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Release v0.0.4
[ enzed_studio // release_notes ]
Fog of war

Changelog

v0.0.4

Fog of War changes how you read the map, late-game combat gets another smoothing pass, and the main menu starts tracking global zombie carnage.

[ release.notes ]

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:

Full patch notes are on zombiesperminute.com.

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

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