In this update15
Full notes
Full The Midnight Walkers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Balance
- Store
- Gameplay
- Events
- Maps
The Midnight Walkers changes
Server Maintenance Notice
To ensure stable service, server maintenance will be conducted according to the schedule below.
Server Maintenance Schedule
2026-04-30 04:00 ~ 07:00 (UTC)
2026-04-29 21:00 ~ 2026-04-30 00:00 (PDT)
2026-04-30 06:00 ~ 09:00 (CEST)
Data Reset (Partial Wipe)
To more reliably apply the Workbench renewal and farming structure overhaul, a soft reset will be applied along with the maintenance.
Data Reset Items
All items and currency stored in Loadout, Inventory, Stash, and Secure Container
All Vendor stickers (including applied stickers)
Marketplace information (sale listings, settlement queue, favorites and filter presets, etc.)
Crafting favorites information
Mail stored in mailbox (regardless of retention period)
Interested Items
Items Not Reset
Created character information (character XP and level, nickname, etc.)
Expanded Stash
Mission progress (including Secure Container expanded through missions)
Vendor Affinity
DLC skins and Additional Stash Slots
In-Game Tutorial
An in-game tutorial has been added to help new players get started.
The tutorial runs once immediately after character creation and is designed to help players learn the basic flow of the game.
Steam post imageAfter completing the tutorial, you can re-enter the tutorial and training ground from the lobby.
At the training ground, you can freely test your equipped loadout. Items obtained or consumed during the tutorial and training ground are not saved.
Workbench Renewal
The existing unified Workbench has been renewed into 5 separate Workbenches: Weapon, Armor, Recovery, Utility, and Materials.
Steam post imageThe Recovery Workbench, Weapon Workbench, and Armor Workbench are provided by default, while the others can be unlocked for use.
Each Workbench can be upgraded up to level 5, and the maximum craftable rarity is determined by the Workbench level.
Crafting-related conveniences such as quantity adjustment, craftable indicators, and current owned quantity display have also been improved.
Additionally, crafting time and queues have been removed, so you now receive crafted items instantly.
Workbench unlock status, level, and registered Blueprints are shared at the account level.
Steam post imageTo craft an item now, you must first obtain a Blueprint and register it at the Workbench.
Defeating Elite Zombies (Elite Walker / Runner, Spitter, Howler) has a chance to drop Blueprints.
Defeating Charger / Smasher has a chance to drop Blueprints.
Weapon crates and iron crates also have a chance to drop Blueprints.
Blueprint drop rates are higher in the order of Exploration < Survival < Hardcore.
New Mode: Hardcore Mode
A new PvPvE mode, Hardcore mode, has been added.
Hardcore mode requires an Item Score of 1,000 or higher and a character level of 15 or higher to enter.
In line with the higher risk, the chance of obtaining higher-rarity items is increased accordingly.
The types of items dropped are the same, but drop rates are tiered in the order of Exploration < Survival < Hardcore.
Steam post imageHardcore mode includes the base content of Exploration/Survival modes while featuring stronger zombies with red glowing eyes.
Additionally, killfeed information such as player kills, zombie kills, and Escape pod activations is not displayed.
Daily Mission System
A new daily mission system has been added.
Daily missions are automatically granted at 5 per day per character, providing recurring content where you can earn additional rewards through varied gameplay.
Daily missions can be progressed in actual play modes such as Rookie/Survival/Exploration, but not in the tutorial or training ground.
Steam post imageDaily missions reset at 00:00 UTC each day, and rewards for completed missions are delivered via character mail.
Additionally, completing a certain number of daily missions in a day grants extra rewards based on cumulative completion count.
Any rewards not claimed by the reset time will be automatically sent to your mailbox.
Missions you don't like can be changed using the reroll feature.
Reroll can only be used on incomplete missions, with up to 5 uses per day.
Approach daily missions flexibly to match your playstyle or current goals.
Balance Changes
Combat Balance
Skill Coefficient System Introduced
This update introduces a skill coefficient system and overhauls the calculation formulas for Armor Rating and Skill Power Resistance.
Previously, Skill Power was applied at the same ratio across various buffs and effects, making fine-grained per-skill balancing difficult.
Going forward, coefficients are separated by effect to allow more precise tuning.
Each buff and effect now uses its own individual coefficient.
Skill Power Resistance has been changed to reduce burn damage and Poison Damage (non-physical damage).
Debuff Recovery Speed has been changed to multiplicative calculation.
Skill Power and Skill Duration values are now displayed in integer units.
Armor Rating Formula Changed
How Armor Rating works has changed. At low Armor Rating values, the feel remains nearly identical to before, but at high Armor Rating values, damage reduction has been adjusted.
TTK (Time To Kill) in combat has been tuned to stay as close to the previous values as possible under the new formula.
Armor Rating provided by each piece has been rebalanced to match the new formula.
Armor Penetration, Armor Penetration Rate, and Armor Rating reduction values on items and character skills have also been adjusted.
Maximum item Armor Penetration: 20 → 30
Maximum item Armor Penetration Rate: 5.0% → 6.0%
Damage Type Changes
The damage types of some skills and items have been changed. After the change, Skill Power Resistance can partially mitigate this damage.
CROW - Apply Poison, Vicious Strike, Poisoned Throwing Knife: True Damage → Poison Damage
LOCKDOWN - Poison Gas Trap: True Damage → Poison Damage
BARTENDER - Poison Shatter, Vicious Downpour: True Damage → Poison Damage
Explosive Trap: True Damage → Burn Damage
Molotov Cocktail: True Damage → Burn Damage
World traps (electric zones): True Damage → Shock Damage
Weapon Balance Adjustments
- RifleFirearm-type Attack Power -15% reduced
- ShotgunFirearm-type Attack Power +12% increased, accuracy improved
- Throwing KnifeStack count reduced from 5 → 3
Armor Option Changes
- Riot ArmorDebuff Recovery Speed → changed to Skill Power Resistance
Silent Armor Set: Throw bonus attack power 2 → 3
Belt main stat: Armor Rating → Skill Power Resistance (up to 10% provided)
Zombie Difficulty Adjustments
Attack power of regular zombies in Exploration and Survival modes has been reduced.
Walker: 45 → 36
Runner / Crawler: 46 → 37
Class Balance
This update broadly retunes skill effects and coefficients for each class. While maintaining each class's combat role, the structure has been reworked to allow more precise per-skill performance tuning. You can check detailed numbers for each skill by pressing Shift on the in-game skill tooltip.
BRICK
BRICK has been adjusted to strengthen pursuit and sustained engagement capabilities.
A new passive skill'Sixth Sense'has been added.
- Sixth SenseSkill Power Resistance increased by 45%.
- Defense MasteryArmor Rating Increase Rate raised from 10% → 15%.
CROW
CROW has been adjusted to focus on poison and weakening effects, strengthening pressure capabilities after landing hits.
Apply Poison, Vicious Strike, and Poisoned Throwing Knife damage type changed from True Damage to Poison Damage.
- AssassinArmor Penetration increased from 200 → 300.
LOCKDOWN
LOCKDOWN has been adjusted to strengthen engagement control and trap-based pressure capabilities.
Poison Gas Trap damage type changed from True Damage to Poison Damage.
Trap Expert: Armor Rating reduction strengthened from -120 → -180.
BARTENDER
BARTENDER's support capabilities and debuff effects have been adjusted together for finer per-skill tuning.
Poison Shatter and Vicious Downpour damage type changed from True Damage to Poison Damage.
Corrosive Alcohol: Armor Rating reduction per stack strengthened from -20 → -30.
Economy Balance
Alongside the Workbench renewal, the overall economy structure has been adjusted. The flow of item acquisition, crafting, selling, and recycling has been reorganized to enable more meaningful farming and consumption.
Legendary Gear In-Game Drops
Legendary gear, which was previously supplied mainly through crafting, can now be obtained through in-game drops. Accordingly, the crafting system shifts toward enhancing existing gear.
Defeating Charger / Smasher has a chance to drop Legendary gear.
Weapon crates and iron crates in rooms entered using keys also have a chance to drop Legendary gear.
All drop rates are applied higher in the order of Exploration < Survival < Hardcore.
Vendor Adjustments
Vendor economy balance has been broadly retuned to enable meaningful purchases and sales.
Vendor Affinity transaction requirements have been reduced by approximately 30-40%, easing the difficulty of reaching higher levels.
Sell-only items (junk, food) have had their purchase prices raised so that even Common rarity items are worth collecting.
Crafting materials and Consumables (Drinks, Antibiotics, etc.) have had their purchase prices lowered to encourage crafting and consumption over Vendor selling.
Other categories remain the same or have been slightly lowered.
Recycler Adjustments
Overall recycling time has been shortened.
Materials obtained from recycle-only items have been partially adjusted.
Mode Balance Adjustments
Mode balance has also been adjusted so that each mode's risk and reward structure is more clearly differentiated.
Exploration and Survival are kept at the same difficulty, while Hardcore is set as the highest difficulty.
The higher the mode's risk, the higher the item drop rates. (Exploration → Survival → Hardcore)
Mission Item Changes
Following the Workbench renewal, completion requirement items for some Vendor missions have been changed as follows.
The Ultimate Armor Extracted cloth blueprint (Epic) → Uncommon fabric (Epic)
What is Armor? 1 Extracted cloth blueprint (Rare) → Artificial leather (Rare)
What is Armor? 3 Extracted cloth blueprint (Rare) → Silicone rubber (Rare)
A Compromised Belief Extracted cloth blueprint (Epic) → Acrylic rubber (Epic)
A Kingdom of Illusions Extracted weapon blueprint (Rare) → Broken Melee Weapon Blueprint (Rare)
Shadow Threat 1 Extracted weapon blueprint (Epic) → Broken Melee Weapon Blueprint (Epic)
Shadow Threat 2 Extracted cloth blueprint (Epic) → Leather (Epic)
World Update: Botanical Garden
Level design of the Botanical Garden area has been improved.
Main pathways have been rearranged to simplify the previously complex structure.
Lighting and environmental elements have been adjusted to ease the maze-like structure, improve visibility, and guide natural pathing.
These changes reduce the cramped feeling and stress in the Botanical Garden area, broadly improving readability, convenience, and environmental storytelling during exploration.
Other Improvements
Real-time notifications now appear when mission objectives are completed during in-game play.
Real-time notifications now appear on the in-game screen for item acquisition, kills, and XP gain.
The UI has been improved so that the highest-value option among gear options can be identified at a glance.
Escape pod detection range has been extended, allowing tracking from a slightly greater distance than before.
Melee weapon Headshot effects have been adjusted to address the issue of obstructing the view excessively during melee combat.
Bug Fixes
Fixed an issue where Charger/Smasher would move abnormally or fail to react at stairs or certain distance boundaries.
Fixed an issue where Smasher would get stuck at secret room entrances and fail to move properly.
Fixed an issue where characters would occasionally get stuck in the secret room door upon entry.
Fixed an issue where crouch/stand input was possible while grabbed by a zombie.
Fixed an issue where cigarette display would appear abnormally if a zombie's grab attack occurred while using a smoking item.
Fixed an issue where zombies would not transition back to normal AI behavior after killing a player with a grab attack.
Fixed an issue where plants in the Botanical Garden appeared to flicker abnormally.
Known Issues
Some objects in the starting room may appear abnormally.
The client may occasionally crash when changing floors or while in Spectate mode.
Mouse clicks may become unresponsive in certain situations.
This can be resolved by pressing the ESC key twice.
If this issue occurs after reconnecting to the game, please report it through the HELP CENTER.
The game may occasionally crash during shader compilation.
[Added] Zombie corpses occasionally float in the air.
The game may occasionally freeze when a Zombie grab attack occurs in certain situations.
When DLSS Frame Generation is enabled in the graphics options, some UI elements may display abnormally.
When wearing the new Armor 'Silent Zip-Up Jacket', some weapons and the Escape pod tracking device may be obscured by the Armor in third-person view.
Important Notes
Matchmaking will be unavailable starting 30 minutes before maintenance begins.
If maintenance starts during gameplay, there is a risk of item loss.
Please be sure to safely exit the game before maintenance begins.
We will do our best to provide a better gaming experience.
Thank you.
Source
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