HomeGamesUpdatesPricingMethodology
Steam News1 June 20261mo ago

#MachineLog #5 – Loot Rebuild, Zombieburg Updates & Multiplayer Fixes

Hey Survivors! Zombiestein started recalibrating the Zombieburg again — so the crew spent this week chasing loot that wasn't landing right, syncing up the boss exits, and giving the Machine's economy a proper tuning pas

In this update5

Full notes

Full Survival Machine update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions4 changes0 removals
  • Balance
  • Maps
  • UI and audio
  • Gameplay
changedHey Survivors!Zombiestein started recalibrating the Zombieburg again — so the crew spent this week chasing loot that wasn't landing right, syncing up the boss exits, and giving the Machine's economy a proper tuning pass.
addedSteam post image Loot that drops where it shouldMechanical Parts — rare components like Carbon Fiber, Homing Sensors, and Nuclear Fuel — were coming from the wrong sources across several biomes. A substantial fix corrects the drop logic, and we rebuilt the loot reference system from scratch alongside it. The Loot V2 system — rarity tiers and signature drops per enemy type — now has a proper randomizer underneath it, so the spread of what you find in chests and from enemies is consistent rather than arbitrary.
fixedSteam post image Zombieburg's exits, finally in syncZombiestein always has a lot to say when the Zombieburg retreats — and all three encounter sequences got their voice-over timing corrected this week. Despawn barks were firing too early or too late; they're on cue now. The final encounter's collapse sequence got its own timing pass. We also buffed the Generator Tier 3 — the Machine's top-tier power plant — so high-end defense networks have more headroom going into the final stretch.
addedSteam post image Speed and stamina, tuned upSpeed change consumables got a full pass. The standard-tier effect climbed from +8% to +12% movement speed; the higher-tier variant went from +10% to +14%. Tonic — a new craftable consumable — is now in the recipe list. Hunger Speed is a new unlockable research perk, offering a long-run stamina investment for extended sessions.
addedSteam post image Co-op that holds togetherHotjoin — jumping into an active session — was throwing null errors when the host had recently changed a quest. Guard checks are in. A separate bug where joining a single-player quest silently broke quest tracking is also patched. Zombie death animations on client machines got a v3 refinement pass, and automatic weapons no longer break the scheduler on quit.
changedSteam post imageSteam post image Interface making things legibleChests were showing empty recipe slots for items that hadn't been unlocked yet — that's patched. Schematics panel — the in-game blueprint browser — got display fixes for newly researched entries. A large localization pass covered item definition strings across all supported languages. ━━━━━━━━━━━━━━━━━━━━━━━━━
standard-tier effect climbed+8%+12%standard-tier effect climbed increased, buffhigher-tier variant went+10%+14%higher-tier variant went increased, buff

Survival Machine changes

changedZombiestein started recalibrating the Zombieburg again — so the crew spent this week chasing loot that wasn't landing right, syncing up the boss exits, and giving the Machine's economy a proper tuning pass.
addedMechanical Parts — rare components like Carbon Fiber, Homing Sensors, and Nuclear Fuel — were coming from the wrong sources across several biomes. A substantial fix corrects the drop logic, and we rebuilt the loot reference system from scratch alongside it. The Loot V2 system — rarity tiers and signature drops per enemy type — now has a proper randomizer underneath it, so the spread of what you find in chests and from enemies is consistent rather than arbitrary.
fixedZombiestein always has a lot to say when the Zombieburg retreats — and all three encounter sequences got their voice-over timing corrected this week. Despawn barks were firing too early or too late; they're on cue now. The final encounter's collapse sequence got its own timing pass. We also buffed the Generator Tier 3 — the Machine's top-tier power plant — so high-end defense networks have more headroom going into the final stretch.
addedSpeed change consumables got a full pass. The standard-tier effect climbed from +8% to +12% movement speed; the higher-tier variant went from +10% to +14%. Tonic — a new craftable consumable — is now in the recipe list. Hunger Speed is a new unlockable research perk, offering a long-run stamina investment for extended sessions.
addedHotjoin — jumping into an active session — was throwing null errors when the host had recently changed a quest. Guard checks are in. A separate bug where joining a single-player quest silently broke quest tracking is also patched. Zombie death animations on client machines got a v3 refinement pass, and automatic weapons no longer break the scheduler on quit.

Hey Survivors!

Zombiestein started recalibrating the Zombieburg again — so the crew spent this week chasing loot that wasn't landing right, syncing up the boss exits, and giving the Machine's economy a proper tuning pass.

Steam post image Loot that drops where it should

Mechanical Parts — rare components like Carbon Fiber, Homing Sensors, and Nuclear Fuel — were coming from the wrong sources across several biomes. A substantial fix corrects the drop logic, and we rebuilt the loot reference system from scratch alongside it. The Loot V2 system — rarity tiers and signature drops per enemy type — now has a proper randomizer underneath it, so the spread of what you find in chests and from enemies is consistent rather than arbitrary.

Steam post image Zombieburg's exits, finally in sync

Zombiestein always has a lot to say when the Zombieburg retreats — and all three encounter sequences got their voice-over timing corrected this week. Despawn barks were firing too early or too late; they're on cue now. The final encounter's collapse sequence got its own timing pass. We also buffed the Generator Tier 3 — the Machine's top-tier power plant — so high-end defense networks have more headroom going into the final stretch.

Steam post image Speed and stamina, tuned up

Speed change consumables got a full pass. The standard-tier effect climbed from +8% to +12% movement speed; the higher-tier variant went from +10% to +14%. Tonic — a new craftable consumable — is now in the recipe list. Hunger Speed is a new unlockable research perk, offering a long-run stamina investment for extended sessions.

Steam post image Co-op that holds together

Hotjoin — jumping into an active session — was throwing null errors when the host had recently changed a quest. Guard checks are in. A separate bug where joining a single-player quest silently broke quest tracking is also patched. Zombie death animations on client machines got a v3 refinement pass, and automatic weapons no longer break the scheduler on quit.

Steam post imageSteam post image Interface making things legible

Chests were showing empty recipe slots for items that hadn't been unlocked yet — that's patched. Schematics panel — the in-game blueprint browser — got display fixes for newly researched entries. A large localization pass covered item definition strings across all supported languages. ━━━━━━━━━━━━━━━━━━━━━━━━━

11 days out and the Machine is closer to ready than it's been all sprint. What's been the roughest edge in your EA sessions? Drop it in Discord — we're triaging daily. Survival Machine Dzięki!

Berdol

Source

Steam News / 1 June 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.