Information on the upcoming updates, new languages support coming this month, new systems in development, and more!
While we're working on the full release version (1.0), we'd like to share with you some of the things we've made so far. We've compiled so many new features and systems that you could even say it's a 0.10 update!
We're adding support for 7 new languages to the game! Additionally, we've just released the game's official soundtrack here on Steam. But that's not all - far from it! Every weapon now has its own range parameter stat that makes it scale better or worse at specific distances. This opens new team compositions and tweaks the most powerful and the weakest choices.
The game should now run much smoother, with increased framerates and faster load times all across the board. You can now control the Game Speed parameter and display the Pickup Range circle, to see the exact distance at which you'll pick things up. You can also now see each area's boundaries on the minimap radar… and more!
As we approach the full release, we would like to share with you the original tunes that we have added thus far. They are available in full quality as FLAC and MP3 files and can be played directly from your Steam client:
Of course, new music tracks will be added to this soundtrack at no extra cost, starting with version 1.0.
Remember that, similarly to our games, purchasing the soundtrack directly supports YAZS and the development of our other games. Think of it as a tip that comes with the added bonus of awesome tunes to listen to.
Thank you for your support!
We've added an extra layer of depth to most weapons in the game. Now, the distance the projectile travels and the Survivor's position in relation to the enemy both matter. We hope this change will increase the variety of builds and the depth of theorycrafting in the game, as both previously overwhelming and underwhelming options will now get an additional balance pass.
Pistols and similar guns now deal more damage at close range but less damage the farther the projectile travels. The Sniper Rifle now deals 25% more damage at long range. The Taser and the Syringe Gun deal bonus damage at point-blank range (+25% and +50%, respectively). Similarly, the Windcutter and the Axerangs deal even more damage at maximum distance, adding long-range options to their owners' arsenals!
Both of Pyro's melee weapons now deal increased damage if the enemy is hit with the sharp end of the axe. Similarly, the Mechanic's Chainsaw now has a greater ripping and tearing effect when something comes into direct contact with the blade. Speaking of the Mechanic, both of her spanner weapons now deal bonus damage the farther she travels from the "projectile's" hit point.
A great example of using this system to build identity would be the Tank, whose whole character was built around getting close and personal. Shotguns continue to wreak havoc at short to mid distances but fall off sharply at long distances. Similarly, the Minigun's damage gradually decreases with distance. However, the Rocket Launcher is now fully viable at any range, providing a third, all-around option when needed for your team composition.
Oh, and about Huntress - she's a pro. Her arrows do the same amount of damage at mid-range and long-range distances, with a slight decrease at very close range. This balances her ability to "shotgun" down enemies with multiple arrows and reflects the difficulty of shooting an arrow at point-blank range.
Weapons that have no parameter additions/changes are those which projectiles either explode directly (so the distance from the launch point doesn't matter) or have constant projectiles (Engineer's Laser, Ghost's T1 & T2). Weapons that evolve from a similar line/type inherit similar range definition to their previous tiers, unless their descriptions state otherwise.
Usually, the changes aren't drastic, and you might even not notice them at all, but they're an additional element that helps us craft an environment in which every weapon-related decision matters for your teams. Please let us know what you think of this change!
Some of its content is already nearly done, while we're yet to start working on the rest of what we've promised (with potentially a few fun surprises!).
We ask for your patience as we work on the biggest and greatest update the game has ever seen. It will take months, but once version 1.0 is ready, you'll have a substantial amount of additional content to enjoy!
Of course, if necessary, we will also provide hotfixes for the current version. We want all of you to be able to enjoy the game whenever you like and to have another wholesome game to return to when you require a well-earned break.
PS PlayStation 4 & 5 demo versions are available now (Switch demo will come near the 1.0 release).
See you later (remember to bring the party hats)!
Stay awesome,
Kalafiorek @ Awesome Games Studio
Information on the upcoming updates, new languages support coming this month, new systems in development, and more!
Yet Another Zombie Survivors - Changelog for version 0.9.1
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