In this update5
Full notes
Full ZEROAD update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, roaders!
What changed
- Gameplay
- UI and audio
- Balance
- Compatibility
ZEROAD changes
This update is all about clarity, pressure, and fine-tuning. Version 0.1.1 brings a major overhaul to visibility, introduces a new threat, and polishes many rough edges of the new roguelike system.
A New Dawn: Reworked Lighting & Visibility
The roads were too dark. The old system is gone.
The road is now dimly lit by a permanent fog of war.
Your character has a small personal light and, most importantly, a directional flashlight.
Enemies only become visible when caught in your flashlight beam, creating tense moments of exploration and discovery.
The Ultimate Pressure: Introducing The Zombie Wall
With the roads now visible, the Mission Light has retired. Say hello to its terrifying replacement: The Zombie Wall.
A relentless crowd of zombies now pursues you down the road.
If it catches up, it attacks like any normal horde. You can't outwait it - you must keep moving forward.
This creates constant, tangible pressure and forces strategic movement.
Weapons & Progression: Sharper & Clearer
Valuable New Loot: Defeating ambushes (formerly "hordes") or opening chests can now drop a valuable resource - weapon enhancement, used to increase rarity or add affixes.
Smart Tooltips: Weapon affix tooltips now show exactly which player stats they improve (e.g., "Strength: increases HP, reduces weapon weight penalty").
Visual Clarity: Affixes are now color-coded by their tier, and empty slots are clearly marked.
- Flashlight as a StatYour flashlight's angle and range are now randomized as part of a weapon's properties and visible on its card. A new weapon prefix can improve it!
UI & Quality of Life: A Major Polish Pass
Combat Readability: Zombie attack hitboxes have been tightened for better visual feedback.
Character Window Update: Your current weapon is now displayed here. All stat and skill descriptions appear in dynamic tooltips next to your cursor, not in a static panel.
Informed Decisions: The mission selection screen now has tooltips for end-of-road objects and encounters, showing you what you're getting into. Workbenches display their cost and your current resources.
Know More: The weapon reload time tooltip now has a breakdown of its components.
- First Death TutorialA new message explains the consequences of death (lose equipment, keep exp and stats) after your first road failure.
Consistent Visuals: UI text and icon colors have been standardized to white for better readability.
Balance & Fixes
- Rarity MattersA weapon's property values now scale with its rarity - a higher rarity always means a better gun (except for movement speed and flashlight, which are fixed on creation).
Safe(er) Havens: Zombies no longer follow you into the safe area at the end of a road.
- Profile CompatibilitySaved game profiles have been updated to a new version. Old characters from 0.1.0 are incompatible and will be removed to ensure stability.
The road is clearer, the threat is more visceral, and your tools are sharper. How far will you get now?
Source
Changelog.gg summarizes and formats this update. How we read updates.
