In this update1
Full notes
Full DRUDGE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Compatibility
- UI and audio
- Store
- Fixes
DRUDGE changes
Thank you for playing my game — it truly means a lot to me.
In this update, I’ve tried to add new content, improvements, and fixes. I hope you enjoy the new additions and that the game becomes even more enjoyable to play.
If you like the game, I would really appreciate it if you could leave a review on Steam. Every review helps the game avoid getting lost in the algorithms and gives it a chance to be shown to more people. This directly helps me continue developing the project and adding new content.
Thank you for your support!
➕ Added
Full gamepad support has been added. Everything was tested using an Xbox controller, so I cannot guarantee compatibility with other devices. More details about the gamepad-related additions can be found below.
Finnish, Greek, Romanian, Indonesian, and Danish text localizations have been added.
Added 9 achievements.
Added a new NPC.
Added a dialogue system. Currently, only a few dialogue lines use it, but in the future some quests will be obtained through this system.
Added a new location on the lower levels.
The inventory interface has been redesigned. Unfortunately, this required reducing the inventory size by 1 slot. However, in return, it is now possible to expand the hotbar by 2 additional slots. If you had an important item in the last inventory slot (slot 25), you can switch to version 0.9.1 and move it to another slot. The interface was redesigned to improve readability on both small and large screens and to make future hotbar expansions easier. It should also help new players better understand how much the inventory and hotbar can be expanded.
Added a new melee weapon hit detection system. Previously, a single invisible ray was cast from the center of the screen. If it hit a surface or an enemy, it attempted to apply damage and play hit effects. With the new system, regular objects still use this approach, but enemies are now detected using multiple traces cast from the weapon itself rather than from the center of the screen. This allows players to damage multiple enemies with a single swing, which is especially useful when surrounded by zombies.
Added 2 belts. The first increases the hotbar size by 3 slots, while the second increases it by 4 slots.
Added a new tool — the Sledgehammer. It is primarily intended for destroying vehicles on the upper level and certain metal objects. It can also kill regular zombies in a single hit (100 damage). Armored zombies can be killed in two hits. Its high damage is balanced by a slow attack speed. The sledgehammer is also effective against wooden objects.
Added a new item — Helmet. The helmet occupies the head equipment slot and protects the player from one zombie attack. Damage is applied to chest armor first, and only then to the helmet if no armor remains.
Added a new item — Medkit.
Added a cracking effect when damaging breakable wooden objects and the new metal objects.
Added the ability to expand the "WATER RESERVOIR" room. If you previously repainted walls in this area, some of them may now be located within the expanded section.
Added support for special impact sounds when using tools. For example, the shovel now produces a subtle metallic sound when striking surfaces, while the new sledgehammer has a deep impact sound.
Added a new type of corpse scattered around the upper level of the bunker. These mostly replace the cloth-covered corpses that have been removed since they could not be interacted with. The new corpses use physics and can be disposed of.
Added a new van model to replace the old one. One of the vans has a locked door that can be opened with a key hidden somewhere on the upper level of the bunker.
Added two new notes that can be found somewhere on the upper level.
Added a notification when the player has a key, but it does not fit the selected door.
Added a new room in Sector 0 containing a water source. This should be useful for players cleaning dirt throughout the bunker, reducing the need to run back to the main water source. It should also be more convenient for farming-focused players.
Added highlighting for selected dirt when using a sponge. A new video setting allows this highlight effect to be disabled.
Added the ability to repaint walls that contain armored glass, such as the room located after Sorting Room B.
Added the ability to clean the yellow floor markings in Sector 0, Logistics Bay [C].
Added healing percentage information to the descriptions of Water Bottles and the new Medkit.
Added the ability to equip a Gas Mask directly from the hotbar.
Added a notification icon for the Notes category in the inventory whenever there is an unread note.
Added a control setting that allows sprinting to be configured as either Hold or Toggle.
Added a visible scroll bar in the shop cart.
Added the ability to switch shop categories in the terminal using Q and E by default (these keys can be rebound), as well as through category settings.
Added an aiming mouse sensitivity setting.
Added an option to keep the crosshair permanently visible (except during actions that require aiming, blocking melee attacks, or placing objects).
Added rotation preservation when moving floor-only placeable objects using Q.
Added the ability to rebind the key used to drop a carried object.
Reworked the footstep sound system. This allowed the addition of unique zombie footstep sounds, making them easier to distinguish from player footsteps. Footstep volume has also been increased, reducing situations where zombies silently sneak up on the player. A new footstep sound set has also been added for armored zombies.
🎮 Gamepad
Added full gamepad support for the entire user interface.
Added the ability to rebind gamepad controls.
Added green highlighting to certain settings when selected, making it easier to identify the currently active combo box.
Added a green outline to shop items, making selection more visible.
Removed hotkey support for equipping gear in order to simplify gamepad controls. Equipment can now only be equipped through the hotbar.
Reassigned the flashlight button on gamepad to prevent conflicts with the inventory button.
Added the ability to rotate carried and placeable objects using a gamepad. Because of this, the placement button has been changed.
Added the ability to reload the pistol using a gamepad.
Added the ability to switch vacuum cleaner materials using a gamepad.
Added a red highlight to the question mark icon when hovering over an item description in the shop.
🔧 Fixed
Fixed incorrect damage calculations for breakable objects and enemies.
Fixed an issue where it was possible to drink a Water Bottle while in object placement mode.
Fixed an issue where armor could be equipped while in object placement mode.
Fixed a situation where it was impossible to exit the pause menu after performing certain actions.
Fixed a situation where the inventory could not be closed using the inventory key (TAB by default).
Fixed the position of a box inside one of the breakable objects.
Fixed the warehouse generator model, including hit effects and visible gaps.
Fixed decals in the lower section of Sector 0 (the long corridor after the Yellow Keycard Gate) that could be cleaned from Logistics Bay [C].
Fixed the Place control binding that was not properly linked to the corresponding gameplay action.
Fixed a rare issue when assigning clothing to zombies that could potentially cause a crash in Sector 0.
Fixed inventory slots not receiving the correct highlight color after opening a slot action menu.
Minor punctuation and ellipsis fixes throughout the text.
Fixed zombie and player footstep sounds not playing when moving through bushes.
Fixed zombie footstep sounds being muffled on certain surfaces.
Fixed vacuum cleaner material switching while in object placement mode and while carrying objects.
Fixed missing footstep sounds and impact effects on certain tables.
✨ Improvements & Miscellaneous
Slightly slowed down zombie attack animations. Attack wind-ups are now easier to read, giving players a bit more time to react. Previously, attacks felt almost instantaneous.
Added smooth scrolling to the terminal shop.
Reduced the drop chance of all small boxes from the dispenser.
Reduced the price of several decorative items in the shop.
Renamed belts. They are now numbered (for example, the Small Belt is now Belt I).
Reduced belt prices. Belt I is now 2.5 times cheaper, while Belt II is nearly 3 times cheaper.
Belt II is no longer unlocked through a floppy disk found on the lower levels. It can now be unlocked through a Sector 0 floppy disk.
The Pistol is no longer unlocked through a Sector 0 floppy disk. It can now be obtained through a different method. If you already had the Pistol unlocked, it and its ammunition will no longer appear in the shop.
Improved the shovel's attack speed. It now swings at a consistent speed.
When returning to the main menu from the pause menu, the pause menu buttons are now hidden in the background.
Slightly updated the visuals of the locked room near the Water Reservoir and the room near Sorting Room B.
Reduced the maximum health of one of the pallet types.
Replaced the entrance door model to Sorting Room A with a damaged version.
Boombox slider labels now turn red when hovered.
The note previously located in Water Reservoir has been moved to the neighboring locked room.
Updated the appearance of buttons that open certain doors.
Increased health restoration from Water Bottles on Hard difficulty from 25% to 50%.
Shortened the dialogue sequence when entering the lower levels for the first time, as it was considered too long.
Renamed Mouse Settings to Camera & View Settings.
Removed the orange interface filter from the main menu.
Increased the visibility of the crosshair outline to improve readability in bright environments.
Reduced combat music volume by nearly 50%, as it was overpowering most other sounds.
The Vacuum Cleaner will now automatically start if the trash-attraction key is held while sprinting, without requiring the player to activate it again.
Slightly adjusted zombie animations so they look less toward the ground and more forward.
Increased the health of large crates so they can no longer be destroyed with a single hit from the second axe.
And that’s not all — the Supporter Pack DLC has been added to the game. It does not add significant content and is primarily intended as a way to additionally support the development of the project. If you would like to help support the game’s development, this is one of the ways to do so. DRUDGE Supporter Pack
Source
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