Full notes
Full DREADZONE update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello survivors,
What changed
- Performance
- Gameplay
- UI and audio
- Fixes
- Events
We want to start by saying how much we appreciate all the supportive players. We’ve been working very hard to get this update done, and we truly thank you for the support and feedback you continue to give us. To the kind-hearted players — and especially those who have supported us from the beginning — thank you.
This update might not seem big at first glance, but it’s another stepping stone toward the future of Dreadzone. Often, the smaller things take the longest — and the simpler they seem, the harder they are to get right.
This update focuses on fixes, optimization, and highly requested quality-of-life improvements.
🛠️ Patch Notes:
Major changes to foliage rendering, improving performance
Improved rendering and overall optimization
Improved consume animations
Improved Inventory and other menu UI elements and functionality
Improved UI tick optimization events
Improved Game Thread optimization
Fixed bug related to using different consumables while an animation was playing
Fixed a bug showing the wrong model for consumed items
Fixed a bug where modular doors were not destroyed after destroying the doorway
Fixed UI element selection bug
Fixed minor UI visual artifacts
Fixed a bug related to certain surface sound effects
Holiday present event has ended and was removed from the game
Winter weather events are now permanent
Added a highly requested feature: press TAB to close in-game menus
We want you to know that we listen to everyone. We read your feedback, write it down, and do our best to work on it whenever possible.
Thank you again for being part of this journey. We wish you all a great, chill, and relaxing weekend.
— The Dreadzone Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
