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Not Quite Dead: Open World SurvivalEventsHUGE UPDATE Road to Release: Multiplayer, Zombies, Trader, Localization, Save
Major update

HUGE UPDATE Road to Release: Multiplayer, Zombies, Trader, Localization, Save

Not Quite Dead: Open World Survival · published 25 Aug 2026, 16:07 UTC

All eventsPlayers around this dateRead on Steam

Hey everyone!

The last week has been absolutely massive for Not Quite Dead.

Since August 18, I’ve been working almost nonstop on multiplayer stability, zombie behavior, quests, progression, localization, UI improvements, save compatibility, balancing, and final release polish.

A lot of these changes are not just small fixes several important systems have been reworked or heavily improved in preparation for release.

So here is the big recap of everything that changed!


🧟 ZOMBIE IMPROVEMENTS

Zombie behavior received a major balancing and multiplayer pass.

Changes include:

  • Fixed zombie damage values.

  • Fixed zombie HP.

  • Adjusted zombie running speed.

  • Improved zombie aggro range.

  • Improved the distance at which zombies lose aggro.

  • Fixed zombie aggro/detection sounds being incorrectly replicated to every player.

  • Reduced zombie vision angle from 90° to 65°.

The reduced vision cone makes stealth much more useful.

You now have a better chance to sneak behind zombies, avoid detection, or attack them from behind instead of being instantly spotted from extremely wide angles.


🎁 NEW SHARED ZOMBIE KILL PROGRESSION

A completely new Zombie Kill progression system has been added.

Zombie kills are now shared across the hosted world.

That means:

Host kills a zombie → everyone gets +1

Client kills a zombie → everyone gets +1

The system does not care which player lands the final hit.

It has now been tested with:

  • Host firearm kills

  • Client firearm kills

  • Client melee kills

  • Alternating Host/Client kills

  • Reconnecting Clients

  • Dead zombie/corpse damage

A zombie can only increase the counter once, so shooting a corpse cannot produce additional progress.


🏆 ZOMBIE KILL REWARDS

The Event interface now includes Zombie Kill milestone rewards.

As the shared zombie counter increases, rewards can transition through:

LOCKED → CLAIM → CLAIMED

The kill total is shared between players, but reward claims are personal.

For example:

If the Host claims the 500-kill reward, the Client can still independently claim their own 500-kill reward.

One player cannot take another player's reward.

The reward system is DataTable-driven, so milestones and rewards can also be adjusted in the future without rebuilding the progression system.


💰 COMPLETELY NEW TRADER UI

The previous Trader interface has been removed and replaced with a new one.

The old system had several problems, especially when a Client rather than the Host attempted to trade.

It also wasn’t as user-friendly as I wanted it to be.

The new Trader includes:

  • Completely redesigned interface

  • Improved Buy/Sell workflow

  • Better item presentation

  • Better quantity management

  • Improved multiplayer support

  • Server-authoritative transactions

  • Better validation of Cash and inventory

  • Fixed Client selling problems

  • Fixed edge cases when purchasing with exactly the required amount of Cash

The Trader should now be much easier and more reliable to use in multiplayer.


📜 MULTIPLAYER QUEST SYSTEM REWORK

Multiplayer quests received several important fixes during this period.

The final system now gives every player their own personal quest progression.

The Host and Client do not have to be on the same mission.

For example:

Host: Mission 5 — 4/5

Client: Mission 1 — 1/5

Both states can exist independently.

When a new player joins:

  • They receive their own starting mission.

  • Their actions progress their own quest.

  • Host progress remains untouched.

When that player reconnects:

  • Their current mission is restored.

  • Objective progress is restored.

  • Completed quests are restored.

Several additional Client/Host quest issues discovered during testing were also corrected.


🔭 ADJUSTABLE THIRD-PERSON CAMERA

You can now change your third-person camera distance using the mouse wheel.

The camera can move approximately between:

150 → 450

This is particularly useful inside:

  • Houses

  • Small rooms

  • Corridors

  • Tight interiors

  • Building areas

The transition is smooth rather than instantly snapping between distances.

Existing controls are preserved:

  • Map zoom still works.

  • Building controls still have priority.

  • Scrolling UI does not move the gameplay camera.

  • ADS still works normally.

  • Sniper aiming remains intact.

  • Vehicles retain their own camera behavior.

  • Wall collision still automatically pushes the camera closer.


🏗️ NEW WOODEN PLANK BUILDING PIECE

A new Wooden Plank has been added to the Building section.

It requires Nails and gives players another option for constructing and reinforcing their bases.


🔪 WEAPON & ITEM BALANCING

Several smaller weapon and item changes were completed.

Baseball Bat

  • Fixed the Baseball Bat name.

  • Increased Baseball Bat damage.

Shovel Saw

Damage was reduced to:

65 Damage

Sorry, Gabriel. ❤️ 😂

P90

  • Fixed collision when dropping the P90 on the ground.


👕 RED SHIRT DESCRIPTION

The Red Shirt description now correctly explains that it adds:

+10 Inventory Slots


🌙 NIGHT VISION FIX

Night Vision received an equipment-state fix.

Previously, if Night Vision was active and the goggles were removed from the equipment slot, the Night Vision effect could remain active.

Now:

Remove Night Vision goggles → Night Vision automatically turns off.

Re-equipping the goggles does not incorrectly reactivate the effect automatically.


🏢 PRISON COLLISION FIXES

Several collision problems around the Prison area have been corrected.

Players should have fewer issues with incorrect blocking or collision in that location.


🏳️ FACTION SAFE ZONE MARKERS

Faction Safe Zones now have additional markers to make them easier to identify and understand.


🌍 MASSIVE LOCALIZATION PASS

Localization received one of its largest passes yet.

Not Quite Dead currently supports:

  • English

  • French

  • German

  • Spanish — Mexico

  • Brazilian Portuguese

  • Polish

  • Russian

  • Turkish

  • Danish

  • Simplified Chinese

  • Japanese

  • Korean

Thousands of player-facing localization entries have now been reviewed and validated.


🛠️ CRAFTING LOCALIZATION FIXED

Several Crafting interface elements previously used internal English item names instead of their localized player-facing names.

This has been corrected.

Crafting now properly displays localized names for:

  • Ingredients

  • Required items

  • Selected recipes

  • Crafting results

Internal gameplay Item IDs remain unchanged.


🔧 REPAIR UI LOCALIZATION

The Repair interface contained similar cases where internal item names could appear instead of their translated names.

Those displays now correctly use localized item names as well.


🇯🇵 JAPANESE SUPPORT — MAJOR FONT FIX

Japanese received a particularly large amount of work.

Several UI fonts originally only supported Latin/Cyrillic characters.

Proper Japanese font fallback support was added throughout the standard UI using existing Noto Sans JP fonts.

But one final problem remained:

Tutorial world text.

The Tutorial uses 37 world-space TextRenderActor instructions.

These were using an old Offline Oswald font that could not contain Japanese, Chinese, or Korean characters.

The translations existed correctly — the font simply could not render them.

This was a surprisingly tricky Unreal Engine issue because the normal Runtime Composite fonts used by the UI are not compatible with the Tutorial's TextRender rendering path.

A new solution was created using dedicated Offline fonts for different writing systems and one centralized Tutorial font manager.

The Tutorial now automatically selects the correct font depending on the active language.

The system was validated with:

  • English

  • French

  • German

  • Spanish

  • Portuguese

  • Polish

  • Russian

  • Turkish

  • Danish

  • Simplified Chinese

  • Japanese

  • Korean

Result:

37/37 Tutorial TextRender instructions now render correctly across all 12 supported cultures.

Japanese, Chinese and Korean characters are no longer invisible.

This was one of the final release-blocking localization issues.


🇨🇳 CHINESE & 🇰🇷 KOREAN SUPPORT

Simplified Chinese and Korean received the same world-text treatment.

Dedicated compatible Offline font assets are now used inside the Tutorial instead of attempting to force the normal UI fonts through Unreal's older TextRender system.

This keeps the existing world-space Tutorial presentation while adding proper CJK support.


🔄 LANGUAGE CHANGES INSIDE THE TUTORIAL

There is one technical limitation worth mentioning.

If you change the game's language while the Tutorial level is already loaded, the Tutorial needs to be reloaded before all world-space instructions rebuild in the new language.

Starting/loading the Tutorial with your selected language works correctly.


💾 NEW LEGACY SAVE MIGRATION SYSTEM

This is one of the most important release-safety changes.

Older Playtest saves can contain data that is no longer compatible with the current game.

Instead of allowing corrupted or incompatible old data to create black screens or strange gameplay problems, a new migration system now runs before normal player data is loaded.

Players may be asked whether they played an older version of Not Quite Dead.

If you select NO

Your existing data is left untouched and the game continues normally.

If you select YES

You receive another confirmation warning.

After confirmation:

  • Not Quite Dead closes safely.

  • The old local game data is removed after the game process has completely exited.

  • The next launch confirms that the old save data was removed.

  • The game then starts with fresh data.

This system has been tested in packaged Development and Shipping builds.

It is completely separate from the normal Delete Save Data option available in Settings.


🖱️ MELEE / LEFT CLICK INVESTIGATION

A strange issue was investigated where melee attacks appeared to stop working after switching from certain firearms such as the P90.

After extensive testing, weapon switching itself was working correctly.

The real cause was stamina.

Melee attacks require enough stamina to execute.

When stamina was too low:

  • Left Click was still being received.

  • The weapon was not stuck.

  • The attack was simply rejected because the player did not have enough stamina.

Several combinations were tested:

  • P90 → melee

  • M4 → melee

  • Full-auto → melee

  • ADS → melee

  • Axe

  • Blocking

  • Rapid hotbar switching

  • Host

  • Remote Client

The underlying weapon system was confirmed to be working correctly.


🔧 MULTIPLAYER & RELEASE STABILITY

A huge amount of the work during this period has been behind-the-scenes multiplayer and release QA.

This includes continued testing of:

  • Host/Client progression

  • Quest ownership

  • Zombie kills

  • UI replication

  • Reconnect behavior

  • Saving/loading

  • Trader transactions

  • Inventory

  • Rewards

  • Tutorial

  • Localization

  • Packaged builds

  • Shipping builds

The goal has been to catch issues that might only happen to Clients, reconnecting players, or packaged builds instead of only testing everything as the Host inside the editor.


✅ RELEASE CANDIDATE PHASE

At this point, Not Quite Dead has entered the Release Candidate phase.

That means I am essentially done adding major systems before release.

The priority now is:

  • Critical bugs

  • Crashes

  • Multiplayer stability

  • Save/load reliability

  • Packaging

  • Performance

  • Localization

  • Small visual polish

No unnecessary last-minute feature creep.

The goal now is simply to protect the build and make launch as stable as possible.


❤️ THANK YOU

The support surrounding Not Quite Dead during these final days has been incredible.

Every wishlist, video, comment, Discord message, bug report, stream and piece of feedback genuinely helps me.

As a solo developer, the final stretch before releasing a game is both exciting and completely exhausting. 😂

But seeing so many people discovering the game and waiting to play it makes all of those late nights worth it.

We’re almost there.

Not Quite Dead releases September 1st.

Thank you for being part of this journey. ❤️

VOID Studio

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