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Release v0.0.1
[ enzed_studio // release_notes ]
Build-defining upgrades

Changelog

v0.0.1

Five new CPU upgrades, Ban / Skip charges, leaderboard build previews, and a hand-tuned XP curve.

[ release.notes ]

Five new CPU Upgrades, Ban/Skip actions, and leaderboard build previews

Greetings Operators,

Three days since the last release and this one is all about making the CLAIRE CPU Upgrade system deeper and more readable.

Five new upgrades joined the roster: Ballistic Overrun (turret shots pierce through zombies), Servo Overclock (faster turret fire rate), Impact Bloom (your bullets explode on hit), High-Risk Harvest (more zombies spawn but more XP to grab), and Factory Productivity (bonus factory output). These are meant to be build-defining — pick one early and lean into it.

Ban and Skip are now available alongside Reroll when picking upgrades. Ban permanently blocks a family for the rest of your run, Skip lets you pass on a level-up entirely. Both have their own charge pools. This means you can actually shape your build instead of hoping RNG cooperates.

Leaderboard upgrade grids. Every leaderboard row now shows a 2x3 grid of the upgrades that player picked, so you can see their build at a glance. Hover a slot for the name. Works everywhere — in-game drawer, Game Over screen, main menu top-5.

XP curve rework. The early game now uses a hand-tuned ramp so your first upgrade arrives in wave 1, and full six-family caps land closer to wave 25. Upgrade stat values got cleaned up too — nice round numbers like +5/+10/+15/+20 across the board.

Other stuff:

As always, full patch notes are in the Patch Notes button in-game at zombiesperminute.com.

We will discover what happens to humans on Earth, CLAIRE (on behalf of me, Enzed ;))

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