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Full Zombie Assault: Resurgence update
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Repeated intro
Hey mercs!
What changed
- Maps
- Gameplay
- Events
- Balance
- Performance
- UI and audio
Zombie Assault: Resurgence changes
We’re back with another update on Zombie Assault: Resurgence, and we’ve got something very exciting to share… the next public playtest is just around the corner! We know you’ve all been itching to get your hands on the game again, and we feel like we’re now at the stage where it’s time to get more of your extremely valuable feedback. So, without further ado, here are the details:
Playtest Timings
WHEN:
The playtest will begin at 10am on August 13th (BST) and run until August 18th (BST)
WHERE:
Steam - now using the Steam Playtest feature (full details below)!
What To Expect
It has (somehow!) been over 7 months since the first-look playtest, and since then, we’ve been hard at work! Your feedback so far has helped us push forward on the systems, features, and visuals that will bring ZA:R to life, so here’s some of what you’ve got to look forward to for this round of testing:
Drop in to Merc HQ in the all-new multiplayer HUB!
All 3 character classes can now be levelled up to rank 10
3 epic maps
Mining Facility, Icefield, and Abandoned Colony
4 Operation types
Eradication, Eradication Surge, Cache Recovery, and Close the Breach
Tough Mode
A modifier that increases difficulty but also increases rewards
Varied endings for Operations
Simple, Rush, and Boss
Strongboxes are back!
These will drop common guns and gear that can be equipped to your characters
The playtest build will include 10 guns, including starter weapons and a full HVM armour set
3 Abilities can be unlocked (final one at rank 10)
Skill Points gained on level up
Skill Points can be placed into Core and Class Skills
The ability to change equipment on your merc and have multiple saved loadouts
Canned chat
We will also have some of the awesome NK devs jumping in to join the zombie slaying action throughout the testing window, so we’ll post further details on that in our Discord at the time! Also, here’s a little sneak peek at a screenshot from the upcoming playtest build:
Your Feedback Matters
This playtest will help us zero in on some key system designs before we move into deeper content and polish work. Your feedback here is crucial, so here are a few specifics we’d love to get your thoughts on:
The overall look, feel, and difficulty of the game
Merc HQ performance (especially when there are multiple players in there)
Gun feel (pros and cons of the various weapons)
Feedback on initial skills
The last time we opened the game up to you all, we were blown away by the feedback and general community discussion, so please join our Discord here if you haven’t already to give us your feedback in real-time throughout the testing window, and keep an eye out for a feedback form that we’ll share near the end of the playtest.
How to join using Steam Playtest!
We’re now using Steam’s Playtest feature to make it easier than ever to hop into the action. Here’s how to join:
Head over to the Zombie Assault: Resurgence Steam page here!
Scroll down to the “Request Access” button under the “Join the Zombie Assault: Resurgence Playtest” section and click it.
Steam will notify you when you’ve been granted access - no keys needed!
Once access is granted, you’ll be able to install the playtest build straight from your library.
NOTE: If you took part in the last playtest, you still need to follow these steps to be included in this one
Make sure Steam notifications are enabled so you’re notified as soon as the build goes live, and whilst you’re there, be sure to add Zombie Assault: Resurgence to your Wishlist!
Questions from the comments
Q: Will bosses eventually have unique mechanics (phases, environmental hazards, etc)? Will there be more than one boss per map or randomized boss encounters?
A: To answer your first question: Yes! These are all things we’re looking to include in boss encounters. Secondly, Operations can feature randomized boss encounters, while Story missions will be a bit more intentional with any such fights.
Q: Will there be mastery ranks, prestige systems, or something to grind for post-cap? Will players be able to freely respec skills or loadouts later on?
A: We have lots of fun ideas planned for late-game systems, but for now we’re concentrating on fleshing out the main game feel. Loadouts can be changed as freely as you like. Skills can also be respec’d easily, but will come with an in-game currency cost.
Q: Will cosmetics (gun skins, armor variants, etc) be earnable or only monetized? Any plans for visual customization tied to class progression?
A: Cosmetics are likely to be a mix of earnable through playing the game and monetized. We are indeed planning on some changes to your appearance tied to class progression!
Q: Will bosses have a visible health bar or phase indicator to help players track progress during fights?
A: We will have health bars for bosses as well as clear visual feedback for changes in phases. Maybe not in the playtest, but they will be in the final game!
Q: How much of the game is singleplayer-friendly? Will there be a lot of content that's exclusively multiplayer or only balanced around multiplayer?
A: The game is being built in such a way that it will be equally playable in multiplayer as it is in single player, so you can choose to slay zombies solo or squad up!
That’s all for this dev diary! The countdown is officially on for the playtest, and we’re so excited for you all to get your hands on the game again. For now, why not whet your appetite by taking part in the latest SAS 4 Global Event starting now for extra juicy rewards!
Until then; stay alert, mercs!
“The undead are coming home, and they’re bringing all hell with them ” - Anonymous Merc #75
Source
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