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DayZNewsDayZ Badlands | Dev Blog Recap (1)
Community

DayZ Badlands | Dev Blog Recap (1)

DayZ · published 31 Jul 2026, 10:43 UTC

All newsPlayers around this dateRead on Steam

Hey, Survivors! 

We hope this doesn’t come as too much of a surprise, since it hasn’t been three weeks since the last blog. We’d like to try something new to get information out to you as much as possible while recapping what we’ve covered about DayZ Badlands so far. 

You can expect some surprise drops from these recaps here and there. These won’t just be “recaps,” since we’ll also be using them to answer some of your burning questions, provide clarity in certain areas, and even sneak in some new minor information that didn’t make it into the main dev blog. So, please wishlist here if you have not!

Let’s get started! 

Disclaimer
The information shared in our development blog reflects a work in progress. The details discussed are subject to change before release. We intend to share these progress updates to provide some insights into the development process and foster community trust. Thank you for joining us on the road to Nasdara!

Dev Blog 5: The Rebuilding System 

We went over a brand-new major feature coming to DayZ Badlands: the Rebuilding System. 

In Nasdara, you’ll be able to rebuild and barricade select houses. It can be a much more forgiving system than our existing base building mechanic, since you can choose the scale of your base building project. For example, you can either rebuild a three-story house for your entire squad, or simply add doors and windows to a small storage house to create a stash house. We can also confirm that you’ll still be able to use the base game base building system to create compounds. 

So, the possibilities are endless. 

You can read more in depth about it here.

The cherry on top of this new feature would be the code lock, which has been a popular request from the community. We’re bringing it along with the update, and we can also confirm that it will be available on all other maps. 

We didn’t get to showcase the code lock to its fullest extent, so here is some footage of the code lock in practice!

Dev Blog 4: PvP in Nasdara + Environment Assets 

In this dev blog, our colleagues from the environment team went to extensive lengths to explain the role of PvP when designing the map. Here are some of the aspects our team went over: 

  • How we made the open spaces more varied, less beige and monotonous, and less of a sniper haven. 

  • How there is a lot more natural and man-made cover you can use during a firefight, despite having less vegetation. 

  • How urban combat should look. 

  • An in-depth look at how “Bazar” assets are created. 

You can read more here.

Here is a video of a character walking their way through a mid-sized bazar. 

As a bonus, we present you with a video of a firearm you may have seen before, but not in action: the MP-18. It’s a submachinegun that fires 9×19mm rounds and takes a 32-round drum magazine. The neat thing about this drum magazine is the indicator that can approximately show the number of bullets remaining in it. Another neat aspect of this firearm is that it has a companion piece, the Luger pistol. It makes it so that the magazines can be freely swapped between them.

Thank you all, and we’ll see you next week for Dev Blog 6 (Week 79). For that blog, we’ve chosen two things to showcase: dust particles and a firearm. Please wishlist if you have not!

Stay tuned, and stay safe!
Big love,
The DayZ Team

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