In this update6
Full notes
Full Under Dead update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Balance
- Store
- Fixes
Under Dead changes
New Content
New Progression System
2 New Maps
9 New Items
9 New Abilities
9 New Weapons
5 New Classes
2 New Enemies
8 New Achievements
New Progression System
Items are no longer unlocked by achievements
All items, abilities, and weapons are now unlocked by default
Classes, maps, and difficulty modes now require unlocking
Unlock them by simply playing. The more days you survive and zombies you kill, the more progression XP you earn
Improvements
User Interface & Visual Feedback
Stats on game over screen no longer show +0
Item descriptions now break into multiple lines for readability
Crit damage is no longer shown on the player stats
Shop rerolls are now shown on the player stats
Armor (new stat) is now shown on the player stats
Changed the icon of game options to one more intuitive—the previous one resembled a settings icon, which could be confusing
Added a nice effect when enemies drop items: items now go up and down in a curve to make drops clearer and more satisfying
The help message from survivors now disappears when they start following the player
The help message now also wobbles to draw more attention
Audio
Added a sound when activating the shop lever
Most sounds now have pitch variation for better feel
Unlocks
Only one kill is now needed to unlock an enemy’s picture and name in the bestiary (was 5)
Only need to pick up an item once to unlock its name, picture, and description (was 3)
“Lucky” achievement now requires 17 Luck (was 77)
“Miraculous” achievement now requires 77 Luck (was 177)
Weapon & Combat Mechanics
Dropped weapons now save reload status, bullets, and mag size
Improved dual-wield shooting coordination
Many weapons now have special descriptions (e.g., piercing)
Special bullets now have more synergy with items, abilities, and weapons
Menus
All menu options like class, difficulty, and map are now remembered when returning to the class menu
Explosions
Explosions still don’t damage the player as intended, but now push the player based on distance and intensity. Players must be more cautious when detonating large explosions nearby due to the risk of being launched into dangerous positions
Explosions now have a minimum range regardless of damage, ensuring even low-damage explosions affect an area
Slightly increased the size of explosion particles to better match the area they cover
Explosion screen shake now scales with explosion size
Bullets
Bullets now have some random speed—some weapons have more bullet speed randomness than others (e.g., shotguns)
All bullets can now pierce if they deal 4x the target’s max HP, making high-damage, low-DPS builds more viable
Game Balance & Mechanics
Day 15 length increased by 20%
Difficulty 1 is now 20% harder
The default difficulty is now Difficulty 1, not 2
Game starts 50% easier, but difficulty scales 15% faster
Survivors will now speed up if too far from the player
Random class no longer starts with fewer items on the highest difficulty
Now, some structures like bear traps have a 50% chance to remain after returning from the shop
Armor
Armor is a new mechanic that reduces all damage by 1 per armor point (minimum 1 damage received)
Armor also slows the rate of tick damage from effects like fire, toxic spit, or axes
Knockback
Improved knockback for enemies and the player. Knockback directions are now calculated separately for x and y, resulting in more intuitive behavior. Previously, a small push from a different direction could completely override existing knockback
Lighting
Toxic puddles now emit green light instead of the default yellowish one
Enemy Changes
General
Now all body parts dropped by enemies (arms, heads, spiders, etc.) will drop on fire if the enemy was burning when killed
Enemies with a lot of HP now drop slightly more coins than before
Zombie hands now crawl on the ground instead of moving at a constant speed
Reduced speed of Fat Zombie by 25%
Zombie Backpack’s backpack color changed from gray to orange, to increase its visibility on the battlefield
Reduced HP of Zombie Skeleton from 200 to 60, but it now has 80% damage reduction—making it a soft counter to high burst, low DPS weapons (the opposite of the Meat Zombie)
Reduced Meat Zombie regeneration by 200%
Spider Zombie Rework
Spider Zombie no longer spawns spider eggs
Now spawns significantly more spiders on death
Spider webs now slow by 35% (was 20%), and the projectile speed has been increased by 15%.
Spider webs now stick to the player, visually indicating the slow effect
If you get close to a Spider Zombie while stuck in a web, it will kill itself to spawn a swarm of baby spiders that instantly charge the player
Spider Zombies now start appearing on Day 4 (was Day 3)
Item changes
Random Bullets:
Chance per bullet: +1% → +2%
Big Bullets:
Chance: 10% → 5%
Curved Bullets:
Damage: x1.2 → x1.25
Explosive Bullets:
Chance: 10% → 5%
Now explosive bullets only deals explosion damage (no impact damage)
Lucky Bullet:
Effect removed → +20 Luck and -25% Reload
New effect → 15% chance to shoot again per shot
Gold Bullets:
Effect removed → -1 coin per shot, but bullet deals x4.5 Dmg →
New effect → +1% damage per coin
Canteen:
Effect removed → Heal 10 every 30s
New effect → +10% speed per second standing still, speed is released when moving
Quality: 2 → 1
Cigarettes:
Effect changed: -5 HP (30s) → +10 Dead HP (30s)
Wrench:
Effect changed: -25% Attack Speed → -25% Reload
Stitches:
Effect removed → -25 Lvl Stats
Reduced xp gained by taking damage slightly
Brain Bites:
Effect changed: -60 Life → +60 Dead HP
Cookies:
Effect changed: +30 HP and -5% Speed → +15 HP and +25 Heal
Diary:
Effect changed: +1% to all stats (Daily) → +2% Dmg, Ability Spd, and Contact Dmg (Daily)
Bandages:
Healing: 15 → 10
Now cannot heal more than damage taken
Medkit:
Healing: 100 instant → 200 over 120s
Painkillers:
Now only activate on HP damage (not shield damage)
Shuriken:
Time between throws: Halved
Safe:
- Coins droppedIncreased slightly
Backpack:
Item removed
Cat Charm:
Item removed
Energy Drink:
Item removed
Long Magazine:
Mag Size: +2 → +15% (min +1)
Drum Magazine:
Mag Size: +4 → +50% (min +3)
Fanny Pack:
Reload: -30% → -20%
Attack Speed: +20% → +30%
Beard:
Contact Damage per Level: +1 → +2
All Out:
Attack Speed: Capped at 1
Cooldown: 60s → 40s and +1s per 4 bullets shot
Weapons:
Pistol:
Range: 300 → 350
Revolver:
Quality: 1 → 2
Mini Shotgun:
Range: 80 → 300
RPG:
Now reloads slower with increased magazine size like the other reload based weapons (like crossbow)
AK:
Damage: 27 → 37
Attack Speed: +37%
Mag Size: +7
Reload Time: -50%
Now loses accuracy while moving
Crossbow:
Reload Time: 220ms → 200ms
Fixes
General
Fixed weapons not applying magazine size bonuses when picked up
Fixed weapons being picked up from the ground with replenished ammo
Fixed reload-only weapons not firing immediately after reloading. These now ignore attack speed
Fixed shield sometimes blocking more damage than intended
Fixed player dying at 1HP and HP display showing 0 when it actually had 1
Fixed diagonal movement being faster than straight movement
Adjusted player center for better calculations
Fixed menu retaining selected options when reopened
Weapons & Bullets
Fixed bullet trails cutting off when piercing enemies
Decreased bullet trail lifetime by 50%
Fixed bullets missing enemies near map edges
Fixed bullets deleting before dealing damage when enemies are very close to the map border
Fixed some bullets not ricocheting
Fixed ricochet SFX being too loud
Fixed piercing bullets only hitting one target if multiple are aligned
Fixed some weapons missing or showing incorrect sprites for special bullets
Enemies & Drops
Fixed axe zombie unfairly resetting its lunge attack
Fixed zombie ears (from the Ear Necklace item) facing the wrong direction when dropped
Fixed drops (blood, coins, items) spawning too far away when enemies die with high knockback
Abilities
Fixed Molotov ability spawning the Molotov at the player’s feet instead of the center
Fixed Clockshot ability showing no animation if the player swapped weapons while active
Fixed player being able to move while *All Out* ability is active
Fixed only one weapon firing when dual-wielding with manual shooting mode active
Crashes & Visuals
Fixed a rare crash when viewing certain bestiary entries
Centered some items and weapons more accurately
Fixed incorrect shadow sizes on some items
Source
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