In this update2
Full notes
Full Zeverland update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Balance
- Server
- Fixes
- Performance
Zeverland changes
Hi, survivors!
Everyone who filled out the form yesterday has had their access granted! If you haven't gotten a spot yet, you can still sign up here 👉 https://forms.gle/ou4yF1JexzcYU2FE6
Since PT2 went live, you've all rolled up your sleeves and dived right in, sending us a flood of new discoveries and bright ideas as you play. We've jotted every one of them down. Here are the ones you care about most.
Player Feedback
Q1: What should I do about griefing and disputes?
A: In the apocalypse, survivors are supposed to look out for one another. Zeverland is a survival game built around PVE — the real enemy was never the survivor next to you. Exploiting bugs to attack, steal from, or harass other players isn't competition, it's plunder.
If a case is serious and truly unforgivable, the team will step in to verify and take action. Please send the details to the staff.
A good wasteland is built by everyone, together. A true survivor relies on each other, not on scheming. We hope you'll all help us protect this land.
Q2: Will my camp get raided or my stuff stolen after I log off?
A: Don't worry — items inside your territory can't be taken; if something really does go missing, it's almost certainly a bug, so please report it. And once you've claimed an area, zombies won't respawn inside it anymore.
Q3: Can the map show my home/base location and city names?
A: Definitely! It's already on the roadmap — just give us a little time.
Q4: The main story feels like it's pushing me along, and the further I explore the further I drift from it.
A: We'll seriously look into adding a "quest reset" option to ease that feeling of being led by the nose.
Q5: Gas stations run dry and city loot refreshes slowly — I'm worried earlier players will strip everything before latecomers get a chance.
A: Refresh is currently every 4–6 hours, and it'll be delayed when server load is high. Once the map gets bigger later on, this will ease up a lot.
Q6: There are too few zombies — I can barely find any to fight.
A: Want some real action? Head into the city — there's plenty there.
Q7: There's no hint when searching houses, so I don't know which rooms have the most loot.
A: We'll improve the loot-spot hints so you waste fewer trips.
Q8: Blueprints like the tactical sniper grip are way too hard to find — I keep coming up empty.
A: We'll tune the drop rates so blueprints aren't buried quite so deep.
Q9: Could you build out a deeper zombie system? (Zombification grace period, cure quests, elite zombies, body-part upgrades…)
A: That's a really cool concept! Deepening the zombie gameplay is a direction we want to go too — it depends on scheduling, but it's going straight into the brainstorm vault~
Q10: Watering crops one by one, ten minutes to craft 40 arrows, tiny materials only craftable from the backpack — it's such a grind.
A: We'll optimize crafting efficiency down the line so there's less repetitive busywork.
Q11: Villagers don't work on their own — I have to assign everything, and the more survivors I have the more tiring it gets.
A: Actually, NPCs will auto-deposit materials — try adjusting the storage settings. Heading out to scavenge still needs you to give the order for now; we'll look into improving the speed.
Q12: Can boxes on the ground be stacked on top of each other?
A: Sure can — give it a try when you place them~
Q13: There was no workbench tutorial this time, and no guide for wiring or generators either — left me totally lost.
A: We'll improve the power-related function and guidance so you're not "wiring in the dark."
Q14: I'd rather be able to recharge batteries than rely on lamps.
A: This one's coming later~
Q15: Can the server-select screen show more info, like region, player count, and real ping?
A: Noted — we'll seriously consider adding it.
Q16: When I log back in, can you at least tell me who killed me?
A: There should be a notification in theory; if you didn't get one, it might be a bug — please report it~
Q17: Shelters/homes can't be upgraded, and the building & upgrade experience still feels unpolished.
A: We're hard at work on it! We're pushing to improve the upgrade experience.
Bug Fix Progress
Fixed
Main quests getting stuck / not spawning enemies / unable to reset
Confirmed, fixing
Stuck in terrain / clipping / falling through the map, character (special infected) invisibility, terrain & building collision snags, loot-refresh anomalies / claiming, vehicles vanishing, frame drops / performance degradation, CPU overheating, zombie AI / death-detection anomalies
Logged, scheduled
Training screen freezing, territory / building bugs, combination & door lock failures, purple screen / launch crashes
Working as intended (not a bug)
Strength EXP cap: a numeric design choice
Dark nights: see the lighting tips above
Players of different factions and their NPCs fighting each other: by design
Bow draw: switch weapons to cancel; grass really does block bullets and arrows
NPCs relieving themselves on the spot: put a toilet in your territory and they'll use it
Trunk "not enough space above": adjust the interactable's position in build mode
Combat skill EXP from bosses: by design
Network-related
Server crashes / connection timeouts, stuck at 100% loading on a black screen → mostly network-environment issues; please check your network or switch nodes and retry
Investigating / TBC
Trunk items disappearing and similar cases can't be reproduced yet; the rest are being checked one by one
We've carefully noted every piece of feedback, and Zeverland will keep getting polished with each test and your wild ideas.
Keep the suggestions and discoveries coming — the next one we flip might just be yours!
And don't forget to toss Zeverland onto your Steam wishlist~
Source
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