Day 31

Update 0.3.3: The Ledger, the Armory, and guns that fight back

SizilStank

Vessel keeps a ledger. Every deal he has ever made is written in it, and now some of the lines are yours.

The Ledger

A new page on the main menu, and on the Leaderboards page in the pause menu.

- Twelve entries, three open at a time. Kill fifty with headshots. Cripple forty legs. Stamp out fifteen crawlers. Fell four Brutes. Survive twenty-five minutes. Kill a thousand.

- Progress counts across every run and is saved when you quit. Fill an entry and Vessel signs it, then the next line in the book opens.

- Every signed entry pays a weapon finish and a sticker or a charm. Cosmetic only. Nothing in the Ledger makes you stronger, so the leaderboards stay fair.

- The page shows every finish, sticker and charm in the game, what you own, and which entry pays the rest.

The Armory (full game)

After you choose your survivor, the Armory opens before the run. Your gun turns on a stand in front of you.

- Each gun keeps its own look: a finish, a sticker on each side, and a charm on a chain that swings when you move, turn and fire.

- Rotate and resize each sticker. Stickers sit on the gun like vinyl, follow its curves and ride the slide and magazine.

- Finishes paint over the gun's own wear, so the scratches and grime still show through.

- Four stickers and two charms are free from the start. Everything else is paid by the Ledger.

- In couch co-op each player dresses their own guns.

Guns fight back

- Full-auto guns climb now. Hold the trigger and the view kicks up and drifts sideways along a path that is never the same twice. Pull down to keep them on target. Let go and part of the climb settles back.

- Bullets spread the longer you hold. Tight from the first shot, wider through a long spray, wider from the hip, on the move and in the air. Aiming down sights keeps it tight. The crosshair opens to show where the rounds can go.

- Every gun has its own kick. The AK105 climbs hard and pulls right. The TR15 is the controllable one. The MKR9 is jumpy and settles fast. The revolver and the bolt action hit like a door.

Attachments have a cost

- Magnified scopes zoom, but you aim slower, sway more and spray from the hip.

- Iron sights are the fastest to aim. Red dots and the holographic sight tighten your aimed shots.

- Grips trade aim speed for control: the angled grip aims fastest, the vertical grip kills the climb, the Zetco steadies you on the move.

- Suppressors: zombies hear you from a third of the distance, but you lose some damage and range.

- Vessel's machine shows the gain and the cost on every row.

Fixed

- The main menu shows the right version number.

Tell me which gun feels wrong now, and which Ledger entry is too easy or too slow.

Thanks for playing.

SizilStank

This announcement was originally published by SizilStank on Steam on Oct 25, 2026.

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