Update log
Full DDoD update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone,
Extracted changes
- Performance
- Gameplay
- Fixes
- UI and audio
- Balance
- Workshop
We are still trying to process what just happened.
What started as a small closed playtest for a few hundred players signed up, turned into almost ten thousand of you joining the Purple Lands in just a few days.
The support, energy, and honest feedback you shared absolutely blew us away, ~34% filled the feedback form, wow.
From the bottom of our hearts - thank you. Seeing players explore, stream in coop, break things, laugh, and even crash the game in ways we didn’t imagine (you know who you are!) has been incredible.
We’re reading every single comment - from YouTube and Discord chats to bug reports and form submissions.
The number one priority right now is improving keyboard/mouse controls and image sharpness/blurriness, which most of you mentioned.
Here is a bit more detailed list of patch updates for the playtest #1:
Controls
Keyboard and mouse controls completely reworked to classic setup (RMB for aim, LMB for shoot).
Melee moved to LMB.
Visuals
Sharper textures and cleaner image clarity.
Added camera settings: FOV, Pitch Offset, Spring Effect Intensity.
Lens blur now scales with player movement speed.
Fixed texture streaming and terrain resolution.
Localization
WIP Spanish and French translations, can be buggy but we updating it often as it ready. Huge thanks to Lavorel Loan aka Loky69 for volonteering Sam's voice over in French that coming soon!
Chinese, Arabic, and others are in progress as playtesters from these regions keep joining.
Stability and Crashes:
We have ~96% sessions crash free, but a few was still there.
Loot\\Balance
Adjusted loot tables — less clutter, more meaningful drops.
Added modifiers for repair tools and filled canisters.
We Need Your Help Again
This patch changes a lot under the hood and we need data and feedback!
Please play again, especially if you had issues and complains before, and fill the feedback form after your session.
Every playthrough helps us verify fixes, balance, and performance in real player conditions.
Next Steps:
Playtest #2 will feature next batch of gameplay elements highlighting core meta mechanics - bunkers, fogs and fast world travel on a bigger section of the world (you saw the map right?).
We can't wait to share what is coming next.
Detailed Fix Log
Visuals
DDD-7002: Fixed TSR values by moving to Scalability Settigs, Cinematic quality set to 100%
DDD-7003: Fixed Terrain and props textures resolution
DDD-7014: Added Field of View, Pitch Offset and Spring Effect Intensity to Camera Settings. Rearranged camera related settings to own menu subcategory. Set up buildings camera to ignore user desired pitch.
DDD-7027: Camera Blur effect now relies on character movement velocity to run speed ratio.
DDD-7004: Removed ForceGarbageCollecttion request on map widget destruct to fix stutter
Gameplay
DDD-7051: Keyboard and mouse controls improved
DDD-7005: Hammer light hit combo animation sequence changed
DDD-7071: Grenades can be thrown in the cages in police station
DDD-7006: Loot modifiers for repair tools and filled canister added
DDD-7007: Map bind to M
DDD-7008: Removed laser from loot
DDD-7052: DDD-7050 ammo localization fix, friendly fire toggle added to shipping
DDD-7022: Fixed zombies from falling through floor
DDD-7023: Remove item weight display from items and inventory (a weight widget wrapped into collapsed size box)
DDD-7021: Improved wwise sound switch, binding it to ue culture change delegate
DDD-7009: Fixed stamina overweight (disabled for now completely)
Crashes
DDD-6981: Fixed Ensure Condition Failed: InstanceEntry
DDD-7083: Fixed Fatal Error: TMulticastDelegateBase ::LockInvocationList
DDD-7001: Fixed Fatal Error: UObjectBaseUtility::IsA
DDD-7060: Fixed
Source
