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Full Sudden Attack Zero Point update
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Repeated intro
Hello, this is Taehyun Kim, director of Sudden Attack Zero Point.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
- Store
First of all, we would like to wish you all a Happy New Year!
As we enter the new year, the development team would like to start things off by sharing some good news.
We have been spending countless hours discussing ideas and running tests day and night.
Today, we would like to share a progress update on the direction the game is evolving.
[ADS (Aim Down Sights) Mechanics and Control Improvements]
With the previous aiming system, players were unable to fire during the transition, which often made it difficult to react quickly in fast-paced combat situations. To address this issue and deliver a more fluid and dynamic combat experience, we are reworking the system so that players can fire immediately even while transitioning into ADS. - Automatic rifles: You will now be able to continue firing during the transition into ADS, allowing for a smooth and uninterrupted flow from hip fire to aimed fire.
Bolt-action sniper rifles: Firing is now possible immediately during the transition into ADS, and after a shot is fired, the ADS state will automatically disengage. Steam post image
In addition, the accuracy of all guns will vary depending on how far into the ADS transition you are. Based on this change, we are conducting extensive balance testing to ensure optimal tuning.
With this overhaul, we expect skill-based, split-second decision-making to play an even bigger role in combat. As players grow more experienced, we believe this system will allow for more expressive, advanced, and satisfying tactical play.
[Kill Effect and Sound Changes]
In an FPS game, one of the most satisfying moments is getting a kill.
During the SNF, we received feedback that the kill effects and sounds in SAZ felt somewhat static and lacked impact, making it harder to fully convey the sense of satisfaction compared to the original Sudden Attack.
The development team agreed with this feedback, and to maximize the thrill of taking down an enemy, we are currently renewing the kill effects and sounds based on those from the original title.
[Frame Rate Limit Removal]
As mentioned in the previous Dev Note, because the game is built on an older engine, supporting frame rates above 84 Hz caused animation lengths to change depending on the frame rate. This made it difficult to remove the frame cap.
After a long process of trial and error, we have finally resolved all related issues and can now support frame rates above 84 Hz. With this improvement, we hope all players will be able to enjoy the game in a smoother and more comfortable environment.
[Onboarding System Additions]
We are adding a Shooting Range and a Bot Mode, where you can practice and enjoy the game freely without worrying about winning or losing.
The Shooting Range functions as a personal practice space where you can move around freely without a fixed order. It is designed to help you learn the mechanics of weapons and parts, and it is especially useful when you want to get a feel for the sensitivity and handling of new guns. Bot Mode can be used to learn map layouts before jumping into real matches, or simply to warm up your aim.
[New Content]
We are currently preparing two new maps for Bomb Defusal Mode, along with two new primary weapons. In addition, we are working on custom matches, a feature many of you have been requesting. Be sure to give it a try when you want to enjoy SAZ with friends in your preferred modes and maps.
New Maps
City Cat
Metro
New Weapons
SVD
SCAR
That wraps up everything we wanted to share today.
We hope that these changes feel like a step in the right direction for the game. Please share any feedback, thoughts, or ideas you may have with us through our official channels. In 2026, the development team will continue moving forward without slowing down, reflecting as much of your feedback as possible while preparing a wide variety of new content. We hope you will stay with us as we move forward this year as well. We truly appreciate your support, and we will be back with another Dev Note as soon as our next plans take shape. Thank you.
Source
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