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Steam News28 July 20261mo ago

Update: New Undead Roster & Horde Performance

Firstly, thanks for playing the game especially those few who played it for hours. I love you ❤️ Secondly, I have received a few feedback since the launch which has shaped this update.

In this update3

Full notes

Full DEADWAVE update

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

What changed

0 fixes2 additions7 changes1 removal
  • Performance
  • Gameplay
  • Maps
  • UI and audio
addedSecondly, I have received a few feedback since the launch which has shaped this update. Hope it makes your experience better. Focus on this one has been mostly on AI optimization and reduce the grind for opening new maps.
addedPER-ROUND ENEMY SPAWNINGDynamic Waves : Each enemy type now has its own round range, so waves evolve as you survive instead of pulling from one flat pool all match long.
changedPER-ROUND ENEMY SPAWNINGScaling Difficulty: Early rounds stay readable, mid-rounds introduce faster and tougher undead, and late rounds bring out the heavy hitters.
changedPER-ROUND ENEMY SPAWNINGMap-Specific Tuning: Every Zombie Survival map (Graveyard, Egypt, Asian Temple, Ancient Ruins, Lost Ruins, and Endless) has been re-tuned with its own per-round enemy mix.
changedPER-ROUND ENEMY SPAWNINGEndless Mode: Inherits the same progression and keeps escalating as the round counter climbs.
removedHORDE PERFORMANCEAI Optimization: Major optimization pass on zombie AI and movement. Zombie-to-zombie AI sight checks no longer scale quadratically with horde size — the single biggest CPU cost in large waves.

DEADWAVE changes

addedSecondly, I have received a few feedback since the launch which has shaped this update. Hope it makes your experience better. Focus on this one has been mostly on AI optimization and reduce the grind for opening new maps.
addedDynamic Waves : Each enemy type now has its own round range, so waves evolve as you survive instead of pulling from one flat pool all match long.
changedScaling Difficulty: Early rounds stay readable, mid-rounds introduce faster and tougher undead, and late rounds bring out the heavy hitters.
changedMap-Specific Tuning: Every Zombie Survival map (Graveyard, Egypt, Asian Temple, Ancient Ruins, Lost Ruins, and Endless) has been re-tuned with its own per-round enemy mix.
changedEndless Mode: Inherits the same progression and keeps escalating as the round counter climbs.

Firstly, thanks for playing the game especially those few who played it for hours. I love you ❤️

Secondly, I have received a few feedback since the launch which has shaped this update. Hope it makes your experience better. Focus on this one has been mostly on AI optimization and reduce the grind for opening new maps.

The next update would probably be characters special ability system which still needs some more testing and adjustments.

Here is the update you have received today:

PER-ROUND ENEMY SPAWNING

Dynamic Waves: Each enemy type now has its own round range, so waves evolve as you survive instead of pulling from one flat pool all match long.

Scaling Difficulty: Early rounds stay readable, mid-rounds introduce faster and tougher undead, and late rounds bring out the heavy hitters.

Map-Specific Tuning: Every Zombie Survival map (Graveyard, Egypt, Asian Temple, Ancient Ruins, Lost Ruins, and Endless) has been re-tuned with its own per-round enemy mix.

Endless Mode: Inherits the same progression and keeps escalating as the round counter climbs.

HORDE PERFORMANCE

AI Optimization: Major optimization pass on zombie AI and movement. Zombie-to-zombie AI sight checks no longer scale quadratically with horde size — the single biggest CPU cost in large waves.

Movement Efficiency: Distant zombies now use a cheaper movement mode, skip per-frame floor and bounds calculations, and no longer process collision overlap events.

Corpse & UI Cleanup: Corpses freeze their movement simulation, and health bars hide immediately on death instead of lingering.

Performance Gains: Internal testing runs 100–150 simultaneous zombies smoothly, where framerates previously started degrading past 60.

PROGRESSION

Reduced Grind: Lowered unlock levels for maps and playable characters across the board — far less grinding before you can access the full content.

Thanks for playing DEADWAVE. Bug reports and feedback are always welcome!

Source

Steam News / 28 July 2026

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