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Steam News28 November 20256mo ago

⚙️ Hotfix v0.5.21 - Client Fixes

Hey survivors! We pushed a small hotfix to address a few annoying issues with damage & interactions.

Full notes

Full Zombie Survival Game Online update

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

Repeated intro

Hey survivors!

What changed

4 fixes2 additions2 changes0 removals
  • Server
  • Balance
  • Gameplay
  • Maps
  • Store
fixedWe pushed a small hotfix to address a few annoying issues with damage & interactions. We were also made aware by survivor Keelo + friends that there is a healing bug on the hosted servers [this bug is still around, unfortunately, and we are working on a fix!]. Coop + Singleplayer are not affected by this bug. Here are the technical details from the hotfix:
fixedClient Damage FixesFixed an issue where clients weren’t always taking damage properly in certain situations from the new Zed changes. We replaced an internal engine damage event so damage should now register more consistently for clients. Please keep an eye out and let us know if you still notice weirdness here. Thanks for the reports, survivors!!
changedClient Damage FixesReplicated bIsPushed should allow the client to push multiple times properly.
fixedClient Damage FixesFixed code issue where if the montage got interrupted, it would never re-enable zombie movement until the zombie got triggered into a state that would do so automatically
addedClient Damage FixesAdded a redundancy check 4 seconds after the push to confirm it's still in push state and to ensure renabling movement.
addedInteraction & Inventory FixesAdded extra safety checks so you can no longer open a zombie’s inventory while it’s still alive. (If it’s walking around, it’s not a loot box. Yet.)

We pushed a small hotfix to address a few annoying issues with damage & interactions. We were also made aware by survivor Keelo + friends that there is a healing bug on the hosted servers [this bug is still around, unfortunately, and we are working on a fix!]. Coop + Singleplayer are not affected by this bug. Here are the technical details from the hotfix:

Client Damage Fixes

  • Fixed an issue where clients weren’t always taking damage properly in certain situations from the new Zed changes.

    We replaced an internal engine damage event so damage should now register more consistently for clients. Please keep an eye out and let us know if you still notice weirdness here. Thanks for the reports, survivors!!

  • Replicated bIsPushed should allow the client to push multiple times properly.

  • Fixed code issue where if the montage got interrupted, it would never re-enable zombie movement until the zombie got triggered into a state that would do so automatically

  • Added a redundancy check 4 seconds after the push to confirm it's still in push state and to ensure renabling movement.

Interaction & Inventory Fixes

  • Added extra safety checks so you can no longer open a zombie’s inventory while it’s still alive. (If it’s walking around, it’s not a loot box. Yet.)

  • Fixed two null pointer errors in the Map setup that could trigger when a client player died.

  • Improved interaction with dead bodies by:

    • Changing the dead body skeletal mesh collision to behave like a world item.

    • Adding a wider collision volume that only interacts with the “interact” trace. This should help when your UI says “Press F” but nothing actually happens.

As always, thanks for sticking with us and sending in bug reports. These hotfixes help keep the foundation solid while we keep working on more updates coming your way.

WINTER IS HERE!!! Stay warm, & stay armed, - The ZSGO Team

Source

Steam News / 28 November 2025

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