
Hello everyone!
v1.4.2 is now live! This is the first non-beta game update in a while, so I’ve added a summary of everything that’s changed since v1.3.1 down below. The beta option for builds has been temporarily disabled but will be re-enabled likely with v1.4.3 as we continue to work towards the big changes coming with v2.0.
IMPORTANT! If you have time, please give the new Starter Decks a whirl. I’m in the final weeks (hopefully!) of wrapping up the tabletop version, and I want to make sure everyone feels these are strong decks for new players. Your feedback would be greatly appreciated!
The Firepower Starter Deck has been reworked to include improved survivability. This deck is intended to be all about guns blazing with little regard for safety or noise, but some players felt it left them a little too exposed--especially for a “Starter” Deck, which shouldn’t have new players feeling overwhelmed (or underwhelmed, depending on your viewpoint). By hiding behind some 1-cost Protectors, or utilizing Medics, your heavy hitters should be a bit safer as they lay waste to the enemy. Just remember that using Ranged Weapons can create a lot of quick resources for the Fallen.
Likewise, the Firepower’s Base has been changed from Resource+ to Draw+, so you will now draw an extra card at the start of every turn. This gives you far more options to work with, and you can also salvage the extra cards if you would still prefer that extra resource instead.
While the Last Stand deck has been left alone, the Scavengers Starter Deck has been given one major improvement in the form of a unique new Base: Stealth Assault (which we learned the deck-builder automatically abbreviates as “Stealth Ass”). The Stealth Assault Hideout deals 1 DMG anytime an enemy is Stealth Killed. This will help the trickier Scavengers deck chip away at the Fallen Hive even without attacking it directly. A small but substantial change that should add even more viability to all of the stealth-related units and cards in the game.
For a bit more of a deeper dive on the new Starter Decks, I’ve recorded a video as well:
https://steamcommunity.com/sharedfiles/filedetails/?id=1318662793
As mentioned at the top, I’d like to take this opportunity to get feedback on the Starter Decks, since once the tabletop version ships, I won’t be able to edit them freely like I can with the Steam version. Feel free to post in the comments below, in the general discussion forum, or by emailing me: [email protected]. Thanks!
None. The game runs 100% perfectly all the time on all computers and there is no chance of any bugs ever happening to anyone, ever....................... :rcry:
Loading screens will be generated with a random image and a random tip. The tips should help remind players of key rules or suggest new cards/strategies, while the images are a nice way to see some of the artwork up close.
Depending on your Unit Twitching settings, you may experience some visual bugs when units search, attack, or die while twitching. This feature is still experimental and we’re working towards stabilizing it.
I hope to start rolling out updates a little faster than we have over the last several months, so please stay tuned for some cool new stuff soon!
The first stage of overhauling the Variants system is in place. I haven’t received much feedback about the Variants/Hardcore mode at all, but the little I have heard is that most people don’t seem to like the idea. I think it’s partially my fault for not having a tutorial or way to better explain the reason I designed Variants the way I did, and I think it’s also due somewhat to the current climate of games in general, thanks to players feeling burnt by Battlefront II and a million other games with various questionable approaches to making money or dragging out gameplay, etc. And that’s totally understandable.
Since I don’t want my little experimental mode to hover over this game as a unanimously unenjoyable aspect, or all the work that was put into it to go to waste, Variants are getting remixed considerably, starting with the fact that they are no longer consumable.
This is only the first step of Variants 2.0, though. Variants as they are now are way too OP and every single one of them is getting rebalanced to take into account that they’ll no longer be consumable. This change and more will happen over the next few months leading up the v2.0 launch. Everyone’s Booster Packs / Variants will be getting reset upon launching v2.0 to account for these changes, so don’t worry about losing or wasting anything you’ve already opened/used.
As always, your feedback is welcome!
In an effort to tighten up the game and keep matches more balanced and intense, the in-play unit cap per player has been reduced from 8 to 6. This is not final, so feel free to sound off on your thoughts after giving it some time, but I do think it tightens the game up considerably. Neither side can drastically outnumber the other side as often, which should especially help the Survivors.
Note that for the longest time, the max unit cap was actually 5, with no Bases. We eventually made it 8 just to see if we could, and that number stuck. This also has the added benefit of allowing us to enlarge the units so the cards and text are featured more prominently.
The way Traps and Bases are displayed has also been changed temporarily to account for the new size/spacing, but will be further adjusted in a future update.
Units will now twitch (Fallen) and fidget/shiver (Survivors) at random intervals and intensity. This is a small thing I’ve wanted to add for a while, as I feel it makes the units and game feel more alive. When coupled with some of the upcoming audio improvements, the characters should feel a less flat.
This is just one more step towards making Z. feel like a horror movie disguised as a card game! Or is it a card game disguised as a horror movie?!
Note: By pressing Shift+T during a match, you can actually edit various parameters for Survivor and Fallen twitching. Feel free to mess around with it!

You now have much more control over where your units can be placed. Instead of a single unit placement field, there a six individual unit positions. When playing a unit, you can choose which one you want that unit to be played to.
Added audio sliders for the following:

We have re-enabled Z.’s launcher and will leave it on permanently, now. This should help players encountering resolution issues when playing on unusual or unsupported resolutions. We’re also aware of several resolution issues and are actively looking to resolve them with the next major build.
I’ve seen a handful of people comment that the text is too small in Z. If you’re playing as intended (fullscreen 1080p) this shouldn’t be an issue, but I also realize some players may have Z. windowed while multitasking, or are sitting further away from their display, etc.
To this end, a magnifying glass effect can now be triggered by pressing and holding the right mouse button. A couple of notes:
So you need to hover over the card you want to magnify first, trigger the tooltip, and then magnify it. For example:

I hope this helps anyone who was having text legibility issues.