Fog of War is in, late-game fights are smoother, and the main menu now tracks global zombie carnage
Greetings Operators,
This release is led by Fog of War, and I think it changes the feel of the game in a meaningful way. Hidden areas are now truly hidden, explored areas stay dim, and visible areas reveal the full world around your operator's robot and buildings. It is the first brick of making the map feel more dangerous, more readable, and more deliberate to expand through.
Late-game combat should feel smoother again. I shipped another full pass on the heaviest late-game pain points, so giant factories and giant hordes both hold up better, especially once the battlefield gets messy with belts, shadows, and DNA XP everywhere.
The main menu now tracks total zombie carnage globally. It also shows a live global ZPM line, although that one is currently behind a feature flag while I decide how I want to expose it. The global total is now stored properly and keeps climbing across sessions, which feels much better than a fake reset back to the seed value.
Other stuff:
- Zombie swarms keep better spacing in dense fights, so the horde reads more clearly
- The minimap now matches Fog of War properly, with hidden threats and ore leaks cleaned up
- Older saves auto-reveal the area around your current base so pre-fog runs stay playable
- Music and voice line mixing got another pass, and turret shots sound punchier
- Leaderboard panels now show total zombie kills for each run
Full patch notes are on zombiesperminute.com.
We will discover what happens to humans on Earth, CLAIRE (on behalf of me, Enzed ;))