Machine Log#3: Loot V2, crafting QoL overhaul & endgame fixes!
Hey Survivors! Pavel barely put his wrench down this week — the loot pipeline was having opinions, crafting stations needed labels, and Zombiestein apparently upgraded his missile guidance. Progress on all fronts.
In this update4
Full notes
Full Survival Machine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix1 addition4 changes0 removals
Gameplay
Fixes
Workshop
Maps
changedHey Survivors!Pavel barely put his wrench down this week — the loot pipeline was having opinions, crafting stations needed labels, and Zombiestein apparently upgraded his missile guidance. Progress on all fronts.
addedSteam post image Loot V2 — every enemy class has its own tableThe Loot V2 system — rebuilt loot with rarity tiers and signature drops per enemy type — has its full cascade pipeline live. Day-run enemies, night-wave spawns, and each zombie class now each route through their own aggregate drop tables, with distinct quantities and rarity weights per trigger type. The importer is end-to-end verified: every zombie type in the game now has a distinct pool to draw from.
changedSteam post image Item tiers reshuffled, defenses tunedWeapons and tools got a tier redistribution pass this week — a batch of items that were gated a tier too high got moved earlier. Concrete changes: the Boomstick Bow ( an explosive-tipped ranged variant ) dropped from Tier 4 to Tier 3; the Tier 4 Sword moved one tier earlier as well.
fixedSteam post image Item tiers reshuffled, defenses tunedThe AoE stationary turrets — fixed gun emplacements on the Machine — had their output values reviewed and adjusted in the same pass.
changedSteam post image Crafting stations finally have labelsThree QoL fixes landed in one push: all three stations (Crafting, Workshop, and Tailoring) now show a clear header so you always know which bench you're at; recipes sort alphabetically across every screen; and schematics now list where each ingredient comes from, so you can plan a farming run before you start.
changedSteam post image Zombieburg closes the gapsZombieburg's missile barrage now detonates on contact with terrain — no more taking cover behind a rock and calling it a strategy. A progression blocker at the final encounter was cleared at the same time, so the endgame sequence runs clean from start to finish.
Survival Machine changes
changedPavel barely put his wrench down this week — the loot pipeline was having opinions, crafting stations needed labels, and Zombiestein apparently upgraded his missile guidance. Progress on all fronts.
addedThe Loot V2 system — rebuilt loot with rarity tiers and signature drops per enemy type — has its full cascade pipeline live. Day-run enemies, night-wave spawns, and each zombie class now each route through their own aggregate drop tables, with distinct quantities and rarity weights per trigger type. The importer is end-to-end verified: every zombie type in the game now has a distinct pool to draw from.
changedWeapons and tools got a tier redistribution pass this week — a batch of items that were gated a tier too high got moved earlier. Concrete changes: the Boomstick Bow ( an explosive-tipped ranged variant ) dropped from Tier 4 to Tier 3; the Tier 4 Sword moved one tier earlier as well.
fixedThe AoE stationary turrets — fixed gun emplacements on the Machine — had their output values reviewed and adjusted in the same pass.
changedThree QoL fixes landed in one push: all three stations (Crafting, Workshop, and Tailoring) now show a clear header so you always know which bench you're at; recipes sort alphabetically across every screen; and schematics now list where each ingredient comes from, so you can plan a farming run before you start.
Hey Survivors!
Pavel barely put his wrench down this week — the loot pipeline was having opinions, crafting stations needed labels, and Zombiestein apparently upgraded his missile guidance. Progress on all fronts.
Steam post image Loot V2 — every enemy class has its own table
The Loot V2 system — rebuilt loot with rarity tiers and signature drops per enemy type — has its full cascade pipeline live. Day-run enemies, night-wave spawns, and each zombie class now each route through their own aggregate drop tables, with distinct quantities and rarity weights per trigger type. The importer is end-to-end verified: every zombie type in the game now has a distinct pool to draw from.
Steam post image Item tiers reshuffled, defenses tuned
Weapons and tools got a tier redistribution pass this week — a batch of items that were gated a tier too high got moved earlier. Concrete changes: the Boomstick Bow (an explosive-tipped ranged variant) dropped from Tier 4 to Tier 3; the Tier 4 Sword moved one tier earlier as well.
Also landed: the machine furnace inventory size went from 100 to 1,000.
The AoE stationary turrets — fixed gun emplacements on the Machine — had their output values reviewed and adjusted in the same pass.
Steam post image Crafting stations finally have labels
Three QoL fixes landed in one push: all three stations (Crafting, Workshop, and Tailoring) now show a clear header so you always know which bench you're at; recipes sort alphabetically across every screen; and schematics now list where each ingredient comes from, so you can plan a farming run before you start.
Steam post image Zombieburg closes the gaps
Zombieburg's missile barrage now detonates on contact with terrain — no more taking cover behind a rock and calling it a strategy. A progression blocker at the final encounter was cleared at the same time, so the endgame sequence runs clean from start to finish.
━━━━━━━━━━━━━━━━━━━━━━━━━
25 days out — what's been your biggest friction point in the current EA build? Drop it in Discord and we'll triage it. Dzięki!