HomeGamesUpdatesPricingMethodology
Steam News21 January 20265mo ago

Fireside Chat #01: Modding, Ideas & Plans | Community FAQ

To all Zeverland Survivors: It has been over two months since our first closed beta ended and the servers went dark. How have you been holding up in the real world?

In this update4

Full notes

Full Zeverland update

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

What changed

0 fixes7 additions11 changes0 removals
  • Compatibility
  • Gameplay
  • Events
  • Performance
  • Maps
  • Balance
changedIt has been over two months since our first closed beta ended and the servers went dark. How have you been holding up in the real world?
addedDevelopment Progress Q&A[Response]: This aligns perfectly with our design philosophy. The charm of a sandbox game lies in creating infinite possibilities with limited resources. If the power source is everyday, the components should be too. Why can't a removed [Toilet] serve as a driver's seat? It fits survival logic while adding a touch of absurd realism. We will be rolling out these "common sense" designs in future updates.
changedDevelopment Progress Q&ARandom Events
addedDevelopment Progress Q&A@魔法楠帝 : Please add random events like plane crashes or breached research labs that offer chances for rare loot.
changedDevelopment Progress Q&A[Response]: We are actively polishing this. A post-apocalyptic setting needs both environmental unpredictability and complex human nature. We have placed over ten types of "accidents" across the map. When you approach a distress signal, is that NPC an ally or a raider? That is for you to judge. We want these choices to simulate the true rules of wasteland survival.
changedDevelopment Progress Q&APVP vs. PVE Balance

Zeverland changes

changedIt has been over two months since our first closed beta ended and the servers went dark. How have you been holding up in the real world?
added[Response]: This aligns perfectly with our design philosophy. The charm of a sandbox game lies in creating infinite possibilities with limited resources. If the power source is everyday, the components should be too. Why can't a removed [Toilet] serve as a driver's seat? It fits survival logic while adding a touch of absurd realism. We will be rolling out these "common sense" designs in future updates.
changedRandom Events
added@魔法楠帝 : Please add random events like plane crashes or breached research labs that offer chances for rare loot.
changed[Response]: We are actively polishing this. A post-apocalyptic setting needs both environmental unpredictability and complex human nature. We have placed over ten types of "accidents" across the map. When you approach a distress signal, is that NPC an ally or a raider? That is for you to judge. We want these choices to simulate the true rules of wasteland survival.

To all Zeverland Survivors:

It has been over two months since our first closed beta ended and the servers went dark. How have you been holding up in the real world?

Let’s get to the point— in this broken world, silence breeds anxiety. To honor your patience and trust, we have combed through your feedback—messages in a bottle sent from the community—and are officially launching this"Fireside Chat."This isn't just a Q&A; it is a blueprint for rebuilding civilization that we are drawing together. So, come throw a log on the fire, and let’s talk about what we’ve been working on.

Development Progress Q&A

We have spent the last month analyzing community feedback. Here are our responses to the most representative suggestions.

  1. Vehicle Customization

  • @Jos4u8 : Can we use everyday items like umbrellas, buckets, and wheels to build wind-powered vehicles?

    https://www.youtube.com/watch?v=PY-4K4e5s6w

  • [Response]This aligns perfectly with our design philosophy. The charm of a sandbox game lies in creating infinite possibilities with limited resources. If the power source is everyday, the components should be too. Why can't a removed [Toilet] serve as a driver's seat? It fits survival logic while adding a touch of absurd realism. We will be rolling out these "common sense" designs in future updates.
  1. Random Events

  • @魔法楠帝 : Please add random events like plane crashes or breached research labs that offer chances for rare loot.

  • [Response]: We are actively polishing this. A post-apocalyptic setting needs both environmental unpredictability and complex human nature. We have placed over ten types of "accidents" across the map. When you approach a distress signal, is that NPC an ally or a raider? That is for you to judge. We want these choices to simulate the true rules of wasteland survival.

  1. PVP vs. PVE Balance

  • @Mundi : Please consider the experience of non-PVP players and avoid toxic competition.

  • [Response]: Rest assured, we are handling this carefully. Zeverland’s core is "Reconstruction," not mindless slaughter. Building arks, purifying homes, and constructing the Tower of Babel requires cooperation. Therefore, the game leans heavily towards a PVE co-op experience. regarding PVP rules, we will solicit community feedback later to ensure every playstyle finds its place.

  1. Cooking Freedom

  • @台风疯掉惹 : Can cooking be freer? Like adding weird spices or even poisoning food?

  • [Response]: Sounds dangerous, but creative. We have just refactored the cooking system to support high freedom. Just like weapon assembly, ingredients can be mixed freely. You can use spices for buffs or add some "unconventional" additives.

    Tip: Think twice before eating food handed to you by a stranger.

  1. Weapon Customization

  • @哈气迷 @乐无殇 & others : Will there be a deep weapon customization system?

  • [Response]For a survival game, this is standard. We have built a prototype where accessories drastically change a weapon's tactical use. Sticking to our "everyday life" concept, we’ve added logical DIY mods—like using a plastic water bottle as a silencer. Sounds reasonable, right? Expect to see this in the next test version!

Art Log: The "Neighbors" Who Never Clocked Out

We often call Zeverland a "world on pause." When disaster struck, people were at their posts. Following the principle of"What You See Is What You Get,"most equipment or clothing you see on zombies can be looted after you take them down.

More importantly, we kept their traits.

Even as Zeds, delivery drivers still run, and mechanics still grip their wrenches. This isn't just a mechanic; it's a metaphor for the old world. Check out the sketches below—who would you least like to meet on a street corner?

Steam post imageSteam post imageSteam post imageSteam post imageSteam post imageSteam post image

Community Spotlight: Sparks of Civilization

We are amazed to see players already creating fan art. We thought you were focused on survival mechanics, but your artistic imagination is incredible. Thank you for bringing color to this gray wasteland.

Chopstick Katana

尘373 Hand-crafted Bows: From Novice to Master

The Silliest Enemy SCOTLAND Special Infected in the Beta

Alex Beardbot Punk Zombie and Me

Blue A Touching Scene from the Trailer

天気予報醤 Wild Ideas on "Corpse Energy," Vehicle Mods, and Weapon Combos

If you have creations, please share them in our official community!

Closing Words

That’s all for this log. The team is fully focused on production for the next phase. For the latest updates, please follow our official social media.

Finally, if you can, please add Zeverland to your [Wishlist]. Your support is the most vital fuel keeping us moving through this winter.

(The campfire slowly fades)

Thank you for watching over us. See you next time we add wood to the fire!

— Quantum Quirks

Source

Steam News / 21 January 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.