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Steam News8 March 20265mo ago

ApocaShift - March Update

March Update – Combat, Train Extraction, and New Systems Over the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.

In this update10

Full notes

Full ApocaShift update

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What changed

1 fix7 additions9 changes0 removals
  • Gameplay
  • Maps
  • Fixes
  • UI and audio
  • Performance
addedMarch Update – Combat, Train Extraction, and New SystemsOver the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.
addedMelee Combat ImprovementsI'm currently redesigning melee so it feels less like simple clicking and more reactive. Zombies can now enter a downed state , giving players a moment of advantage before they recover. I'm also experimenting with dodging/rolling mechanics to make close-range combat more skill-based.
changedZombie Behavior UpdatesEnemy AI has been receiving improvements as well.
addedZombie Behavior UpdatesZombies now have better behavior transitions including:
changedZombie Behavior UpdatesImproved grab and attack logic
changedRadio Scanning & Calling for Extraction AddedUse a handheld radio to scan the map for extraction signals.

ApocaShift changes

addedOver the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.
addedI'm currently redesigning melee so it feels less like simple clicking and more reactive. Zombies can now enter a downed state , giving players a moment of advantage before they recover. I'm also experimenting with dodging/rolling mechanics to make close-range combat more skill-based.
changedEnemy AI has been receiving improvements as well.
addedZombies now have better behavior transitions including:
changedImproved grab and attack logic

March Update – Combat, Train Extraction, and New Systems

Over the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.

Here's what I've been working on:

Melee Combat Improvements

Combat is getting a lot more attention.

I'm currently redesigning melee so it feels less like simple clicking and more reactive. Zombies can now enter a downed state, giving players a moment of advantage before they recover. I'm also experimenting with dodging/rolling mechanics to make close-range combat more skill-based.

The goal is to make encounters feel tense rather than repetitive.

Zombie Behavior Updates

Enemy AI has been receiving improvements as well.

Zombies now have better behavior transitions including:

  • Downed and recovery states

  • Improved grab and attack logic

  • More consistent animation control

Radio Scanning & Calling for Extraction Added

  • Use a handheld radio to scan the map for extraction signals.

  • Instead of fixed exits, players must actively search for frequencies while exploring.

  • Once a signal is found, you can call in an extraction at that location.

Train Extraction System

One of the biggest additions recently is the train extraction mechanic.

A train can arrive to extract the player from the map, but it isn't quiet. When the train pulls into the station it creates a loud sound that alerts nearby enemies, which can lead to chaotic moments as zombies converge on the area.

I've been testing different timings for:

  • Arrival audio

  • Braking effects

  • Enemy reaction to the noise

It's already created some pretty intense gameplay moments.

Player Customization System

A new system for character appearance customization is being implemented.

Players will be able to choose things like:

  • Body Type

  • Hairstyle & Facial Hair

  • Character Sex

  • Hair Color

These choices will save and load automatically so your character appearance persists between sessions. The UI has not been created yet, but here's a quick look at some options.

Performance Optimization

I've also been working on improving performance as the project grows.

This includes:

  • Optimizing VRAM usage caused by large numbers of characters and clothing assets. Lowering average VRAM usage by over 100%

Added Shadows

I've recently added dynamic shadows for both the player and zombies.

What’s Next

Next I'll be focusing on:

  • Continuing making melee combat feel more satisfying

  • Expanding the train system and extracts.

  • Adding more world interactions

  • Continuing AI improvements

  • Adding the UI for the character customization

Thanks for following development!

Source

Steam News / 8 March 2026

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