ZEROAD ver1.1.0: Thanks & Sharp Turns

major update

ZEROAD · published · build 24389423

Hello, roaders!

First of all, thank you. Thank you to everyone who plays ZEROAD and took the time to write a review. Your support means a lot to me, and my gratitude has taken a tangible form: unique weapons dedicated to you, the players. That's where version 1.1.0 begins, but the road itself has also learned a few new twists.

Unique Weapons

  • New Rarity: gun cabinets can now offer unique weapons, a new rarity above ultra-rare. When a weapon that has a unique variant is rolled, there is a 25% chance you get the unique version.

  • 27 Weapons With a Story: every unique weapon is dedicated to a real player review, from pistols to machine guns. Its tooltip shows the original review and a word from me.

  • Locked Affixes: unique weapons come with a hand-picked set of six affixes, all locked. What you see is what you get, and no reroll can take it away.

Locked Affixes

  • Any affix now has a 15% chance to be locked: when it appears on a weapon, when you gain an affix on the road, and when you reroll an affix at the workbench. Locked affixes are marked with a lock icon and cannot be replaced by reroll.

  • Rolled a dream affix? There is a chance it is already yours to keep.

Affix Synergies

  • Ten Themed Groups: when your weapon has affixes from a themed group, you gain a synergy bonus: Quartermaster, Gunslinger, Road Runner, Crit Master, Field Medic, Guardian, Treasure Hunter, Scholar, Hawkeye and Executioner.

  • For example, Crit Master activates when your weapon has both Critical Hit Chance and Critical Hit Damage affixes, and grants +3% critical hit damage per each affix tier. Two tier-3 affixes already give a hefty +18%.

Qualitative Pickups

15% of pickups are now rare red qualitative ones: instead of boosting a stat, they bend the rules of the game:

  • Rhythm: your weapon does not consume ammo.

  • Untouchable: the next incoming damage is ignored.

  • New Life: lethal damage doesn't kill you, leaving you at 1 HP.

  • Taunt: enemies prefer attacking you. Your teammate will love it.

  • Thorns: received melee damage is reflected back at the attacker.

  • Vampirism: 1% of damage dealt heals you.

  • Berserk: +20% RPM, but +20% damage taken.

Road Modifiers

Starting from road 3, a road can be twisted by a modifier that changes the rules of the mission, always with a trade-off. The mission selection window shows each modifier's icon, name and exact effects, so you can pick your poison.

  • 14 Modifiers: Hunger, Slaughter, Empty Pockets, Fog, Tailwind, Crowded, Light Feet, Sedation, Stubborn Lock, Hair Trigger, Thin Ranks, Rainy Day, Blind Raid and Scavenger Run.

  • For example, Blind Raid: encounters are hidden, but the road grants +40% experience.

  • Or Scavenger Run: no active zombies and no experience, the zombie wall moves much faster, but passive zombies drop weapon parts.

  • Difficulty value, experience bonus and enemy stat values in their hints in mission selection window take modifier effects into account.

Quality of Life, Balance and Fixes

  • The client can now view the road options in mission selection instead of waiting blindly for the host's choice.

  • Active pickup bonuses are now removed when you fail a mission. Death is no longer a way to save them for later.

  • Fixed minor HP desync when healing between host and client in co-op.

  • Fixed a stuck modal window on the host when a client quit during pause.

  • Fixed explosion kills not being counted in mission stats.


The road got stranger, and the loot got personal. See you on the asphalt.