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Steam News24 August 20251y ago

First Alpha UI Overhaul, new Steam capsule, and Steps towards the first Playtest

Hey again everyone! ApocaShift now has a professionally made capsule art! I hope you like it and the new logo. UI UPDATE I’ve also been working hard on improving the overall UI experience in ApocaShift.

In this update6

Full notes

Full ApocaShift update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes10 additions10 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
  • Events
  • Balance
changedUI UPDATEI’ve also been working hard on improving the overall UI experience in ApocaShift . While this isn’t the final version of the UI, I wanted to give it a big overhaul for the playtest so it feels smoother, more polished, and easier to use while testing.
changedUI UPDATEThese changes are meant to tide things over until later in development , when the full, permanent UI updated will happen. That means what you’re seeing now is temporary , but it should make menus, navigation, and overall gameplay flow way better during the playtesting stage.
addedUI UPDATEYour feedback is super important here, since it helps me refine what’s working and what needs more love when the final UI update comes around. Here is a look at a few of the new updated screens.
changedAlongside that, I’m pushing toward the first playtest . Here’s the list I’ve been working on, and where things stand so far as I plan on releasing the playtest when I finish this list:Finish spawning hidden stashes as well as finish their loot generation.
addedAlongside that, I’m pushing toward the first playtest . Here’s the list I’ve been working on, and where things stand so far as I plan on releasing the playtest when I finish this list:Add Scav AI spawning into the world,
addedAlongside that, I’m pushing toward the first playtest . Here’s the list I’ve been working on, and where things stand so far as I plan on releasing the playtest when I finish this list:Add loot to Scav ai (50% done),

ApocaShift changes

changedI’ve also been working hard on improving the overall UI experience in ApocaShift . While this isn’t the final version of the UI, I wanted to give it a big overhaul for the playtest so it feels smoother, more polished, and easier to use while testing.
changedThese changes are meant to tide things over until later in development , when the full, permanent UI updated will happen. That means what you’re seeing now is temporary , but it should make menus, navigation, and overall gameplay flow way better during the playtesting stage.
addedYour feedback is super important here, since it helps me refine what’s working and what needs more love when the final UI update comes around. Here is a look at a few of the new updated screens.
changedFinish spawning hidden stashes as well as finish their loot generation.
addedAdd Scav AI spawning into the world,

UI UPDATE

I’ve also been working hard on improving the overall UI experience in ApocaShift. While this isn’t the final version of the UI, I wanted to give it a big overhaul for the playtest so it feels smoother, more polished, and easier to use while testing.

These changes are meant to tide things over until later in development, when the full, permanent UI updated will happen. That means what you’re seeing now is temporary, but it should make menus, navigation, and overall gameplay flow way better during the playtesting stage.

Your feedback is super important here, since it helps me refine what’s working and what needs more love when the final UI update comes around. Here is a look at a few of the new updated screens.

The Building menu

Player Inventory

Steam post image

The crafting interface. Steam post image

PLAYTEST ANNOUNCEMENT

Alongside that, I’m pushing toward the first playtest. Here’s the list I’ve been working on, and where things stand so far as I plan on releasing the playtest when I finish this list:

Finish scav AI enough so it can be aggroed by other mutant/zombie AI,

Finish Crafting Workbench,

Finish spawning hidden stashes as well as finish their loot generation.

Add Scav AI spawning into the world,

Add loot to Scav ai (50% done),

Rework some UI menus and finish deposit resources menu with "deposit all" button,

Update quest UI menu,

Add about 10 more quests (Added about 5 more will have more over time),

Update deploy screen to use the actual map,

Rework trader buy prices for scavenged items (0% done),

Add options menu and sound adjustments (0% done),

Rework item cost for building items so everything isn't free,

Add quest rewards,

Add beginning of Tech Tree and allow saving of it (0% done),

Make sure all food and drink items work and spawn properly (0% done),

Rework Zombie Loot (Made where they drop every item but ver low odds for anything but common),

Sound radius for guns to attract enemies,

Add bullet wound effects and pictures to the health menu (0% done),

Finish up health system and using healing items (0% done),

Add Switching between main and secondary weapon (Scope has changed since equipping is now different),

Fix camera jumping when deploying/extracting,

Fix bug where gun sound doesnt play when moving and shooting quickly,

Add more loot spawns to the map,

Optimize Zombie Spawning.

I’m almost through this checklist, which means the first playtest is right around the corner. If you’d like to take part and chat with the community, join the Discord here: https://discord.gg/zacQAcdVqs

Source

Steam News / 24 August 2025

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