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Zero Hour Deadfront PlaytestNewsV.0.6.6 - HOTFIX
Game update

V.0.6.6 - HOTFIX

Zero Hour Deadfront Playtest · published 31 Aug 2026, 21:10 UTC

All newsPlayers around this dateRead on Steam

NEW

  • New map called "Jungle": a walled village surrounded by palm trees and mountains, available in Normal, Tide, and Fever.

  • As with the other maps, it opens up by zones: three gates unlock on rounds 5, 10, and 15.

  • Power-ups: zombies drop bundles that can be picked up by walking over them and last for a while.

  • Speed, Regeneration, Armor, Gunpowder, Extra Lead, Spring, and Luck: two minutes each.

  • Fruit Salad: the star gives you all of them at once for one minute.

  • And you can tell: the screen, the token, and the star itself turn rainbow-colored while it lasts, and during the final ten seconds it flashes faster, like the star in Mario.

  • The question mark doesn't determine what it contains until you step on it, and it can be any of the eight power-ups.

  • A column on the left-hand side shows what you currently have equipped and how much time you have left for each one.

REMOVED

  • The Minesweeper and scratch-card mechanics from backpacks. Opening a backpack is now simply a single roll.

  • The mine is gone with them: a backpack can no longer leave you unable to open another one for five minutes.

CHANGES

  • A penalty no longer removes you from the card draw for the rest of the game.

  • Between waves, the penalty is chosen first, and then the upgrades are dealt, in that order.

  • Reviving a teammate no longer costs a penalty. You only get one if you're picked up by the end of the wave.

  • The backpack now opens with a spinning ribbon, like the weapon distribution screen.

  • The backpack weapon is awarded when the ribbon finishes, so the replacement panel is no longer covered up.

  • The squad ready-up panel has been redesigned to be cleaner: no card, using the same tokens as the waiting room, with each player's status shown on the edge and inside a diamond.

FIXES

  • The ready-up panel no longer gets stuck on top of the waiting room: ready checks are requested before searching, and the panel automatically disappears as soon as the queue starts.

  • The IN QUEUE timer now shows the same time on every squad member's screen: it no longer depends on the clock set on each computer.

  • The countdown for a room filling up works the same way: the leader and guests now see the same amount of time remaining.

  • Upgrade cards are no longer lost when they drop at the same time as a penalty: they wait and appear afterwards.

  • The round no longer gets stuck waiting for a hand of cards that the penalty had removed from the screen.

  • Map names are now translated: when the game was set to another language, the selected-map screen would still say ESTACIÓN in Spanish.

  • The LOADING text on the waiting roulettes was also stuck in Spanish in all five languages.

  • Translated the power-ups, Fever colors, backpack screen, and penalty totem, which were previously entirely untranslated.

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