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Steam News22 September 20259mo ago

ZIX - First Patch - Build 411 (412 on Quest)

Build 412 Quest / 411 PC is out! :star: Thank you so much for supporting ZIX as it starts its journey through to 1.0 and beyond. Our first few updates will focus on alleviating game breaking issues and balance.

In this update6

Full notes

Full ZIX update

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

What changed

3 fixes2 additions2 changes0 removals
  • Balance
  • Performance
  • Fixes
  • Store
  • Gameplay
changedBuild 412 Quest / 411 PC is out! :star:Thank you so much for supporting ZIX as it starts its journey through to 1.0 and beyond. Our first few updates will focus on alleviating game breaking issues and balance.
fixedMultiplayer & LobbiesFixed several crashes and made lobbies more reliable - Added lobby codes and players online counter - Lobbies re-open when returning to the hub after missions if it was open before the mission
fixedGameplay & BalanceLevels tuned (smaller segments, 3 per mission). Increased enemy count. - Increased difficulty in general. This is just the beginning of balance changes. - Rift Needle & bows: lower release damage, higher energy costs (Rift Needle release = 2 flames) - Fixed boomerang sword poisoning the player. - Adjusted Chaos juggling values - Difficulty now persists when restarting.
fixedProgression & SavingSaves now occur only at key points - Fixed missing rank-up tokens if Continue was pressed immediately - Fixed cloud saving issue regarding unlocked weapons & ingredients
addedUI/UXSTATUS Screen now available to show modifiers / augments collected. (Press menu). Also updated visuals on Mission Control). This is very WIP and may not work properly. - Last Stand: clearer indicators (head pointer, melee icon, billboarding bars, teammate progress) - Guidance Navi look-at prompt; Credits UI template; shop lock/unlock icons; skins tab formatting - Popup keyboard/input linkage fix; dynamic UI edge-case fix - General menu polish, new sprites, chaos icon
addedPlatformsPCVR: timing aligned with XR device (fixedDeltaTime) (Thanks CircuitLord) - Quest: added Quest Pro/Plus controller profiles

ZIX changes

changedThank you so much for supporting ZIX as it starts its journey through to 1.0 and beyond. Our first few updates will focus on alleviating game breaking issues and balance.
fixedFixed several crashes and made lobbies more reliable - Added lobby codes and players online counter - Lobbies re-open when returning to the hub after missions if it was open before the mission
fixedLevels tuned (smaller segments, 3 per mission). Increased enemy count. - Increased difficulty in general. This is just the beginning of balance changes. - Rift Needle & bows: lower release damage, higher energy costs (Rift Needle release = 2 flames) - Fixed boomerang sword poisoning the player. - Adjusted Chaos juggling values - Difficulty now persists when restarting.
fixedSaves now occur only at key points - Fixed missing rank-up tokens if Continue was pressed immediately - Fixed cloud saving issue regarding unlocked weapons & ingredients
addedSTATUS Screen now available to show modifiers / augments collected. (Press menu). Also updated visuals on Mission Control). This is very WIP and may not work properly. - Last Stand: clearer indicators (head pointer, melee icon, billboarding bars, teammate progress) - Guidance Navi look-at prompt; Credits UI template; shop lock/unlock icons; skins tab formatting - Popup keyboard/input linkage fix; dynamic UI edge-case fix - General menu polish, new sprites, chaos icon

Build 412 Quest / 411 PC is out! :star:

Thank you so much for supporting ZIX as it starts its journey through to 1.0 and beyond. Our first few updates will focus on alleviating game breaking issues and balance.

Multiplayer & Lobbies

  • Fixed several crashes and made lobbies more reliable - Added lobby codes and players online counter - Lobbies re-open when returning to the hub after missions if it was open before the mission

Gameplay & Balance

  • Levels tuned (smaller segments, 3 per mission). Increased enemy count. - Increased difficulty in general. This is just the beginning of balance changes. - Rift Needle & bows: lower release damage, higher energy costs (Rift Needle release = 2 flames) - Fixed boomerang sword poisoning the player. - Adjusted Chaos juggling values - Difficulty now persists when restarting.

Progression & Saving

  • Saves now occur only at key points - Fixed missing rank-up tokens if Continue was pressed immediately - Fixed cloud saving issue regarding unlocked weapons & ingredients

UI/UX

  • STATUS Screen now available to show modifiers / augments collected. (Press menu). Also updated visuals on Mission Control). This is very WIP and may not work properly. - Last Stand: clearer indicators (head pointer, melee icon, billboarding bars, teammate progress) - Guidance Navi look-at prompt; Credits UI template; shop lock/unlock icons; skins tab formatting - Popup keyboard/input linkage fix; dynamic UI edge-case fix - General menu polish, new sprites, chaos icon

Platforms

  • PCVRtiming aligned with XR device (fixedDeltaTime) (Thanks CircuitLord) - Quest: added Quest Pro/Plus controller profiles

UP NEXT (NEXT FEW DAYS)

  • Run saving. Proving to be a bit tricky just cause we want it to work with multiplayer as well. Aiming to be done in a few days. - More balance updates. We did a bit, but we want to tune weapons, enemies, enemy density and various player stats to make sure game is plenty challenging (when at higher difficulties) - Dealing with crashes. We dealt with some multiplayer sided crashes but there are some weird ones causing crashes rather frequently. - Fixing modifiers being missing.. and after-campaign missions from not showing bosses properly. - Etc.. based on feedback & team availability.

Source

Steam News / 22 September 2025

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