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Steam News14 November 20257mo ago

Developer Log: PaTT Day 1 - Talk about Crafting & Modification

Hey everyone! The first closed test is officially live, and we warmly welcome the first group of survivors to the apocalyptic world of Zeverland. Of course, we are already preparing for the next rounds of testing.

Full notes

Full Zeverland update

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

Repeated intro

Hey everyone! The first closed test is officially live, and we warmly welcome the first group of survivors to the apocalyptic world of Zeverland. Of course, we are already preparing for the next rounds of testing. Players who weren’t able to join this time can keep an eye out for our upcoming announcements!

What changed

1 fix6 additions13 changes0 removals
  • Maps
  • Gameplay
  • Balance
  • UI and audio
  • Compatibility
fixedQ1: Since the map is fixed, will there be vertical expansion, especially digging underground?
changedQ4: Each weapon acts as a base with multiple attachment points. As the player’s crafting level increases, more attachment points are unlocked.
changedFor example, a low-level “stick base” might only allow one knife, while higher levels could unlock dual blades for extra bleed damage or a knife and flashlight combo for lighting. At max level, you might even attach eight flashlights to one stick, creating a powerful light source that shows the system’s flexibility and fun.
changedA: Eight flashlights? Now that’s spicy! We don’t support it yet, but a modular weapon system is definitely the direction we are moving toward, and we will take your idea seriously.
changedQ5: The zombie base body includes the head, two arms, and two legs as basic attachment points.
changedAs the mutation level increases, more points can be unlocked, allowing players to create “eight-legged zombies” or “eight-armed zombies.” To balance their strength, higher-level mutants would need to eat fresh meat more often or they would lose health and eventually die. To avoid increasing player conflict, AI humans could spawn in specific areas as an optional food source.

Zeverland changes

fixedQ1: Since the map is fixed, will there be vertical expansion, especially digging underground?
changedQ4: Each weapon acts as a base with multiple attachment points. As the player’s crafting level increases, more attachment points are unlocked.
changedFor example, a low-level “stick base” might only allow one knife, while higher levels could unlock dual blades for extra bleed damage or a knife and flashlight combo for lighting. At max level, you might even attach eight flashlights to one stick, creating a powerful light source that shows the system’s flexibility and fun.
changedA: Eight flashlights? Now that’s spicy! We don’t support it yet, but a modular weapon system is definitely the direction we are moving toward, and we will take your idea seriously.
changedQ5: The zombie base body includes the head, two arms, and two legs as basic attachment points.

During recruitment and early testing, we’ve received tons of suggestions and feedback from you all. Starting with this log, we’ll be sharing regular updates and answering your most burning questions. This time around, we’re diving into one of your top topics: the crafting & modification system!

See if your question got “flipped” below!

If you have any feedback, suggestions, or questions about Zeverland, feel free to leave them on Discord or any of our social media platforms. We will record everything one by one.

Q1: Since the map is fixed, will there be vertical expansion, especially digging underground?

A: Imagine this: you swing your shovel once… and hit someone’s buried stash of canned beans. Chef’s kiss! That said, underground construction is pretty complex to design and implement, so it’ll likely come much later. But don’t worry—there’s already plenty to tinker with above ground!

Q2: The future gunsmith system could also fit the unique style of this game.

  • For example, players could attach a funnel to the magazine for faster reloads and more jams, tie a stick to the rail as a bayonet, or attach a toilet paper roll as a scope. You could even mount a three-meter hook on the stock to fire from a distance.

A: Great idea! That’s exactly the “anything can be fused” philosophy we’re going for. We’re actively planning a modular firearm system—and your suggestions are already on our whiteboard!

Q3: Can we freely modify vehicles to turn them into mobile fortresses?

A: The current version does not yet include full vehicle interior building, but our goal is to let you transform an SUV into a moving home. In the future, we plan to support multi-level cabins, expanded interiors, and mounted weapons or barricades. After all, in a world just after the Red Rain, a moving safe zone is the ultimate luxury.

Q4: Each weapon acts as a base with multiple attachment points. As the player’s crafting level increases, more attachment points are unlocked.

  • For example, a low-level “stick base” might only allow one knife, while higher levels could unlock dual blades for extra bleed damage or a knife and flashlight combo for lighting. At max level, you might even attach eight flashlights to one stick, creating a powerful light source that shows the system’s flexibility and fun.

A: Eight flashlights? Now that’s spicy! We don’t support it yet, but a modular weapon system is definitely the direction we are moving toward, and we will take your idea seriously.

Q5: The zombie base body includes the head, two arms, and two legs as basic attachment points.

  • As the mutation level increases, more points can be unlocked, allowing players to create “eight-legged zombies” or “eight-armed zombies.” To balance their strength, higher-level mutants would need to eat fresh meat more often or they would lose health and eventually die. To avoid increasing player conflict, AI humans could spawn in specific areas as an optional food source.

A: Hmm… this feels like it came from the same mad genius as the eight-flashlight stick! Eight legs sound crazy. For now, we only support changing heads, arms, and legs. Eight arms would be amazing but technically challenging. We will think carefully about it, because in Zeverland, even zombies deserve dreams.

Q6: Can players co-build public safe zones with distinct post-apocalyptic styles,

  • Such as container camps, bridge fortresses, alleyway shelters, or rooftop outposts? Will systems like farming, power, plumbing, and mobile homes be added later?

A: We support free building, and of course you can claim key locations on the map as your own shelter—so your vision should be totally achievable. After all, civilization isn’t rebuilt by one survivor alone; it’s built together, piece by piece. We can’t wait to see how you and fellow survivors slowly grow a new order from the ruins of Zeverland.

Q7: Can you consider larger or unique vehicle modifications, such as armored trains for large-scale transport, unrealistic planes that somehow still fly, or even a vehicle fusion system that allows two cars to merge into one? Although these are difficult to implement, they would greatly increase creativity and teamwork.

A: Love it! We’ll prioritize feasible ideas first—but the rest? Straight into our Brainstorm Vault.

Q8: Post-apocalyptic gadgets:

  • Coin of Misfortune: Use it when starving, bleeding, or turning into a zombie. There is a 10% chance to fully recover and a 90% chance to drop dead on the spot.

  • Lost Map: When you are lost, you can use it. It might point in the right direction or the wrong one. You are lost anyway, so why not ask the mysterious map?

  • Chalice of Thirst: Instantly restores hydration but adds a random debuff that increases dehydration speed by 1–10 times. Each sip of water worsens the debuff. A beautiful cup hides deadly poison.

  • Faulty Lightning Talisman

    Constantly leaks electricity. Attach it to your car light for a permanent lamp.

    Combat Gadgets

  • Hero’s Cigarette: Burn HP for attack and speed boosts. (Betting my youth on tomorrow.)

A: Fun idea! We’ll consider adding these high-risk trinkets as little surprises in your Zeverland apocalypse life.

Q9: In some other media, dismembered zombies will congeal together to form a larger monstrosity that's a form of heads and arms, and limbs. Something like this would be perfect for getting Zed across long distances as an option for vehicles for Zed.

A: You can already rip the legs off a Parkour Zombie, attach them to yourself, and race your friend’s car! After all, in the post-apocalyptic world, there are no traffic rules anymore — and the cops might have turned into zombies too. These ideas are really fun and have greatly expanded our creative horizons!

Q10:In the trailers buildings were constructed instantly, What just stops me mid-fight from just placing down a barricade or a wall to give myself an advantage like Fortni- Jokes aside, unless there is something we haven't seen yet preventing it. Like maybe you cant build in combat or the more stuff your carrying the slower/less stamina you have? wondering if this is just an intentional piece of the game idk just curious

A:Survivors will have encumbrance limits for now, but building remains completely free. After all, in a post-apocalyptic world where resources are scarce and stamina is limited, we want you to fully embrace the creative freedom—and joy—of rebuilding your home from the ruins, even under pressure.

Your ideas have already sparked so many new possibilities—and we’re evaluating each one carefully. As always, we’ll keep iterating based on test data and your feedback.

And whether you’re in the beta or not—keep those suggestions coming! Every wild thought helps shape Zeverland. Who knows? One day, you might log in and see your invention lighting up the apocalypse.

If you enjoy this flavor of chaos, don’t forget to add Zeverland to your Steam wishlist!

Source

Steam News / 14 November 2025

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