Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
ContagionNewsApril Fools Update: The Zombie Heist
Steam news

April Fools Update: The Zombie Heist

Contagion · published 1 Apr 2025, 23:33 UTC

All newsPlayers around this dateRead on Steam

Happy 1st of April (or rather, the day after, because I had to make sure stuff didn't breakːmissingː)

Do your best and rob the bank!

Custom GameMode: Zombie Heist


This gamemode only has 1 map, since it was simply created for this event gamemode. Once the event is over, it will be moved over to Workshop, so it won't stick around for too long :)

You can access this gamemode by going into Host Game > Campaign > Select a session > Zombie Heist. You can also run the map by writing "map hst_bank" in the console.

The premise is pretty simple, you pick your class and equipment and rob the bank. The escape vehicle will be available once you hit 1m (1 million) in total cash. The round will restart once everyone has escaped.

All right, now that's over with- let's go over what's new on this update!

Custom GameMode Support


Contagion now supports custom gamemode candidates, which means anybody can now create their own gamemode using Angelscript!

Even though this may be an April fools update, it not only contains the "haha, stupid gamemode joke", it does come with many changes and tweaks! And a little tease towards the Barlowe Remake campaign that's nearly complete. The goal is to have it ready by May or June (if I need a little more time)!

Anyho, here is the little changelog for today's update!

Changelog

  • *Added Patreon and Ko-fi Rewards (and credits, can be found under Extras)
  • Added new survivor models `military01` and `military02`
  • Added missing LOD's for foliage models to fix FPS drops.
  • Added 1st april gamemode 'zombie heist', available under Host Game > Campaign. Or by using map hst_bank
  • Added missing textures for ce_laststop_04 and 04b (campaign UI textures)
  • Added Angelscript support for the Client. You can now have custom ingame UI
  • Added Glow support for `OutlineItem` MaterialProxy, to make sure custom assets are still supported.
  • Added red glow for dead players, if you have a defibrillator.
  • Added Client-side Angelscript functions:
    • Added `void ClientUtils.DrawDefaultHUD(bool bEnabled, ASHUDDrawState eDrawState);`
    • Added `void ClientUtils.GetGamemodeInfo(const string &out maptag, const string &out name, int &out candidate);`
    • Added `int ClientUtils.GetIDTarget();`
    • Added `int ClientUtils.GetTargetAmmo(int iTargetID);`
    • Added `int ClientUtils.GetTargetHealth(int iTargetID);`
    • Added `int ClientUtils.GetTargetMaxHealth(int iTargetID);`
    • Added `const string ClientUtils.GetTargetName(int iTargetID);`
    • Added `int ClientUtils.GetTargetTeam(int iTargetID);`
    • Added `void ClientUtils.UseCampaignScoreBoard(bool bEnabled);`
    • Added `void DrawASUI.Draw();`

  • Added Server-side Angelscript functions:

    • Added `void ASGameEvent.SetBool(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetFloat(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetInt(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetName(const string Value);`
    • Added `void ASGameEvent.SetString(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.SetUint64(const string keyName, uint64 Value);`
    • Added `void ASGameEvent.FireEvent();`
    • Added `void ICustomGameMode.RegisterEvent(const string &in szEvent);`
    • Added `void ThePresident.GiveWeaponToSurvivor(CTerrorPlayer@ pTerror, array<RandomSpawnWeapon> List, LimitTypes eType, bool &in bRequired);`
    • Added "void GetAttachment(const string &in strAttachment, Vector &out vecOrigin, Vector &out vecForward, Vector &out vecRight, Vector &out vecUp )"
    • Added "void CBaseEntity.FireOutput( const string &in szInput, const float &in flDelay, CBaseEntity @pActivator, CBaseEntity @pCaller )"
    • Added "const Vector CBasePlayer.GetEyePosition()"
    • Added "enum table EEntityOffsetMode_t"
    • Added "bool Utils.PointWithinViewAngle( const Vector &in vecOrigin, const Vector &in vecPos, const Vector &in vecForward, const float &in flHalfCosFOV )"
    • Added "bool Utils.IsLineOfSightBetweenTwoEntitiesClear( CBaseEntity @pSrcEntity, EEntityOffsetMode_t nSrcOffsetMode, CBaseEntity @pDestEntity, EEntityOffsetMode_t nDestOffsetMode, CBaseEntity @pSkipEntity, int nCollisionGroup, int nTraceMask, float flMinimumUpdateInterval, bool bSkipDestinationEntity )"
    • Added "void CTerrorPlayer.SetArmor( int value )"
    • Added "void CTerrorPlayer.SetMaxArmor( int value )"
    • Added "int CTerrorPlayer.GetArmor()"
    • Added "int CTerrorPlayer.GetMaxArmor()"

  • Fixed cx_montclair navigation mesh not being correct
  • Fixed "mp_roundlimit" cvar causing an error on the client side (client shouldn't even have the damn cvar)
  • Fixed "achievement_clear" being duplicated to the server side, when its a client concommand
  • Fixed ce_barlowe and ce_barlowe_christmass having way too many zombies at the bank
  • Fixed a rare crash bug on Campaign UI if you only had 1 map
  • Fixed a rare bug where you would get soft locked if you planted a upgrade package
  • Fixed fire particles eating away the FPS
  • Fixed a few smoke particles having the same issue as fire particles where they ate away the FPS
  • Fixed Black Screen issue when x2 MSAA or higher was enabled.
  • Fixed `survivor01`, `survivor02`, `survivor03` and `survivor04` not having a physics mesh
  • Updated wall_cam01_animated model, added missing "loop" value for it's animation and attachments
  • Updated DrawASUITypeEnum, added UI_CenterTop and UI_CenterBottom
  • Updated Turkish translations
  • Updated Italian translations
  • Updated English translations
  • Updated `Golden Wrench` for `$50` supporters, now it actually looks like a golden wrench.
  • Updated `ce_laststop_04`, it's now split in 2. Park section and onwards is `ce_laststop_04b`. This should also fix some FPS problems on the map.
  • Deprecated `SetGlow` with `SetOutline` on Angelscript. `SetGlow` will be removed in the future.
  • Converted all `OutlineLitGeneric` to `VertexLitGeneric`. Previous shader caused the texture to load twice, wasting double the memory, when it shouldn't.

*About Patreon / Ko-Fi Rewards:
If you have supported via Patreon and/or Ko-Fi and don't have your rewards, please make sure to send me a Direct Message (DM) via said platform with your SteamID (or the direct link to your Steam Profile if you don't know how to obtain your Public SteamID), so I can give you your **rewards.

**The rewards will be shown once the event is over, or in May/June if you send it in after the event is over. If you have any further questions, you can either contact me via Monochrome Discord and/or Patreon/Ko-Fi DM.

Monochrome Discord:


https://discord.gg/monochrome

More from Contagion

Other announcements

All news
Game update8 Nov 2025Small patch: 2.3.0.1.7Changelog · Updated ce_laststop_08 · Fixed Akira elevator · Fixed detonator handle spawning inside an object · Fixed cam numbers not showing up properly · Updated ce_laststop_09 · Updated the elevator area, made the elevator broken, now the player has to walk up instead. · Updated ce_laststop_06 · Changed the ceiling lights to non solid · Updated ce_downtown_02 · Fixed the navigation and prop c…Game update19 Aug 2025Quick Hotfix: 2.3.0.1.6Changelog · Fixed Solo/Lobby games not applying their settings to auto.cfg file, which caused some variables to reset on next map change · Updated ce_laststop_08 · Fixed cam numbers not showing up properly. · Updated ce_laststop_06 · Changed the ceiling lights to non solid. · Updated chm_losmuertos · Fixed the player clip brush going into the playable area · Updated chm_barlowesquare · Fixed a…Game update5 Aug 2025Quick Hotfix: 2.3.0.1.5Changelog · Fixed the boat rotation on cp_broadway · Fixed the train escape sequence on ce_downtown_03 not working properly · Updated server tickrate for NextBot AI · Fixed ce_biotec, ce_biotec_christmas, ch_biotec and chm_biotec · Fixed atrium brush model being func_brush instead of func_detail · Fixed ce_biotec_christmas helicopter animations breaking apart · Updated ce_laststop_08 · Fixed Ak…