In this update1
Full notes
Full Zero Caliber 2 Remastered update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone,
What changed
- Balance
- Gameplay
- UI and audio
- Store
- Events
Zero Caliber 2 Remastered changes
It’s that time of year again: the Steam Award nominations are open.
Look, we know it’s a long shot, but if you’ve been enjoying Zero Caliber 2, it would mean a lot to us if you considered nominating it in a category or two. Big VR releases have been rare this year, so who knows… maybe ZC2 actually stands a chance.
(Only if you genuinely feel it deserves it, of course.)
So, what are we up to after the release?
Glad you asked, because it’s a lot!
We’re deep into testing the first major update, packed with improvements based directly on your feedback. Here’s a small taste of what’s coming:
A huge set of bug fixes and QoL improvements
A long-requested fix: flippable G33 magnifier
Grenade launchers can now be opened/closed manually instead of a button press
Pistol hammers with proper physics and manual control
A sh*t ton of weapon model and functionality fixes
A batch of new unique weapon skins
Smarter, more responsive and more tactical AI (+less spammy enemies)
And plenty more under the hood to make the game smoother and more satisfying than ever
We’re already testing the update internally and expect to ship it before the holiday season.
Thanks for playing, for supporting a small team like ours, and for helping shape the game with your feedback.
A full breakdown of the update will follow soon - stay tuned!
P.S: Happy Thanksgiving to those who celebrate it!
Source
Changelog.gg summarizes and formats this update. How we read updates.
