Full notes
Full DEADWAVE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Maps
- Server
- Fixes
Hello Zombie Hunters. Firstly, Thanks for playing and sharing your feedback
Secondly, It's heard and acted on. This update brings kill streak tracking, round summaries, Q-skip, tutorial hints for new players, and zombie rebalancing, along with a fix for the 1% resolution bug on first launch. Keep the feedback coming.
Join Discord or report bugs directly from the game!
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Gameplay Changes
Early-Game Tutorial Difficulty Rounds 1–5 now feature a tuned experience for new players. Zombies spawn with reduced health and damage during these early waves, while more of them appear to keep the action intense. Once you pass Round 5, the full difficulty kicks in. Boss zombies are unaffected and remain at full strength from the moment they appear.
Q — Skip Round Countdown You can now press Q during the inter-round countdown to start the next wave immediately. A 10-second cooldown prevents accidental chain-skipping. During a round, if only a handful of zombies remain and they've scattered, press Q to trigger a nuke and clear the stragglers — no more hunting down one last zombie across the whole map.
Contextual Round Announcements Each round now opens with a relevant on-screen message — boss incoming warnings, final round alerts, halfway encouragement, and general objective reminders. These replace the generic round counter pop-up with something actually useful.
New Player Tutorial Hints Three timed tips appear on-screen before Round 1 begins, covering how to pick up weapons, how to spend credits at upgrade stations, and what to expect as the game escalates. These are automatically skipped if you press Q to start early.
50-Credit Milestone Reminder The first time you accumulate 50 credits in a session, a one-time hint reminds you to visit upgrade stations. Only fires once — veterans won't see it again.
Kill Streak Tracking & Display Your kill streak is now tracked live and displayed on-screen with an animated widget. Your best streak of the match is recorded and shown in your end-of-round summary.
Round Summary Screen A new summary screen appears at the end of each round, showing your kills, credits earned, and deaths for that wave.
Respawn Invincibility Players now receive a brief invincibility window upon respawning, giving you a moment to find cover before enemies close in. Duration is configurable by the server.
- Zombie Balance Adjustments Several zombie types have been tunedstandard, fast, and mummy variants have reduced health and damage. Boss skeleton stats have also been adjusted. These changes bring early and mid-game rounds more in line with intended difficulty pacing.
New Zombie Mode Loading Screen A dedicated loading screen with a custom background image now appears when loading into zombie mode for new players to get familiar with game before starting.
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Bug Fixes & Technical Improvements
- FixedGame Launching at 1% Resolution On a first-time install, the graphics quality system was incorrectly setting screen resolution to 1%, resulting in an extremely pixelated, blurry image. The startup quality initialisation has been corrected. Resolution now behaves as expected from first launch.
Fixed: Weapon Swap Visual Glitch Weapon references are now captured before the local weapon-swap animation plays, preventing cases where the wrong weapon could briefly appear or effects would misfire during a swap.
Fixed: Projectile Impact Effects at Wrong Position Projectile destruction effects (explosions, impacts) now use pre-captured transforms, fixing cases where visual effects could appear at an incorrect or outdated location.
- FixedZombie Tuning Applied Before Initialization A guard has been added to prevent zombie difficulty tuning from being applied before the character finishes initialising. This resolves edge-case behaviour where zombies could spawn with incorrect stats.
Bug Report: Automatic Retry on Failure The in-game bug report submission now automatically retries up to 2 times (with a 2-second delay) when a network failure or server error occurs. Non-retryable responses (bad request, auth errors, rate limits) fail immediately and report the reason. Status text shows "Retrying… (X/2)" during attempts.
Bug Report: API Key Configuration The bug report system API key is now read from the game config instead of being hardcoded in the Blueprint binary, making it easier to manage across build targets.
- MapAsian Temple Fixes Several layout and asset issues in the Asian Temple map have been corrected.
Source
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