Full notes
Full Radical Zomboarding update
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Repeated intro
Hey again zomboarders!
What changed
- Compatibility
- Gameplay
- Events
- Store
- Fixes
- UI and audio
Radical Zomboarding changes
As always, thank you all once again for taking the time to play the demo for Radical Zomboarding. I sincerely appreciate all of you taking the time to play the demo, try the beta builds, and give valuable feedback. As a direct result of your gameplay and feedback, I've made a major overhaul of the game which should hopefully be more in line with what YOU want in the game.
With that said, here's the changelog:
Update for 5-24-25 (ver. 0.2405.2211):
Additions:
A tutorial! Many players didn't know what the controls were or didn't understand how they worked, so this tutorial goes over the controls and explains the mechanics step by step. You can access this new tutorial from the main menu.
Boosting! Doing tricks will fill your boost meter, which you can then use to either gain a lot of speed or give yourself more mid-air control.
Progression overhaul! No longer are you required to do a trivial task and then have nothing to do until you reach the helicopter. Now you have to reach a certain score threshold to progress, which increases after every completed challenge.
Earned points now appear at the bottom of the screen along with the earned multiplier.
New perk: Retail Rush! Increase your boost meter by purchasing perks.
Fixes:
Fixed an issue where the player would switch to a mid-air state while grinding a rail, causing you to earn airtime points for no reason
Fixed some errors caused by negatively-scaled colliders on giblets
Fixed some UI elements being visible on results screen when they shouldn't
Changes:
Version changed from an arbitrary X.Y.Z version system to 0.MONTHDAY.HOURMINUTE for clearer indication of when the build was made
Reworked Jump Boots Perk: Every second of airtime adds 0.5 mult when you land
- Reworked Bait PerkSell to respawn zombies. +0.5 mult added per respawned zombie
Reworked Chill Grind Perk: Timer stops while grinding and gain 1 mult per second
Reworked Speed Shooter Perk: Shooting enemies when over 40km/h gives 5 mult
Reworked Explosive Entrance Perk: Big jumps EXPLODE! Mult is multiplied by 1.5 for each exploded tree or enemy
Reworked Rocket Jump Perk: Fully charged jumps EXPLODE! +2 mult for every enemy killed
Reworked Timber Tango Perk: Every near miss with a tree adds 10 mult
Reworked Rocket Chainsaw Perk: Chainsawing enemies grants 50% boost
Small UI changes to make certain elements easier to see
Removed
Removed points rewarded for going 20/30/40 km/h
Removed Turbo Board since the boost meter replaces its usefulness
Removed Keepin' It Fresh perk for now as it's currently far too overpowered. Pending a rework
Removed Equilibrium perk since it was functionally useless and no one bought it as evidenced by analytics
That's it for now! As always, thank you all for your suggestions and I hope you'll enjoy the next update!
Until next time!
Source
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