The 'Loot Box' era is over. The 'Mountain of Guns' era is HERE!
After a long time in development, Update 1.6.0 is finally live. We've refined everything: faster zombies, world-spawned loot, and more ways to blow things up. Stop upgrading—start shooting!
General Gameplay Update
Gameplay objective change: Added Extraction style of game play
Add option to retreat / extract during battle (If retreat (survive back), get all reward. If lose/all die, get just some reward) --- Helicopter..
Also spilt skill upgrade and roulette to upgrade at terminal. (Instead of force upgrades)
Add new survival mechanics: Electricity
Tower now require electricity and toggle to use (Not auto working anymore)
Add electricity objects such as light bulb, generator, battery screen, etc..
When the power goes out, something you fear might happen...
Add new NPC: The Agent. Helicopter / Terminal assistant.
Add new loot type: Weapon, Ammo Box
Weapon: Now instead of picking random item from yellow gift, Player now can see loot weapon icon.
Ammo Box: Refill all current holding weapons. (Refill 3 at most)
Add tier to weapons and rescale in-game weapon unlocking score according to new tier weapon system
Add new super cards:
Triple luancher / Triple throwable (New cards according to new upgrade system)
Fan - create slash wind projectile when attack using melee
Add new melee weapons for drop: Sword, Greatsword, Haberd, Big Arm, Guardian
Rework weapon inventory: Now payer can keep upto limited amount of weapon, instead of unimited (Reduce confusion when switching weapon on stressful situation)
Now alive player can resurrect friend by walk into gravestone.
Boss zombie now drop chest on death and give tons of items
Now player can received perk books from boss chests.
Player now has 50% chance to drop items on death.
Change main zombie item drop from coins to zomballs (Greenballs)
Rename "Greenball" to "Zomball"
Weapon/Player Balance Update
Rework Light beam skill. Now player will move at light speed.
Rework most weapon upgrade card, now upgrade weapon by its tag / type. (Also with supercards)
Sightly increase dash range
Reduce max camera view point
Now gun weapons not automatically switch when out of ammo.
Increase charged rpg explosion damage from 95 to 120
Bolt now can stick / stack on enemy body (IF not die in 1 hit)
Landmine now has little delay before explode, and now can be trigger by anyone.
Improve rotation speed for most light weapons.
Improve melee weapon animation attacks. (Feel more impactful)
Zombie Balance Update
Improve zombie AI to surround payer instead of just follow payer
Reduce zombie amount of normal wave,
Increase zombie amount in elite / boss wave. (5x and 10x waves)
When payer is too far, now boss zombie can boost its speed.
Increase most zombie speed, increase in game pacing.
Improve centipede zombie boss AI.
Roller/Spinner zombie now not hitting zombies.
Increase big stone damage.
Rebalance wave zombie spawn and duration.
Zombies now retreat when over limit wave duration.
Map Update
Improve loot spawning mechanic: Spawn more when less loot on map.
Rework highway map, zombie now come only 1 way.
Add electricity objects to maps.
Visual Update
New UI for room lobby and in-game screen.
Bosses now roar very oud on start boss wave.
Add new mainmenu background image.
Add shooting animation.
Add give up / retreat animation.
Add damage taken animation and screen visual effect.
Improve shoot effect of RPGs, sniper rifle, shotguns.
Add zombie/trap dead body ragdoll.
Improve loot spawn animation.
Improve / change most user interfaces.
Improve most icon graphics.
Improve camera movement.
Improve visual by adding tilt shift blur (toy-like effect).
Improve win / lose screen.
Add cutscenes.
Add explosion ground mark.
Quality of life Update
Improve player shooting control, feel better when run and shooting.
Now show team member list on top-left.
Add player notifier icon when off screen.
Add combo hit system.
Improve mouse aiming control.
Add NPC dialogues.
Bugfixes
Fix unexpected auto attack when payer switch weapon due to out of ammo.
Fix minor issues
Thanks for playing—and helping us shape what comes next.