
Hello everyone!
v1.3.1 has left beta and should now be the default version for all players. Update notes are below. For players helping to test the beta builds, v1.3.2 is now live on the beta branch.
1. Right-click Z. Year One in your Steam Library
2. Select Properties
3. Select the Betas tab
4. Enable the "beta - Update beta branch" option from the drop-down menu

DISCLAIMER: Beta builds may introduce new bugs. Play at your own risk! You can disable beta builds at any time using the same process shown above.
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.
Some players have reported issues where the AI (the Survivor AI, in particular) basically poops itself and the game soft locks, requiring a reset. Fixing this is our TOP priority by far, but it’s been difficult to test because it doesn’t happen very often, at least not to us (I’ve played v1.0-1.3 for dozens of hours and it’s never happened to me once). And various fixes were deployed in the last couple of builds for this problem, but it seems we may not have zapped every possible instance of it.
In v1.3.1, the AI has been given an invisible timer of 90 seconds. If, for whatever reason, the AI hasn’t finished its turn within that time limit, the turn will automatically be ended. If the AI times out twice in a row, the player will automatically win the match.
While it’s not the greatest way to win, I can only imagine how frustrating it must be to lose a match due to a bug and I sincerely apologize to anyone who has encountered this.
The timeout is just a temporary band-aid. We will continue to test for the cause of the AI issues, and some upcoming improvements to the overall AI may hopefully resolve these edge cases.
Please continue to report any issues you have with the AI. Most reports seem to suggest that it may involve the Survivor AI and either locked doors and/or empty locations (so basically, not knowing what to do when they can’t search).
Also, as the timeout feature is untested, it may cause issues of its own. If the AI bugs out, things may not work as they should on the player’s next turn. Again, please let me know what you find.
You can now adjust the game’s master volume from the Options (click the gear icon or press TAB at any time).
Additional audio improvements are coming, including remixing the ambient sounds for a better balance.
I’m currently going through each and every card in the game and making text tweaks or improvements. This is mainly to clarify the functionality of certain abilities. If there’s any card that you feel isn’t clear about how it works, please let me know. If there are a lot of these submissions, I may create a single thread to compile all of them into.
While most cards will not be getting re-worked as part of the text updates, a few, such as Lily, will be getting a buff in a future update.
The new programmer cleared out a ton of errors left behind by the previous programmer in the Z. engine. While this doesn’t really impact you directly, it does make your output logs less cluttered and easier to parse, which in turn will help us resolve any issues you submit in the future. So, yay!
Just a friendly reminder that there is currently no set schedule for upcoming updates. We’re working every day but taking the time needed to ensure things are getting done right. The new programmer is already getting very familiar with the complex intricacies of the Z. engine (there’s over 200,000 lines of code!), and has found ways to fix or accomplish things that the previous programmer could not.
Whether you get two updates in a week or one in a month, I will keep you all in the loop on how things are progressing without too much time passing in-between.
Once the majority of the bugs are out of the way, we’ll be full steam ahead on the v2.0 features and improvements. You can see the roadmap for those here.
--Sebastian