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Steam News22 November 20257mo ago

Contagion Protocol - Massive Two-Month Update

Zombie AI & Horde Stability What’s New The entire enemy AI system is now stable and scalable. Fixed frozen zombies, walking-in-place bugs, and idle corpses standing upright.

Full notes

Full Contagion Protocol update

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What changed

5 fixes5 additions17 changes2 removals
  • Fixes
  • Performance
  • Balance
  • Gameplay
  • UI and audio
  • Events
fixedWhat’s NewFixed frozen zombies , walking-in-place bugs , and idle corpses standing upright .
addedPerformance BoostsAdded A.I. LOD tiers depending on distance to player.
changedPerformance BoostsOffscreen zombies disable physics to reduce CPU usage.
changedPerformance BoostsCreated a cluster (hive-mind) system - one zombie leads, and nearby zombies follow its path.
changedPerformance BoostsResult: 400–600 zombies on screen with 70–100 FPS on mid-range hardware.
changedPerformance BoostsThe horde finally feels real - swarming, fluid, aggressive, and scalable.

Zombie AI & Horde Stability

What’s New

  • The entire enemy AI system is now stable and scalable.

  • Fixed frozen zombies, walking-in-place bugs, and idle corpses standing upright.

  • Zombies now chase properly, die facing the correct direction, and return to the pool cleanly when reused.

  • Pathfinding is fully synchronized, and zombies now recalculate paths correctly during pooling.

Performance Boosts

  • Added A.I. LOD tiers depending on distance to player.

  • Offscreen zombies disable physics to reduce CPU usage.

  • Created a cluster (hive-mind) system - one zombie leads, and nearby zombies follow its path.

  • Result: 400–600 zombies on screen with 70–100 FPS on mid-range hardware.

The horde finally feels real - swarming, fluid, aggressive, and scalable.

New Special Enemy: The ZCommander

A dangerous elite enemy that:

  • Summons additional zombies during combat

  • Heals nearby allies with new visual FX

  • Keeps safe distance like a ranged unit

  • Drops XP and lingers as a corpse

He now has:

  • Healing beams & pulse FX

  • Knockback & hit reactions

  • Full directional animation set

  • Proper corpses (no instant disappearance!)

This is the first special infected - more are coming.

Weapons & Combat Systems

Multiple weapons were polished and expanded:

WeaponStatus
Orbiting CleaverFixed spacing, synced cooldowns, full upgrade scaling
Boomerang AxeClean return logic & damage scaling
Reverse ShotgunUpdated cone spread system
Radial BurstBalance pass & animation cleanup
NEW – Laser BeamContinuous ray weapon with real-time sweeping + VFX

Laser Beam - Brand New System

  • Rotates and sweeps automatically

  • Line-based raycast damage

  • Start/end VFX fully implemented

  • Beam ticks damage over time

  • Compatible with upgrade system

  • Beam can now dissolve zombies on death using a new shader!

World Building

  • The entire first major world is built and playable.

  • Navigational issues across fences, water, and buildings have been solved.

  • Water now has its own tilemap and correctly blocks zombies.

  • Spawners only use valid walkable tiles now - no more spawning inside walls or lakes.

The world finally feels complete - performance-ready and fully walkable.

Safehouse + Meta Progression

A fully working skill tree system is now in the game - replacing the old upgrade list UI.

✔ Now Working:

  • Safehouse loading & saving

  • Skill tree UI with nodes, connectors & progress lines

  • New stat upgrades:

    • Move Speed

    • Damage

    • HP Regen

    • Max HP

    • Armor

  • Credits & tier system

  • Real-time stat updates that affect runs immediately

Your meta run progression is now persistent - XP and upgrades finally matter.

What's next? Much more passive upgrades and eventually active upgrades like ricocheting bullets, exploding bullets, NPC assistance! The current 5 upgrades? This is the beginning; the code works and possibilities are endless now. :)

Editor / Engine Fixes

  • Fixed a massive Unity freeze caused by thousands of tile colliders on trees.

  • Removed all trigger colliders from decorative tilemaps - editor now loads within seconds.

  • Scenes no longer hang for 10+ minutes.

  • Build speed, scene swapping, and play mode now work instantly.

This unlocked development speed - and made world-building possible again.

What’s Coming Next

  • Physics optimization for large hordes

  • Swarm pressure/fear system

  • Boss encounters & extraction gameplay

  • More special infected types

  • Weapon FX + sound polish

  • Friendly survivors & events

TL;DR

✔ First large map fully playable ✔ Zombie AI optimized for hundreds of enemies ✔ Special enemy type ZCommander implemented ✔ Laser beam weapon fully integrated and functional ✔ Safehouse meta progression now working end-to-end ✔ Major Unity editor freeze completely fixed

Contagion Protocol officially feels like a real game now - the foundation is solid. From here, it’s all content, polish, and gameplay depth.

💬 Let me know what you want to see next - bosses, new weapons, or more infected types?

Thanks for following the development - wishlist & follow to support indie dev progress! 🙏

Source

Steam News / 22 November 2025

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