Survival Machine · published
Zombiestein's been suspiciously quiet, which usually means the crew on the Machine is fixing things before the next attack.
Three Health Potions are now craftable for the first time — Small (restores 20 HP), Standard (30 HP), and Large (40 HP). Each shares a 10-second cooldown, so you can't chug through a zombie wave. Hotbar slot 0 is now the dedicated potion slot. All 16 launch languages have potion descriptions ready.
The Tesla electric weapons — the Chain Lightning line that arcs voltage between zombie groups — had a sphere cast radius locked at 1.0 when it should have been 0.3. Roughly an 11× volume difference. Shots were connecting with geometry they shouldn't, skipping enemies they should have tagged.
With the radius fixed, base damage was recalibrated upward: Tesla Rifle went 7→10, and the Tesla Revolver picked up two extra rounds (clip 4→6) plus a small damage bump (17→18).
All slingshot tiers shed one burst shot (Tier I: 3→2, Tier III: 5→4, Tier V: 7→6) while lower-tier base damage went up to compensate (T1: 3→4, T3: 5→6). Headshot and crit multipliers settled at 1.5× from 2.0× — tighter variance, stronger baseline. Tier V took a deliberate damage nerf (8→6) to keep it in range of the newly buffed mid-tiers.
Zombie deaths now show damage-type visuals — normal hits, crits, and headshots each look different on screen. Tombstones spawn with random rotation instead of uniform rows. A Chain Lightning HUD bug is also gone: enemy HP bars were flickering every time lightning hopped between targets, which got confusing in big waves.
49 food and gear recipes went through a pass — more food variety (Fortitude, Sprint, Strength, TempHP buffs are now craftable), ingredient costs reviewed. A second pass raised prices on the cheapest items slightly and dropped the most expensive, narrowing the early-to-endgame cost gap.
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18 days out. What's the one thing you'd still change before 1.0? Drop it in Discord or Steam discussions — we're still in the pass.
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