
The first tester bug report came in within a day of the demo going up: someone bought a door into an unfinished room, found an open window with no collision, and dropped to the bottom of the map. That's what a demo is for, and it's fixed. Build 3 is live on Steam right now. Below that is everything the rest of your feedback changed, which is in testing for the next demo update.
## Live now: demo build 3
- Unfinished rooms are sealed in the demo. The door still shows a prompt; it reads SEALED in red instead of a price.
- A safety net under the map. Fall out of the world and you're stood back up at spawn.
- The real holes are fixed. It wasn't a window: a ward behind the jumpscare hall had floor tiles with no collision, and the courtyard fences by spawn had none at all. Both patched.
- Zombies spawning on the roof could freeze a wave. The spawner now refuses any spot on another storey.
## Coming in the next update: your list
A batch of you played and sent notes. Each one, and what happened to it:
- **Can't hear zombies behind you, and the constant moans.** Same cause. Every zombie growled on its own clock, so a chasing horde was a growl every third of a second. The horde now shares one growl budget; zombies near you keep their own voice, and the one behind you growls twice as often. Quieter, and readable.
- **No footsteps.** Zombies shuffle and run audibly now. The Nurse has heels you can hear across a ward.
- **The Nurse hides next door and kills you when you come out.** That's her flank working, but her first swing landed with no warning. She now has to scream and give you half a second before the first strike after any ambush.
- **Zombies walk through the wall beside doorways.** The door pieces had been left out of the navigation bake since June, so the mesh ran through 89 wall panels. Rebaked properly.
- **The knife should pay more.** Melee kills now use the same NERVE bonuses as guns, and being point blank earns the close-range bonus every time. Knife and bat also pay per swing.
- **Shotgun pellets should each pay.** Each connecting pellet pays and pops its own number, capped per trigger pull.
- **The Nurse's hitbox isn't flat when she's down.** It is now.
- **Flashlight too dim.** Brighter.
- **Too dark.** The brightness slider in Options was there all along; a calibration card now shows on first launch.
## Coming in the next update: the gore pass
- Headshot kills hold the body on its feet for a beat before it drops, with a dark cloud rising off the stump. Shotgun headshots up close and Energy Rifle headshots leave the head as a rolling chunk.
- Every zombie flinches from the exact point of impact. Shoulder, chest, head all read differently. Heavy hits add the full stagger.
- Shoot an arm off and the zombie stops, looks at the stump, then comes on. Both arms gone and it can't swing.
- A killing shot on a limb takes the limb and folds the body together. Any other kill throws the ragdoll from the bone you hit.
- Point-blank shotgun and Energy Rifle kills blow the body apart.
- The muzzle flash is a real light.
## Also fixed
- A "stuck" zombie you could walk through was a corpse whose ragdoll had fallen out of the world under a stale pose. Physics owns the body on death now; corpses rest on the floor.
- The Vessel's doors seal whenever he isn't home.
- The MKR9 and MX68 rendered white under the flashlight. Wrong lighting layer, fixed.
- A purple render on some zombie hits. Gone.
## Next
The next demo update with everything above once it's tested, then Mara's stinger after the page delivery, then the second floor of St. Harrow.
Next Fest is October 19. Thanks for playing early and for telling me what's wrong. Keep doing that.