Yet Another Content Update 1.0.2

October 16, 2026

Welcome, Survivor!

As promised, we're posting our first wave of post-release balance changes, along with some other improvements to the game that you've asked us for and fixes for some of the remaining issues reported since the last update.

Be sure to check our developer notes for each category of balance changes for a better explanation of why we are tweaking certain things. This should come in handy, as it's the longest changelog we've ever written.

The changes are as follows:


ㅤAdditions:


  • Loading screens now display tips with various helpful information about the game.
  • "Mute selected sound effects" menu was added to the "Accessibility" tab in the Options menu.
  • [PC] "Menu framerate limit" option was added to the "Graphics" tab in the Options menu.
  • "Run History" option was added to the Camp menu, under the "Archives" section.

ㅤChanges:


  • A big balance update compiled from the in-game data and your feedback (see below).
  • Item Pool Customization: You can now ban up to 25% of your unlocked items (from 20%).
  • Each grenade-like projectile/throwable (& Falcon) now favors different enemy clusters.
  • Hardcore mode: Military Training points spawn more often and have a higher total.
  • Increased the basic enemy HP scaling starting at Horde level 23 and above.
  • Main Bosses now deal "Shattering Hits", overriding the invincibility period from weaker attacks.
  • Main Bosses' attacks can now deal between 300 and 900 damage (from 300-400 before).
  • Improved the AI of the second and fourth Main Bosses to make them act more often.
  • Missing soundtracks were added to the Jukebox (the Camp, Boss Rush, <SECRET>).
  • [PC] (OST) Yet Another Zombie Survivors Original Soundtrack now covers all in-game tracks.

ㅤQuality of life:


  • Added tier information to nodes and descriptions of weapons in Survivors' skill trees / Training.
  • Achievement pop-ups display in the bottom-left corner of the screen if the right one displays the radar.
  • Improved/updated some in-game descriptions (e.g. mission availability explanation in the Mission Log).
  • Reduced the volume of some louder/low-cooldown ability sound effects.
  • Improved controller/keyboard navigation in the Mission Log interface.
  • [PC] Improved how the skill tree interface works with mixed inputs (e.g. mouse click + keyboard presses).
  • [PC] Cursor window lock setting moved from the Graphics tab to the General tab in the Options menu.
  • Mechanic no longer shouts on every melee attack with the Trusty Spanner and the Lancer weapons.
  • The "Access Keycard" item now displays the bonuses it gives in its tooltip.

ㅤFixes:


  • [PC] Smart App Control on Windows 11 should no longer cause the "Failed to load il2cpp" errors when launching the game (Microsoft finally certified YAZS!).
  • [PC] Fixed the Steam Cloud synchronization issues (hopefully all of them).
  • "Stone Skin" timed power-up no longer breaks the shield from the Medic's Medical Drone ability.
  • Fix for the health regeneration wrongly activating at the same time as damage was received.
  • Fix for the SWAT's fourth and repeatable missions to now work properly in the Extermination mode.
  • Fix for the Thief Badge not working (it was actually stealing your badge slot, sorry about that!).
  • Fix for the main boss encounter starting at 9:30 instead of 10:00 on Vile Wasteland and Dead Terminal.
  • Fix for the Zombie Fly enemies spawned by the Witch enemy not disappearing on run completion.
  • Fix for the Huntresses' repeatable mission not counting Jewel of Death as the required item.
  • Fix for the "Rekindle" mission not displaying X when the requirements aren't met.
  • Fix for some weapon & ability tooltips displaying wrong stat values.
  • Fix for fast enemy projectiles being able to dodge collision with player between frames.
  • Fix for the environmental hazards dropping damage ticks during frame-time spikes.
  • Fix for the raycast aim AI occasionally selecting wrong enemy when multiple targets are lined up.
  • Fix for enemies dropping their Taunt status effect after leaving the range of a different Taunt.
  • Fix for the unusually low damage from the DoT attack of the Main Boss of the Green Hell.
  • Fix for the instances in which the attacks of the Dead Terminal's Main Boss dealt no damage.
  • Fix for the indicator size/length errors of the Dead Terminal's Main Boss.
  • Fix for the "Mummy" enemy continuing to move shile stunned.
  • Fix for the "Charger" boss enemy animation and damage-related issues.
  • Fix for the "Dead Terminal" main boss spawning at an incorrect position and/or without proper indicators/attacks.
  • Fix for the low HP effects failing to trigger after recovering from low HP and later dropping below the threshold.
  • Fix for reused ability and enemy attack objects retaining their old timers, visuals, etc.
  • Fix for the "Ricochet" ability projectiles originating from incorrect positions or failing to find a valid direction.
  • Fix for the "Ricochet" ability projectiles triggered by the "Grenade Launcher" weapon not being Explosive type.
  • Fix for "Fury Unleashed" ability effects persisting after the ability duration ends.
  • Fix for the cases of "EMP Grenade" ability causing no damage or effects.
  • Fix for "Resuscitation" ability cooldown progressing in scenarios in which it should be paused.
  • Fix for the cases in which missing DPS data could make Run History entries unreadable.
  • Lots of minor fixes.

ㅤBalance - Missions:


DEVELOPER NOTE: Some missions were easy to complete, while others were unnecessarily difficult or tedious. We would like this balance pass to create a good baseline experience for everyone. We will continue to monitor the situation closely and make improvements where possible. We plan on introducing additional tweaks to the overall mission flow and structure, so stay tuned for more quality of life changes.

  • 🔴 Tank 4 / Perjury: Endurance mode -> Hardcore mode.
  • 🟢 Engineer 2 / SWOT Analysis: Can now also be completed using the "Heavy Metal" item.
  • 🟢 Medic 1 / Trauma: Now requires just one healing or health related item (from two).
  • 🔴 Medic 4 / Proliferation: Isolated City -> Vile Wasteland.
  • 🟢 Pyro 3 / Flashover: Now requires 30 tags total (from 50).
  • 🟢 SWAT Repeatable 2: Now completable in Hardcore mode without the use of additional items.
  • 🔴 Tank Repeatable 2: Now requires an Armor rating of at least 150 (from 100).
  • 🔴 Engineer Repeatable 1: Now requires at least 6 ability evolutions (from 5).
  • 🟢 Huntress Repeatable 1: The item pool to choose an item from is now larger (4 instead of 3).
  • 🟢 Ghost Repeatable 2: Now requires defeating a single Elite Boss (from 5).
  • 🟢 Medic Repeatable 2: Now requires having full health for 6 minutes (from 10).
  • 🟢 Pyro Repeatable 1: Now requires surviving for 10 minutes, instead of completing the full run.
  • 🟢 Pyro Repeatable 2: Now requires 10 points in 4 different damage type tags, instead of every type.

ㅤBalance - Badges:


DEVELOPER NOTE: While the Badge system overall seems to be in a good spot balance-wise, we wanted to take a look at all the most and least used options and tweak them accordingly to promote a more varied choice pool for your runs. We can all agree that it's not fun when only two or three options are always best in slot for any situation, and while some will continue to be safer choices for most cases, we hope to shorten the existing gaps with the following changes:

  • 🟢 Gunner Badge: +8% -> +10% Kinetic Damage / rank.
  • 🟢 Critical Badge: +10% -> +12% Critical Damage / rank.
  • 🔴 Tough Badge: +5 -> +4 Armor / rank.
  • 🟢 Bomber Badge: +8% -> +10% Explosive Damage / rank.
  • 🔴 Power Badge: +5% -> +4% Damage / rank.
  • 🟢 Thunder Badge: +8% -> +10% Electric Damage / rank.
  • 🔴 Reload Badge: 4% -> 3% Ability Cooldown Reduction / rank.
  • 🔴 Speed Badge: 5% -> 4% Weapon Attack Speed / rank
  • 🔴 Speed Badge: 8 -> 6 Movement Speed / rank.
  • 🟢 Boss Badge: 4% -> 10% Damage Against Elites / rank.
  • 🟢 Boss Badge: 4% -> 5% Damage Against Bosses / rank.
  • 🟢 Ninja Badge: 2% -> 3% Dodge Chance / rank.
  • 🟢 Carver Badge: +8% -> +10% Slashing Damage / rank.
  • 🔴 Growth Badge: 5% -> 4% XP Modifier / rank.
  • 🟢 Soul Badge: +8% -> +10% Chemical Damage / rank.
  • 🔴 Healing Badge: 2% -> 1% Health Regen / rank.
  • 🟢 Gamble Badge: 1 -> 2 Rerolls / rank.
  • 🟢 Heat Badge: +8% -> +10% Fire Damage / rank.
  • 🟢 Glacier Badge: +8% -> +10% Ice Damage / rank.
  • 🟢 Dexterity Badge: 4% -> 5% Instant Weapon Reload Chance / rank.
  • 🟢 Refresh Badge: 2% -> 3% Instant Ability Refresh Chance / rank.
  • 🟢 Training Badge: 5% -> 8% Military Training rarity / rank

ㅤBalance - Military Training:


DEVELOPER NOTE: Our data showed that certain rarity options were much less popular than others, so we're increasing their potential in underperforming areas. When it comes to Military Training, there don't seem to be any requiring tuning down, but if it's not the case in your opinion, be sure to share it with us.

  • 🟢 Ability cooldown: 5/10/20/30% -> 5/10/25/50%.
  • 🟢 Ability critical chance: 2.5/5/10/25% -> 5/10/25/50%.
  • 🟢 Ability critical damage: 10/20/40/80% -> 15/30/60/100%.
  • 🟢 Ability duration: 5/10/20/30% -> 5/10/25/50%.
  • 🟢 Dodge Chance: 1/2.5/5/10% -> 1/4/8/15%.
  • 🟢 Magnet range: 10/20/40/80% -> 12/24/50/100%.
  • 🟢 Max health: 25/50/100/250 -> 40/80/150/300.

ㅤBalance - Items:


DEVELOPER NOTE: While many of the options listed below are already awesome, some had very niche uses. With these changes, we want to improve their overall pick rate, reduce their ban rate, and while doing this also introduce some build depth by implementing lots of new item combos. Some of them may become overpowered, but it's a sacrifice we are willing to make. Enjoy!

  • 🟢 MedKit: Every fifth Healthpak -> Every fourth Healthpak.
  • 🟢 Rock And Roll: Now also grants +10 Luck.
  • 🟢 Quick Buck: +10% -> +20% Cash modifier.
  • 🟢 Quick Buck: Added an item combo with Farming Tools.
  • 🟢 Hit Tracks: +20 -> +40 Movement Speed.
  • 🟢 Frozen Heart: Gives 2x more stats, but caps at 150 (from 300) activations.
  • 🔴 Glass of Milk: 300 Activations -> 250 Activations.
  • 🟢 Barrel Roll: 500 Explosive damage -> at least 1,000 Explosive damage.
  • 🟢 Barrel Roll: Now also stuns basic enemies.
  • 🟢 Power Glove: +40% -> +50% Kinetic, Slashing, Explosive damage.
  • 🟢 Icon of Cinder: Added an item combo with Spoil Canister.
  • 🟢 Icon of Stillness: Added an item combo with Special Snowflake.
  • 🟢 Icon of Tempest: Added an item combo with Jacob's Ladder.
  • 🟢 Icon of Pestilence: Added an item combo with Plague's Visage.
  • 🟢 Detective's Pipe: +40% -> +50% Fire, Ice, Electric damage.
  • 🟢 Zugzwang Hypergaster XD: Now adds +6 points if tag points are equal to 6.
  • 🟢 Positive Attitude: Added an item combo with Retaliation.
  • 🟢 Heavy Metal: Now also grants +10% Pickup Range.
  • 🟢 Pickup Pick: +20% -> +25% Pickup Range.
  • 🟢 Teddy Bear: Added an item combo with either Rock And Roll or Ban Hammer.
  • 🟢 Pills: Added an item combo with MedKit.
  • 🟢 Stretcher: No longer decreases the Dodge Chance.
  • 🟢 Camping Set: +10% -> +15% Damage per stack.
  • 🟢 Camping Set: Added an item combo with Stretcher.
  • 🟢 Annoying Trumpet: 250 -> 500 Explosive damage.
  • 🟢 Annoying Trumpet: Now also stuns basic enemies.
  • 🟢 Annoying Trumpet: Added an item combo with Barrel Roll
  • 🟢 Suspicious Pendrive: Now kills basic enemies.
  • 🟢 Suspicious Pendrive: deals 5,000 (from 2,000) damage to Elites & Bosses.
  • 🟢 Pocket Watch: Doubles lifetime -> Triples lifetime.
  • 🔵 Retaliation: (Cosmetic) Description unification and info about max 1 stack.
  • 🟢 Bleeding Edge: Added an item combo with Bloody Axe.
  • 🟢 Slingshot: Added an item combo with Nine Inch Nails.
  • 🟢 A Cookie: +500 Health Points -> 50% of total HP.
  • 🟢 A Cookie: Now grants Movement Speed bonus equal to half of Healing Bonuses above 100%.
  • 🟢 Crowbar: Now also grants +30% damage when below 50% HP.
  • 🟢 Toilet Paper: +20 -> +30 Movement Speed.
  • 🟢 ACME Anvil: All Slowed, Stunned, Frozen or Electified enemies receive +50% Damage.
  • 🔴 ACME Anvil: No longer slightly increases the Provoke distance.
  • 🟢 Walkie Talkie: Added an item combo with Power of Friendship.
  • 🟢 Devil's Deal: +25% -> +30% to all Survivor stats.
  • 🔵 Devil's Deal: Survivors no longer scream in pain when receiving damage from this item.
  • 🟢 Fire Extinguisher: Added an item combo with Warm Ice Cream.
  • 🟢 Warm Ice Cream: Added an item combo with Fire Extinguisher.
  • 🟢 Battery Leakage: Added an item combo with Biofuel Energy.
  • 🟢 Biofuel Energy: Added an item combo with Battery Leakage.
  • 🟢 Nail Bat: Added an item combo with Expired Sushi.
  • 🟢 Expired Sushi: Added an item combo with Nail Bat.
  • 🟢 Treasure Finder: +1 -> +3 Rerolls & Banishes.
  • 🟢 Explosive Surprise: Added an item combo with The Bomb.
  • 🟢 Power of Friendship: 10% -> 15% Chance.
  • 🟢 Power of Friendship: +10 -> +20 Luck.
  • 🟢 Mouse Trap: Taunt & Fear effects distance and duration are increased slightly.
  • 🟢 Broken Glass: +25% -> +30% damage.
  • 🟢 Mana Potion: Resets the cooldown of random ability also when collecting Healthpaks.
  • 🟢 Fishing Pole: +50% -> +100% damage.
  • 🟢 Accumulator: 8,000 -> 10,000 Electric damage.

ㅤBalance - Survivors:


SWAT:

DEVELOPER NOTE: Thanks to improvements in the grenade-throwing AI and a few enhancements to his less popular options, SWAT should emerge as the gold standard for Survivor balance, offering players a reliable and versatile choice for any situation.

  • 🟢 [A] Grenade Trail: Damage scaling per rank: 200/250/300/350 -> 300/350/400/450.
  • 🟢 [A] Grenade Trail: Skill tree nodes: cooldown reduction: 1s/1s -> 2s/2s.
  • 🟢 [A] Helicopter Strike: Chemtrails: Doubled the amount of bombs dropped.
  • 🟢 [A] Helicopter Strike: Chemtrails: Range increased by +0.1.
  • 🟢 [A] Ricochet: Shattering: +5% Activation chance.

Tank:

DEVELOPER NOTE: Tank continues to be a fan favorite and a strong choice in most situations. Some of the more prominent features of his kit have been toned down slightly to bring him more in line with his colleagues, while adding some flavor to his least popular ability evolution path. There's no need to worry though, as he is and always will be a force to be reckoned with.

  • 🔴 [W] Pump-Action Shotgun: Damage scaling per rank: 60/70/80/90 -> 60/60/60/70.
  • 🔴 [W] Super Shotgun: Damage scaling per rank: 90/100/110/120 -> 80/80/80/80.
  • 🟢 [W] Super Shotgun: Skill tree node: Damage: 10 -> 20.
  • 🔴 [A] Sawblade Drone: Skill tree node: Damage: 20/25/25 -> 10/10/20.
  • 🟢 [A] Sawblade Drone: Enchantement: Now has way cooler visuals! (had to put it somewhere, sorry)
  • 🔴 [A] Sawblade Drone: Cogwheels: Damage reduced by -40.
  • 🟢 [A] Bombing Strike: EMP: +0.5 Range.
  • 🟢 [A] Bombing Strike: EMP: +2 Count.

Engineer:

DEVELOPER NOTE: Depending on the number of enemies currently on the screen, the Engineer's T2 weapon could feel like a downgrade at times, so we're tweaking it a bit, along with their two seemingly weaker T3 weapon options. The Engineer should still be chosen for the utility and cool abilities, which is why we're buffing the less popular ones.

  • 🟢 [W] Tesla: Damage scaling per rank: 125/150/175/200 -> 150/175/200/225.
  • 🟢 [W] Blaster: Damage scaling per rank: 250/275/300/325 -> 250/300/300/350.
  • 🟢 [W] Blaster: Skill tree node: Damage: 25 -> 50.
  • 🟢 [W] Laser: Damage scaling per rank: 250/300/350/400 -> 275/325/375/425.
  • 🟢 [A] Electric Turret: Cooling: +20 Damage.
  • 🟢 [A] Energy Shield: Sub-Zero: +25 Damage.
  • 🟢 [A] EMP Grenade: Damage scaling per rank: 200/250/300/350 -> 300/350/400/450.
  • 🟢 [A] EMP Grenade: Cooldown scaling per rank: 20/19/18/17s -> 18/17/16/15s.
  • 🟢 [A] EMP Grenade: Support: Cooldown reduction increased from 15% to 25%.

Huntress:

DEVELOPER NOTE: Recent fixes to her shooting aim and projectile arcs caused her to overshoot the damage potential of a balanced Survivor, so we're reducing her T3 options while improving her abilities. It's also worth mentioning that Arrow Penetration should now correctly calculates its DPS and Damage Done values.

  • 🔵 Skill Tree: Keen Eye: Weapon Critical Chance -> Weapon Critical Damage.
  • 🔵 Skill Tree: Predator's Rhythm: Critical Damage -> Weapon Critical Chance.
  • 🔴 [W] Explosive Arrows: Damage scaling per rank: 150/175/200/225 -> 150/160/170/180.
  • 🔴 [W] Explosive Arrows: Skill tree node: Damage: 25/25 -> 10/10.
  • 🔴 [W] Freezing Arrows: Damage scaling per rank: 200/225/250/275 -> 200/210/220/230.
  • 🔴 [W] Freezing Arrows: Skill tree node: Damage: 25/25 -> 10/10.
  • 🟢 [W] Poison Arrows: Damage scaling per rank: 100/125/150/175 -> 150/160/170/180.
  • 🔴 [W] Poison Arrows: Skill tree node: Damage: 25/25 -> 10/10.
  • 🟢 [A] Arrow Rain: Thunderstuck: +50 Damage.
  • 🔴 [A] Arrow Rain: Downpour: +5s Cooldown.
  • 🟢 [A] Bear Trap: Fire: +25 Damage.
  • 🟢 [A] Zombie Decoy: Damage scaling per rank: 150/200/250/300 -> 200/250/300/350.

Ghost:

DEVELOPER NOTE: Melee options weren't given much attention after the implementation of the Weapon Range system, so we're addressing this by ensuring their attacks are swift and deadly. Kunais were still an absolute terror in the eyes of the Horde, so we're reducing their effectiveness considerably while simultaneously increasing the potential of the rest of Ghost's kit.

  • 🟢 Skill Tree: Ghost Afterimage: 10/15/20% -> 10/20/30%.
  • 🟢 Skill Tree: GHOST <-> MECHANIC Synergy: 20% -> 25%.
  • 🟢 [W] Katana: Damage scaling per rank: 125/150/175/200 -> 150/175/200/225.
  • 🟢 [W] Katana Splash: Damage scaling per rank: 100/125/150/175 -> 200/225/250/275.
  • 🟢 [W] Thousand Cuts: Damage scaling per rank: 100/125/150/175 -> 225/250/275/300.
  • 🟢 [W] Thousand Cuts: Skill tree node: Damage: 25 -> 50.
  • 🟢 [W] Thousand Cuts: Close range damage receives a +20% bonus.
  • 🟢 [W] Thousand Cuts: Long range damage is no longer decreased by -20%.
  • 🟢 [W] Windcutter: Damage scaling per rank: 175/200/225/250 -> 275/300/325/350.
  • 🟢 [W] Windcutter: Skill tree node: Damage: 25 -> 50.
  • 🟢 [W] Soul Reaper: Damage scaling per rank: 450/500/550/600 -> 525/550/575/600.
  • 🟢 [W] Soul Reaper: Cooldown scaling per rank: 1.5/1.4/1.3/1.2s -> 1.3/1.2/1.1/1s.
  • 🟢 [W] Soul Reaper: Attack Size scaling per rank: 0.6/0.8/1/1.2 -> 0.8/1/1.2/1.4.
  • 🟢 [W] Soul Reaper: Skill tree node: Rank 4 now grants 0,2s Cooldown Reduction instead of Attack Size.
  • 🔴 [W] Soul Reaper: Close range distance decreased slightly, making the +25% bonus damage it offers more risky.
  • 🟢 [A] Shuriken: Boomerang: Hitbox increased by +50%.
  • 🔵 [A] Shuriken: Boomerang: Projectiles idle for a shorter amount of time.
  • 🔴 [A] Kunai Dance: Damage scaling per rank: 100/110/120/130 -> 60/70/80/90.
  • 🔴 [A] Kunai Dance: Skill tree node: Damage: 20 -> 10.
  • 🟢 [A] Kunai Dance: Cyanide: Second round of throws now happens right after the first one.
  • 🔴 [A] Kunai Dance: Cyanide: -50 Damage.
  • 🟢 [A] Holo-Bait: Damage scaling per rank: 50/100/150/200 -> 100/150/200/250.
  • 🟢 [A] Holo-Bait: Skill tree node: Damage: 50/50 -> 50/100.

Medic:

DEVELOPER NOTE: While she is already a powerful tool in the right hands, we are ensuring that her kit remains desirable while staying true to her role as a support survivor. That said, the Medical Drone should now feel like a proper offensive ability, especially in its evolved form. Also, Freezing Flasks were overperforming her other T3 options, color us surprised!

  • 🟢 Skill Tree: MEDIC <-> RANGER Synergy: Has a chance -> Has 50% chance.
  • 🟢 Skill Tree: MEDIC <-> HUNTRESS Synergy: 30 HP -> 50 HP.
  • 🔴 [W] Freezing Flasks: Skill tree node values changed: 0.2s/20/0.2s/20 -> 0.1s/10/0.1s/10.
  • 🟢 [A] Experiment 21: Damage scaling per rank: 100/125/150/175 -> 200/225/225/250.
  • 🟢 [A] Experiment 21: Skill tree node: Damage: 50/50 -> 50/100.
  • 🟢 [A] Experiment 21: 73: -2s Cooldown.
  • 🟢 [A] Medical Drone: Now attacks more often, aims better, and is cooler overall.

Pyro:

DEVELOPER NOTE: While Pyro is already very enjoyable to a large amount of players, we want all players to eat good. Like, REAL GOOD! Similarly to Ghost, we're buffing most of his kit. Pyro fans, rejoice (if you're not one yet, you'll become one after this update)!

  • 🟢 [W] Fireaxe: Damage scaling per rank: 100/110/120/130 -> 150/160/170/180.
  • 🟢 [W] Blowtorch: Damage scaling per rank: 300/325/350/375 -> 325/350/375/400.
  • 🟢 [W] Blowtorch: Skill tree node: Damage: 25 -> 50.
  • 🔵 [W] Blowtorch: Skill tree node first and second rank bonuses swapped places.
  • 🟢 [W] Flamethrower: Damage scaling per rank: 325/350/375/400 -> 450/450/475/500.
  • 🟢 [W] Infernax: Damage scaling per rank: 200/225/250/275 -> 200/250/300/350.
  • 🟢 [W] Infernax: Skill tree node: Damage: 25/25/25 -> 25/25/50.
  • 🔵 [W] Axerangs: Projectiles are faster and idle for a shorter amount of time.
  • 🟢 [W] Axerangs: Attack size scaling per rank: 0.8/0.9/1/1.1 -> 0.9/1/1.1/1.2.
  • 🟢 [W] Axerangs: Skill tree node: Attack Size: 0.1 -> 0.2.
  • 🟢 [A] Molotov Cocktail: Damage scaling per rank: 100/150/200/250 -> 150/200/250/300.
  • 🟢 [A] Molotov Cocktail: Ice: +50 Damage.
  • 🟢 [A] Makeshift Bomb: Damage scaling per rank: 150/200/250/300 -> 250/300/350/400.
  • 🟢 [A] Fire Walk: Damage scaling per rank: 200/225/250/275 -> 250/275/300/325.
  • 🟢 [A] Fire Walk: Chemical: +100 Damage.

Mechanic:

DEVELOPER NOTE: The Mechanic remains a great specialist Survivor, but some parts of her kit had flaws that you often mentioned in your feedback. RC Cars were still derpy, and while the Chainsaw was awesome by design, it was in danger of becoming the worst performing T3 weapon in the game. We hope to address all the common concerns with the following changes:

  • 🟢 [W] Trusty Spanner: Melee damage bonus increased from +150% to +175%.
  • 🟢 [W] Lancer: Melee damage bonus increased from +75% to +125%.
  • 🔴 [W] Lancer: Each burst fires exactly one bullet less.
  • 🟢 [W] Chainsaw: Damage scaling per rank: 200/215/230/245 -> 400/425/450/475 (RIP & TEAR!)
  • 🟢 [W] Chainsaw: Skill tree node: Damage: 15/15 -> 25/25.
  • 🔵 [W] Chainsaw: Knockback distance reduced from 1.75 to 1.0.
  • 🟢 [W] Nitro-Gun: Damage scaling per rank: 100/125/150/175 -> 200/225/250/275.
  • 🟢 [A] Ice Turret: Bermuda Triangle: +50 Damage.
  • 🟢 [A] Remote Control Car: Now stay on their selected target and spread out more.
  • 🟢 [A] Remote Control Car: Range scaling per rank: 2.5/3/3.5/3.5 -> 3.5/4/4.5/4.5.
  • 🟢 [A] Remote Control Car: Count scaling per rank: 1/1/2/3 -> 1/2/3/4.
  • 🟢 [A] Remote Control Car: Nemesis: +100 Damage.

Ranger:

DEVELOPER NOTE: Since her introduction, she has become a fan favorite for multiple reasons, one of which was undoubtedly overtuned by a large margin (looking at you, Flarebolt!). We believe that by improving her kit in small ways, she'll continue to shine brightly without overshadowing her teammates. PS The more sound-sensitive of you can now turn down or disable the animal cries and the whistle sounds in the Options -> Accessibility -> Mute selected sound effects.

  • 🔴 [W] Barber: Damage scaling per rank: 150/175/200/225 -> 125/150/175/200.
  • 🟢 [W] Shockspike: Projectile damage scaling per rank: 100/110/120/130 -> 150/160/170/180.
  • 🟢 [W] Shockspike: Effect damage scaling per rank: 250/275/300/325 -> 300/325/350/375.
  • 🟢 [W] Shockspike: Close range damage is no longer decreased by -25%.
  • 🔴 [W] Flarebolt: Damage scaling per rank: 275/300/325/350 -> 250/250/250/250.
  • 🔴 [W] Flarebolt: Magazine Size scaling per rank: 5/6/7/8 -> 4/5/6/7.
  • 🔴 [W] Flarebolt: Skill tree node: Magazine Size: 2 -> 1.
  • 🔴 [W] Flarebolt: Long range damage decreased from -20% to -30%.
  • 🟢 [A] Good Boy: Damage scaling per rank: 300/325/350/375 -> 325/350/375/400.
  • 🟢 [A] Good Boy: Retriever: +0.2 Range.
  • 🟢 [A] Falcon: Damage scaling per rank: 200/225/250/275 -> 225/250/275/300.
  • 🟢 [A] Animal Whistle: Range scaling per rank: 4/4/4/5 -> 5/5/5/6.
  • 🟢 [A] Animal Whistle: Duration scaling per rank: 1/1/1/1.5s -> 2/2/2/2.5s.
  • 🟢 [A] Animal Whistle: Panic: -5s Cooldown.
  • 🟢 [A] Incense: Bad Juju: Fear range is now equal to the ability range.

For the next update, we'll be looking to add more language support, possibly expanding the game with new systems, and tweaking enemies and difficulty levels to provide a higher challenge. Please let us know what you think of the improvements to the overall balance, share your suggestions, and keep an eye out for updates to the public beta branch!

By the way, the game's Original Soundtrack is now complete! All the missing tracks were filled, so feel free to grab it while it's on a -40% discount if you want to support us further while listening to awesome music! Also, we're looking into the possibility of uploading it to more places, like popular music platforms. Let us know which one we should target first!

Please remember that if anything seems to be working incorrectly, you can always contact us, and we will do our best to help. We also have a pinned Troubleshooting Guide for the PC version on the Steam forums with answers to common problems you might have encountered, so be sure to check it out. Also, when sending us an F8 feedback form, please fill out the email field so that we can get back to you. Thank you & have fun!

Stay awesome,
Kalafiorek @ Awesome Games Studio

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