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Steam News21 May 20261mo ago

DYB 2.0!

A new engine! You might say that that is unreal! I would say, no it's not. Along with that, new modes! "Range Day", a calm visit to the range. "Side Shot", a snipers dream, resting upon a far perch.

Full notes

Full Defend Your Buttress update

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

What changed

16 fixes21 additions23 changes3 removals
  • Maps
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
  • Compatibility
addedA new engine! You might say that that is unreal! I would say, no it's not. Along with that, new modes! "Range Day", a calm visit to the range. "Side Shot", a snipers dream, resting upon a far perch. "Zombies Upgraded", a new additional mode to "Zombie House"! Create a maze of a house, all while killing zombies! New maps! And three new guns! And many other things. Thanks for playing!
addedAdded "Side Shot" mode
addedAdded "Range Day" mode
addedAdded "Zombies Upgraded" mode
addedAdded new Classic mode level, Castle Wall
addedAdded a new Bunker Down level, Tunnel Bunker
Uzi Start damage125Uzi Start damage decreased, nerfAR start damage159AR start damage decreased, nerfflamethrower gun starting reload rate, form24flamethrower gun starting reload rate, form increased, buffthe Mine explosion diameter1m4mthe Mine explosion diameter increased, buff

A new engine! You might say that that is unreal! I would say, no it's not. Along with that, new modes! "Range Day", a calm visit to the range. "Side Shot", a snipers dream, resting upon a far perch. "Zombies Upgraded", a new additional mode to "Zombie House"! Create a maze of a house, all while killing zombies! New maps! And three new guns! And many other things. Thanks for playing!

For the first week, after uploading this update, I will be gone. After that, I am sure that there will be plenty to fix. So look forward to that. Or don't? Whichever, if fixes need be done, I will do them.

Update log:

Update 2.0.0 5/21/26

-Switched game engine from UE4, to Godot 4

-The game now uses in-house animations, instead of pre-made anims

-Added "Side Shot" mode

-Added "Range Day" mode

-Added "Zombies Upgraded" mode

-Added new Classic mode level, Castle Wall

-Added a new Bunker Down level, Tunnel Bunker

-The floating menu is now a dedicated ui menu, as functionality between the engines, is a bit different

-Players who fall out of the world, will now be teleported back to the play area

-Added a bolt-action rifle, "Kar", to the game. It also has a scope

-Added a rifle, "SVD Dragon", to the game. It has a scope

-Added a rifle, "50 Dragon", to the game. It has a scope

-The AR rifle now has a functional Holographic sight

-Removed/added hints in hints menu

-Enemies that shoot at you, now look at you, when they shoot

-You can now block with melee weapons

-Changed Uzi Start damage from 12 to 5

-Changed AR start damage from 15 to 9

-Changed Uzi start fire rate from 0.3, to 0.2

-Changed both the Uzi and AR's smallest fire rate to 0.15, from about 0.2

-Changed the starting fire rate of the Revolver from .5, to 1.25

-Lowered the starting damage of the minigun, from 50, to 30

-Fixed chainsaw starting variables, as they were 0-out

-Fixed double barrel variables, as smallest fire and reload rates, were 0- out

-Fixed Electric Beam variables, as smallest fire and reload rates, were 0- out

-Changed flamethrower gun starting reload rate, form 2 to 4

-Fixed Flamethrower guns starting variables, as they were 0-out

-Fixed Grenade Launcher variables, as smallest fire and reload rates, were 0- out

-Changed The Hershel fire rate, from .7, to .9

-Fixed The Hershel variables, as smallest fire and reload rates, were 0- out

-Changed the credits page background, from a dark grey, to the book background

-Double Barrel starting reload rate is now 1 second, from .5, for each shell

-Tripwire now has exp, and can level up

-Added powerups and powerup tokens, to the game, for classic/bunkerdown/tower defense modes

-Fixed upgrade cost being added, instead of being set, with PeaShooter on upgrade 6

-Fixed issues with PeaShooter, where upgrades were not being applied correctly

-Added a slight stagger to the PeaShooters double barrel fire mode

-Changed the Mine explosion diameter from 1m to 4m

-Tower defense Turret locked upgrades now show what the upgrade is

-Fixed Machine gun turret's final upgrade, where it wasn't actually being applied

-Changed the width of the Tower defense machine gun turret's flamethrower "Cone", to be a little wider

-The tower defense Machine guns flamethrower now does continual damage, and more damage, initially dealing damage / 2

-Poison darts now have a starting range of 3m, instead of 1m

-Poison dart effect range can be upgraded now to 5m

-Defender wall trip wire has a different design now

-There are now the same amount of rifleman, as there are wall turrets

-Fixed bolt placement on cross bolt turret

-Fixed Quad Shot turret upgrade 5 description, as it incorrectly said, "Increased Effect Range", instead of, "Increased Damage"

-Quad Shot shot count is now 16, 24, 32 per upgrades, instead of 8, 10, 12

-Tower defense turret under player control, now fire from the camera, to center screen, instead of from the turret barrel

-Fixed tower defense Minethrower turret damage upgrades, as they were taking damage away, instead of adding to base damage

-Fixed some tower defense turrets using the wrong save Exp/ExpLvl data

-Mines can no longer be placed in the player area, and right in front of the defender walls, in Snake Field

-Fixed various misspellings

-Profiles have been gotten rid off

-Fixed incorrect UV mapping on the Bunker Down defender wall

-Smoothed Bunker down turret base mesh, and the rounded part of the turret

-Fixed Rocket Launchers 0-ed out variables

-Changed the Grenade Launcher's shell cost from 10, to 30 Coin

-Rocket Launcher starting explosion diameter is now 5 meters, instead of 3

-Shotgun type player weapons now have their shot count slowly upgraded with weapon lvl-up

-The Hershel's starting shot count is now 12, instead of 18

-The Tank now attacks once every 5 seconds, instead of 4 seconds

-Both the Machete and Katana's smallest swing rate, are now 1.5s, from 1.75s

-The Rifleman now carry a Kar98K, instead of the AR

-Added an enemy stun effect, upon the player attacking the enemies, which can holt their attacks momentarily

-Added the Kar to the Zombie House tier one weapons chest

-Zombie House windows are now limited to one upgrade, that gives each board + 10 health, and an extra 2 boards

-Flatlining all zombies in zombie house mode, now gives each player 300 coin

-Zombie House "Refill All Ammo" powerup, now refill both weapons, instead of just your equipped weapon

-Zombie house "Refill All Ammo" powerup, now also refills grenades

-Zombie House Chest Ui, is slightly redesigned

-Zombie House Chests now only have one powerup use, per round

-Zombie House chests now cycle powerups, once they are refilled

-You can now shoot to explode mines

-Lowered Tank starting damage from 300, to 150

-No longer using the, "Level Up!", splashscreen

-Temporarily removed blood - Godot's compatibility mode doesn't allow for what the game was using

-Added a new enemy type, "SueB"

-Various other changes/fixes due to changing engines

Source

Steam News / 21 May 2026

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