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ZEROADNewsZEROAD ver1.0.1: Checkpoints & Cycles
In-game event

ZEROAD ver1.0.1: Checkpoints & Cycles

ZEROAD · published 15 Mar 2026, 10:59 UTC · build 22349808

All newsPlayers around this dateRead on Steam

Hello, roaders!

Version 1.0.1 introduces fundamental changes to how you progress through the road. I've reworked the entire progression system to be more rewarding and less punishing.

Checkpoints

  • New Checkpoint System: Every fifth road (5, 10, 15, and so on up to 45) now acts as a checkpoint. When starting a new run, you can choose to begin from any checkpoint you've unlocked.

  • No more grinding through the early roads every single time. Your progress now respects your time.

Cyclic Road Levels

  • The road now works in cycles. After completing road 15, you begin a new cycle starting at road 1+, then 15+, then 1++, and so on.

  • Each cycle increases difficulty while reusing the same 15 road templates. This keeps content fresh and intense without endless linear scaling.

  • Enemy parameters and overall difficulty have been completely rebalanced around this new cyclic structure.

Stats & UI Improvements

  • Greater Stat Impact: Character stats now have a stronger influence on effects. Stat distribution is more meaningful and satisfying.

  • Min/Max Tooltips: Effects now show their minimum and maximum possible values in tooltips, so you know exactly how much to invest.

  • Joypad Support: Added ABXY button controls for Steam Deck and controller players. You can now switch button hint display in the options.

  • Zombie Wall on Progress Bar: The pursuing horde is now visible on the mission progress bar, adding pressure and letting you plan your moves.

  • Gun Cabinet Reroll Text: The gun cabinet now shows remaining rerolls, even after you've picked up a weapon.

  • Save After Selection: Your character is now saved immediately after choosing a weapon from a gun cabinet, so you can quit without losing your choice.

Fixes

  • Fixed gas can explosion damage delay: damage now applies in a single frame at the moment of explosion, making it predictable.

  • Attempted fix for ambush end synchronization rare random issues reported by some players.

  • Fixed effect recalculation when bonuses expire.

  • Fixed cursor reacting to ambush arrows at screen edges.


The road just got more forgiving and more intense at the same time. See you on the asphalt.

More from ZEROAD

Other announcements

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