Update 0.3.1: the shove works now, and the early waves ease you in
Update 0.3.1
Two days of Next Fest feedback, and most of it came down to one thing: the shove. In the test scene it threw zombies off you. In the game it played the animation and did nothing. One line of code decided that, and it has been wrong since the day the shove went in. It is fixed, and while I was in there I went through the rest of the list.
The shove
- G on keyboard, click the right stick on a pad. It now pushes every zombie around you, not just the one in front, and the big ones go too.
- Shove fast and it gets tiring. After four or five quick shoves there is a longer wait between them. That is on purpose.
- When something has hold of you, the break-free prompt shows the moment it grabs you. Mash the shove to get loose.
The first waves
A fresh start with a pistol was a pile-on. The first six waves now ease you in.
- No runners on wave 1. Runners, and how fast they run, build up to full strength by wave 6.
- Fewer zombies at once in the first waves, and they arrive more slowly. By wave 6 it is what it was.
- Zombie hits do less in the first waves and ramp to full damage by wave 6.
- Zombies carry momentum now. They no longer turn on the spot or slide sideways around you.
Wave 6 and beyond are unchanged. Nerve still comes from fighting, and standing still is still how you turn.
Fixed
- Guns aim where the sights point again. Using the bat had been knocking the aim off to the right until you restarted.
- You no longer catch on dead bodies and get stuck.
- The game starts at the darkness it was built for. The Brightness setting had been lifting the whole hospital even at its default. The slider still works, on top of the intended look.
- Your flashlight is a lot brighter. The revolver's light is unchanged.
- The death camera stays out of the ceiling. One game over screen, not two.
- Energy Rifle shots no longer hang in the air after you swap weapons.
- The bolt-action rifle no longer plays its bolt twice per shot.
- Zombies stay on their floor when you take the elevator. (full game)
New
- Prompts show your controller's buttons: PlayStation, Xbox or keyboard, whichever you are holding.
- Vessel speaks. His machines look like his now, and he has something to say when you cannot afford what you asked for.
- The game opens with the studio logo, and the menu shows the right version number.
- Co-op game over waits for the last of you. (full game)
- Two more wall guns on the second floor, the MKR9 and the MX68, and the second floor's halls are no longer bare. (full game)
What I want to know
Where did you die, and what wave was it? The early-wave numbers are the first pass. If wave 3 still eats you with a pistol, or wave 7 feels soft after the ramp, tell me in the discussions and I will tune it from what you post.
Early Access
Day 31 launches in Early Access on October 30 at 12:00 PM CDT for $9.99, with a 15 percent launch discount for the first 7 days. Online co-op ships with Early Access. The demo stays solo.
Thanks for playing.
SizilStank
This announcement was originally published by SizilStank on Steam on Oct 21, 2026.
Open the original on Steam