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Steam News26 December 20256mo ago

Release is here!

It's been a little while since the last update. So here's some updates on what's been worked on: A bunch of refactors to most of our systems. We've been in build/ship mode for a while, it all needed a bit of TLC.

Full notes

Full DreadHold update

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

What changed

0 fixes6 additions10 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Maps
  • Store
  • Balance
changedA bunch of refactors to most of our systems. We've been in build/ship mode for a while, it all needed a bit of TLC. This also includes a bunch of mini optimizations that hopefully will contribute to even better framerates.
addedImplemented a minigun. We'll be adding this in a future update, but the weapon is there and ready to be used. More info to come later :)
addedFinally added some audio for the AI. The stronger zombie spawning at wave 5 will also have a signature screech so you know when he's coming.
changedImprovements to our objective system to easily be able to build "quest" like sequences.
changedA bunch of improvements to interaction handling. We now correctly prioritize interactions, and only one will execute at once, when there are two overlapping. Prioritization is based on distance.
changedChanged the first aid kit radius to use a cleaner/less bright decal approach instead. Looks much better!

It's been a little while since the last update. So here's some updates on what's been worked on:

  • A bunch of refactors to most of our systems. We've been in build/ship mode for a while, it all needed a bit of TLC.

    • This also includes a bunch of mini optimizations that hopefully will contribute to even better framerates.

  • Implemented a minigun. We'll be adding this in a future update, but the weapon is there and ready to be used. More info to come later :)

  • Finally added some audio for the AI. The stronger zombie spawning at wave 5 will also have a signature screech so you know when he's coming.

  • Improvements to our objective system to easily be able to build "quest" like sequences.

  • A bunch of improvements to interaction handling. We now correctly prioritize interactions, and only one will execute at once, when there are two overlapping. Prioritization is based on distance.

  • Changed the first aid kit radius to use a cleaner/less bright decal approach instead. Looks much better!

And finally... some more work on the next map!

Here's some WIP images.

Steam post image Steam post image

Rather than us exposing this map in the selection screen. We plan to have an optional kind of "extraction"(basically just a transition) after wave 10 or 15(TBD). Which will move you to this map. Here, you'll be able to collect some weapon parts, and build the special weapons(Minigun/Grenade launcher(planned, not yet added)) and then charge them up via kills.

There is also two generators you will have to re-power from time to time(unless you like the dark :D)

What's next?

Besides the above map, it's integation and the new special weapons...

We plan to add some classes, mainly to add more variety. Most of these details aren't final yet but...

Medic; Stat buffs for medical related items, cheaper store prices for medical items.

Defense; Higher barricade HP, cheaper repair prices, auto repair barricades over time

Attacker; Higher stat buffs for damage related stats, slightly more agile(a tad faster, less sluggish)

We feel this would add more and fit to each players unique play styles. There is probably more we can do here, so we'd love to hear your ideas and feedback

We hope you enjoy the release!

If you wish to give any ideas or spot any bugs. Please do let us know over on our discord, we promise we won't spam you!

https://discord.gg/eZJNuGQrpG

Thanks!

Source

Steam News / 26 December 2025

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