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Hey everyone, Just making this post to update people that there will be a patch Monday with some much needed fixes, quality of life changes and more. Additions to make character customisation easier, fixing it so items actually spawn in the tutorial and many more issues fixed and suggestions implemented. Thank you everyone for picking up the game and leaving feedback and please carry on to that, it's what makes the game better. Also look forward to the next large content patch that will include reworked bunkers and more. Zurvivor
A new save is highly recommended due to the backend changes made to the inventory system. You will also be warned if loading up a save from a previous version
Hey everyone,
The first part of testing for 0.7.0 has been released.
Next, is adding in the parts below and adding in the new infestation system to the world. For bug reports I'd be happy for people to DM myself on discord @Zurvivor, email, reddit, steam discussions or the discord.
Expect issues with the patch and I hope to get these ironed out in the coming days as more is added.
A brief list of what was added/changed:
Hey everyone, This update outlines the next update and a refined roadmap.
Hey everyone, Steam Autumn Sale is here, Steam awards are here and an extremely good looking 2025 to come.
As we come to the end of 2024, if you feel SurrounDead is worthy of being voted for, I'd be grateful if you do!
Good luck surviving and look forward to the future!
Zurvivor
Hey everyone, Just a quick update on what is happening at the moment.
Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Hey everyone, This is just an update on what is happening with the inventory remake/rework.
Hey everyone, So the plan at the moment is to rework the backend stuff of the inventory to the new system. Now once this is completed I will start to release experimental build updates that will start with hardly any items and go from there. Following on from these updates, I will also look at improvements once it is at a base standard to what we currently have. Now, I will also release frequent dev updates on the discord and here in 'dev updates' on steam to let everyone know how everything is going and what you're to expect. With that, the next update won't just be just this inventory stuff but it will also include the brand new infestations system (You will probably not see this in the experimental builds). Doing all this will make stuff in the future much more fluid and reduce quite a few headaches I've had with the current system. A lot is still to come and I'll let you all know what that is soon. Big and juicy updates are coming! Zurvivor TL;DR Inventory System backend changes and improvement, new infestations system and more
After the recent update an issue occured via loot containers becoming invisible. With this quick hotfix all you need to do to fix it is to; [olist]
Just a quick hotfix with a big improvement to the attachments UI. I am now looking at undergoing the inventory stuff also.
Edit: This is not removing bagception, etc. It is a behind the scenes remake of the system and with this I can look at making additions and changes to the system that the community wants Hey everyone, I am looking at currently upgrading the behind the scenes of the inventory system. This involves recreating every single item in the game and more. This does mean once this update comes out your saves would not work (As your player inventory system would cease to function as it has old data, but I will look into it so you can continue your current but having none of your previous items). So, what stuff would you want to see added, changed or removed to the inventory system? Answer below: https://forms.gle/VLv7SvXQvMc4oH1w5 Also work is continuing on the infestation system and the irradiated area in the north of the map. Lots more to come... Zurvivor TL;DR Remaking the inventory system, old saves wouldn't work and continuing on with infestations and the northern irradiated area
Apologies for missing these out when doing the patch, I will be updating this post:
First of all, apologies for the delay in this patch. Look forward to patches coming after this one as I stated in the previous dev update. Now onto the patch notes:
Hey everyone, I was hoping to of had the next patch out by this day however commitments outside of the game for this weekend has pushed this back. Work on said patch is still going well and fixes alot of issues you have had as well as bringing in new additions and changes. So what happens after this patch?
Hey everyone, just want to give an update on what is happening at this moment in time.
Hey everyone, First of all, SurrounDead is on sale for the following week, so enjoy the 50% off and I look forward to hearing from new players! The next patch 'Discovery' will be coming out this weekend/leading into Monday. This patch will be the first part of updates including that add and improve the late game and reworking certain pieces of content/features. For example, reworked bunkers and infestations (No news today but look forward to more fun and an expanded experience for both pieces of content).
Hey everyone, The next patch is around the corner (1 to 2 weeks max) and this patch is a slight move away, but also a big step forward for the world and content of SurrounDead. So what will this update consist of? The main reason for this patch is to give the world of 'The Valley' a bigger reason to be explored and reasons to go to now and old locations alike. At the moment, some of the features that this update will consist is;
Hey everyone,
A smaller patch here today but the stuff on the horizon is looking very good. So what's happening?
To begin, I am going to be taking a break from game dev stuff until the end of this week so I can sort some things out. This then leads to the next patch after this; I'm going to be working on a new feature/slice of content from the roadmap before the release of the 'Infected Deadzone' (As well as other smaller updates).
Now. moving onto the 'Infected Deadzone', the scope of this update has increased to feature a large city and new content for the player to find, explore and suffer to the consequences from. This means the 'Deadzone' update and the end game update will actually release closer together, so once the 'Deadzone' update goes out don't expect to be waiting long for revamped bunkers, revamped infestations and more.
Finally, in the next dev update post I will be showing off deeper planning for the end game update and some hints for the Deadzone update (Which I want to keep more secret). With that, onto the patch notes:
Hey everyone, Today marks the day SurrounDead has been out for 2 years. The game has changed massively since launch day (And I hope for the good for the most of you). There's still quite a bit more to go to create SurrounDead into the game the community wants and something I'd be happy to buy with my own money too as a full product. So what's next?
Hey everyone, I'm back from my trip and starting tomorrow (19th June) I'm fully back into dev mode. At this moment in time, I'm looking at an update at the end of this week but more likely start of the next. I won't go in to detail of what this this includes but expect some new content, QOL stuff and many bug fixes. I'll be posting updates over on the discord with progress and more so keep an eye there for updates. Finally we're coming up to 2 years of SurrounDead and I'll be doing another dev update for that going over plans near, and into the future. There may be some other goodies but time will tell. Zurvivor
Hey everyone, So what's next for SurrounDead. To put it simply, a lot but in this post I'm going to go through a handful of subjects that will show up before the next major update and an update on personal life from myself.
29/05 - Trader issue now fixed as the fix I implemented decided to revert itself before I pushed it to steam
Hey everyone, just a quick post here to say that development of 1.5.0 is going well and will be released by May 27th at the latest. Also, more stuff like removing trash objects from the world, new recoil system, fixes for loading saves and much more. Check on the discord as I'll be adding more teasers there soon. Zurvivor
Hey everyone, Patch 1.5.0 is coming and this post is gonna outline some of the stuff I've been working on, but not all of it. With that lets see what's coming!
7th April 1845: Patch out to fix issues with save menu Releasing a patch to fix issues especially with loot containers in the world not correctly loading when a save is loaded. This also applies to other world objects, such as water wells ,etc. Zurvivor
18:00 - 19 Feb
Apologies for the bug with invincibility. Issue was caused by some item stats (Damage reduction/protection) resetting to 0 causing all damage if one of these items were to be equipped to be 0. Also, placing water well on landscape fixed. Look forward to the base building update next, I look forward to your new bases!
Updated game engine to UE5.3
Hey everyone, Next patch will be released next week and includes some of the following;
Hey everyone! First of all, hopefully everyone has had a good new year and holidays and going into a new year means more updates for SurrounDead. In this dev update I'll be going over near future updates and stuff a bit further than that.
First of all, apologies for the delay in this patch and beginning next year expect more frequent updates.
Christmas
With this update comes Christmas content. Expect find Klaus at your local safe zone waiting for you, will he give you a gift?
First of all, apologies for the delay in this patch. Expect the next few patches to come out faster than this one.
Halloween
With this update comes some Halloween additions. This stuff will be purchased via a Halloween vendor and by next update will be gone. All items you will still be able to use however!
Hey everyone! Patch 1.4.2 nears closer and with this I wanted to go over some of the content/features & more that will be added in this patch and going over a few things that will come in the future.
Vote on next feature: Next Feature Poll
This is something I get multiple questions about nearly every day. Before this I'd always give basically the simple answer that 'It is coming & nothing else about it'. That changes today.
I'm happy to announce that multiplayer / co-op is now being actively worked on & current features are being reworked & cleaned up to work in a multiplayer environment.
Also, I have an active trello page that will show the current progress of features/content as they get worked on to be multiplayer ready. (As linked below)
https://trello.com/b/yds2wUAz/surroundead-mp-trello
Another thing I know people will want to know is when will this be available?
At this moment I am not going to announce any date or time frame for multiplayer but I'd rather just show people progress as it gets expanded.
The first version of multiplayer will as well be a sort of test where players can join a world and do random activities, although these will not save between joining and leaving it. (Something that will come after 'test' release)
As progress continues, I will update the Trello board & start to release actual gameplay videos of players in a multiplayer environment.
Finally, will have another small-ish patch soon and thank you everyone, for everything.
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
With Patch 1.4.0, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
With this update, one thing players are HIGHLY RECOMMENDED to do is to delete your SaveGames folder as shown below as previous save games will NOT work. [olist]
To fix not being able to equip fishing rod; load into game, save game, exit to main menu then load back to game
Apologies about crafting, was completely my fault as broke it while testing some stuff, however fixed now. As well, new patch soon with proper patch notes.
To begin, I'd like to thank everyone for all the feedback, suggestions, bug reports and just your general opinion on the game. Without all of this we wouldn't be in this position today. However, I know one thing on people's minds is what's in store next for the game, and in this post I hope to give people that general idea that development isn't slowing and more fun content is coming to the game! I'd as well like to point out that the below is always up for feedback, not in any particular order of when it's coming and none of it is final.
While this is not the full patch notes (Which will be released with the stable update) here are the main additions and changes in the 1.3.0 patch for testing: If you're having a crash after joining with a previous save, save your game straight after loading in Firearm view in inventory issue is known about 30/12/22 Bug Fixes:
Happy holidays to everyone and I look forward to seeing new faces with this Christmas sale!
I hope everyone is enjoying the holidays and the game. Shortly after Christmas day (and before New Years day) I will be releasing an experimental patch for the 1.3.0 update, for the new content to be tested. Furthermore, the weight system that was going to be implemented has been delayed until a future update.
Speak soon, when I release the experimental patch!
Beginning
Apologies for not interacting with the community for the last week but I have been quite ill and only just starting to recover. I hope as well this post gives a good outline to what I have planned, and want to implement in the 1.3.0 update.
17/11
CONTENT/FEATURES:
What's in store for the next update / updates, this post will outline what I'm working on and got planned.
For the next 2 weeks I will be away and so won't be able to reply or update the game for this period of time. After this, will get back to development and carry on work with the larger updates I want to release like; Skill system, map expansion and expanded items.
Just for some insight on why performance tanked, was making some changes to the navigation system to improve AI walking around and going up stairs. One change I made to sort these issues out automatically changed another value that basically multiplied the detail of the nav system and on a large map that is bad. Fix with this update will/should fix this.
Planned Major Updates:
I have 3 types of major updates I have planned for the next 3 months.
1. Map expansion. Areas around and just below Lawrence Creek will be added. Expect a new town, residential areas, areas or lore and contaminated zones.
2. Expanded items. Items will get rarity levels (to a degree), while a rusty weapon will be worse to use, it wont be terrible, expect longer reload times, worse recoil, etc. As well, this will apply to equipment and possibly consumables in the future. Expect this system to be improved/changed from community feedback! There are around 15+ firearms planned to be added and various melee and equipment items planned.
3. Skill system. Levelling system will tie into this and allow the player to improve their character and unlock new gameplay abilities. One for example, improved vaulting that's faster and you can vault when jumping from a building to another building. You will as well have the usual stats like increased stamina, speed, health and more.
Furthermore, with these updates, expect many small changes to even large changes, from new content to QOL improvements and bug fixes.
Disclaimer
These are my personal targets for the next 3 months, some goals may be exceeded and some may not.
Finally, thank you for all the feedback, positive and negative as it's allowing me to make improvements to the game and as well to the continued development of the game!
CONTENT/FEATURES:
* Increased all crafting materials stacks
* Change speed of free camera in photo mode with scroll wheel
CHANGES:
* Changes to vehicle damage/collision with AI
* Backend change to how buildables are checked if their are items inside
* Changes to speed at different speeds when in photo mode and changing time dilation (still not perfect however)
* Slightly decreased stamina reduction when stopping camera sway while scoped in
BUG FIXES:
* Weapons that spawn on infected now have a loader/magazine
* Fixed first person visibility on exiting photo mode
* Can now change journal input key
* More fixes to inventory to improve issues with ghost items (should fix for the future; saves that dont have this issue and new saves)
This patch is in unstable beta build NOW
COMMUNITY INPUT CHANGES:
* Increased zombie spawns
* Normal zombie damage increased from 12 to 14
* Irradiated zombie damage increased from 16 to 17
* Irradiated zombie speed slightly increased
* Increased consumables(rad pills, medkit, food, thirst, etc) spawn chance in areas that would usually spawn these.
* Same as above applies to crafting materials
CONTENT/FEATURES:
UPDATE TO INVENTORY SYSTEM
* THIS UPDATE WILL WIPE ALL YOUR INVENTORY AND CONTAINER ITEMS DUE TO THE REWORK, A NEW SAVE IS RECOMMENDED, I HAVE AS WELL MADE CHANGES TO HOPEFULLY STOP THIS IN THE FUTURE
* You can as well select 'Previous' in the beta branch so if you don't want your items wiped yet, you can go back to an old build and carry on playing as normal.
* I've gone through and updated the whole inventory system. I am hoping this will fix issues with the system (eg. ghost items).
* Further improvements I still need to include are crafting multiple items at once, auto stacking and ctrl click to container, etc.
* As well, this includes the ability to loot backpacks, secure/military containers and weapons straight from the ground without having to pick them up.
This patch is in unstable beta build NOW
UPDATE TO INVENTORY SYSTEM
* THIS UPDATE WILL WIPE ALL YOUR INVENTORY AND CONTAINER ITEMS DUE TO THE REWORK, A NEW SAVE IS RECOMMENDED, I HAVE AS WELL MADE CHANGES TO HOPEFULLY STOP THIS IN THE FUTURE
* You can as well select 'Previous' in the beta branch so if you want your items wiped yet, you can go back to an old build and carry on playing as normal.
* I've gone through and updated the whole inventory system. I am hoping this will fix issues with the system (eg. ghost items).
* Further improvements I still need to include are crafting multiple items at once, auto stacking and ctrl click to container, etc.
* As well, this includes the ability to loot backpacks, secure/military containers and weapons straight from the ground without having to pick them up.
CONTENT/FEATURES:
* Pickaxe added, can mine harvestable boulders.
* Auto Save - Game will save every 5 minutes, this needs to be enabled in gameplay settings first.
CHANGES:
* Added keybind for night vision
* Can now right click, and select 'Open' to open a backpack or container
* Improvements to lights optimisation
* Weapons will always spawn with a magazine attached (This will change to be random in the future)
* Adjustments to vehicle handling
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