Zombie Hunter, Inc.
Steam News 2 May 202618d ago

Development VLOG April 2026

This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) -…

Update log

Full Zombie Hunter, Inc. update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition0 changes0 removals
  • Performance
addedThis April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month. [dynamiclink href=" https://youtu.be/CloJc_Ec4wQ "]
This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least3 to 5

This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month. [dynamiclink href="https://youtu.be/CloJc_Ec4wQ"]

Source

Steam News / 2 May 2026

Open original