[ release.notes ]
Final wave overhaul + hotbar categories + late-game polish
Greetings Operators,
One-line summary
This patch is mainly about making the endgame feel cleaner and the build interface feel more ready for the game to grow.
Highlights
- The final wave now ramps into pressure properly instead of snapping in all at once
- The build hotbar now uses category slots with a flyout instead of one long flat row
- Late-game factories and zombie-heavy runs perform more steadily again
- Tutorial runs no longer lock later hotbar buildings behind step progress
New content / features
- The build menu is now organized into hotbar categories with a flyout, which is a much better base for the number of buildings the game is growing toward
Improvements / quality of life
- The DNA XP bar now sits below the hotbar, and hotbar tooltips stay visible above the category flyout
- Fresh itch.io sessions now start with the interface scaled to 80%
Balance changes
- None in this patch
Bug fixes
Gameplay
- Final-wave kills no longer trigger fake hit flashes and splash bursts at zombie respawn points
- Belt drags can now straighten existing elbows into T-junctions more cleanly
- Short belt drags between nearby lines reshape corners without breaking longer underground crossings
UI
- Tutorial runs no longer lock later hotbar buildings behind step progress
Performance / technical
- Big saves, dense zombie waves, attraction towers, DNA XP, and heavier inserter setups now run more steadily again
Known issues
- None I want to call out for this patch note draft
Outro
Full patch notes are on zombiesperminute.com.
Earth is still not giving us answers, so we are going to keep digging, CLAIRE (on behalf of me, Enzed ;))