walkie-talkie should transmit voices. We will gradually restore these original functions. Everything in Zeverland should have purpose.

Q15: If human players could lose limbs and install prosthetics or temporary powered cyber-limbs, it might parallel zombie evolution.

A: Interesting idea, very cyberpunk. Not in the short-term plan, but once electric systems expand, who knows—maybe everyone will get a sparking mechanical arm someday.

Q16: The red rain zones are fixed, making maps identical. Consider fog-of-war and revealing the map through exploration or items.

A: Good point. We will consider improvements and may combine it with seasonal progression so map exploration can carry over between seasons.

Q17: Grass and flowers block bullets. Projectile collisions need improvement.

A: Agreed. We’ll fix this so bullets behave realistically.

Q18: Hope PC and console versions can launch at the same time.

A: Wish received. Console support is challenging, and controller compatibility isn’t ready. Once polished, we’ll bring it out proudly.

Q19: Looting UI interactions and sensitivity settings—TAB to close, adjustable mouse sensitivity, etc. A: Understood. These features will likely be implemented next test.

Q20: Adding more languages such as Italian?

A: Multi-language support will arrive next year.


Every suggestion you give helps us build a better and more exciting post-apocalyptic world.

If you think this world is worth a try, don’t forget to recommend us to your friends and add the game to your Steam wishlist!

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