ZED ZONE

Beta0.9.99.9.7 Main Island Road Planning, Tutorial, Separate Character Saves, New Vehicles, Map Waypoints, New Store Page

Leven Liu

The highlights of this update are a full overhaul of the main island's roads and buildings, a brand-new starting scene and tutorial,

the "Dormant Hordes" that appear in the wild and near hospitals,

and the separation of character saves from world saves.

It also adds the electric forklift, a self-driving test vehicle and map waypoints. It rolls up everything from the patches released since October 25.

Main Island Art & Layout Overhaul----roads now lead to the gates of every location instead of cutting through buildings; town blocks are tidier, with new parking meters, street signs, electrical boxes, bike racks and lootable recycling bins along the streets; parking lots and military bases have been redesigned; asphalt shows signs of neglect and potholes collect water after rain; shadows of vehicle wrecks and shipping containers follow the direction of the sun.

Landing Zone & Tutorial----new Standard mode worlds now come with a tutorial, and the layout around the spawn point has been optimized for it.

Dormant Hordes----groups of zombies lying on the ground appear near hospitals and in the wild, and making noise or attacking wakes them up. A Dormant Horde that has been woken up is marked on the PDA map, and its marker turns gray once it is cleared. Old saves get them too.

Character Saves Separate from World Saves----characters can take their backpack, gear and skills into other maps, and you can choose which character enters the world when loading a save.

Electric Forklift & Self-Driving----added the electric forklift, which can raise and lower its forks to carry items and corpses off the ground; added the Kart and the Two-seat Kart; added a self-driving test vehicle that drives itself once you pick a destination on the map.

Map & Navigation----added map waypoints; clicking the minimap opens the PDA map directly; when underground, the maps show the layout of the current underground level and its stairs and exits.

Also included: a redesigned merchant trade screen, new Sprint Mode and Zombies Run at Night settings, a larger dog saddlebag, Tesla Gun chain lightning, and plenty of fixes and performance optimizations.

Main Island Art & Layout

  • Improved the textures of buildings, roads, sidewalks and concrete ground on the main island.
  • New maps: roads lead to the gates of every location, with open space left in front of the gates, and no longer cut through buildings.
  • New maps: town blocks are tidier and the paths in front of doors are wider; streets gain parking meters, street signs, electrical boxes, bike racks and lootable recycling bins.
  • New maps: parking lots have been redesigned with parking lines, green belts and night lighting; military bases have been redesigned with perimeter walls, checkpoints, guard towers, floodlight towers and helipads.
  • Asphalt roads now show signs of neglect, and potholes collect water after rain.
  • Shadows of vehicle wrecks and shipping containers follow the direction of the sun; improved cloak cloth physics; grass under a character who stands still stays flattened.
  • Explosions leave scorch marks on the ground.
  • New sound effects: burning, acid corrosion, electrocution, crafting complete, bullet ricochets and more.

Landing Zone, Tutorial & Saves

  • Added a tutorial: new Standard mode worlds now start with a beginner's guide.
  • New maps: the layout around the spawn point has been adjusted for the tutorial.
  • Character saves are now separate from world saves: a character can take their backpack, gear and skills into other maps; you can choose which character enters the world when loading a save.
  • Prompt and confirmation dialogs have a new look.
  • Incomplete map backups are no longer uploaded to Steam Cloud, preventing incomplete cloud saves.

Dormant Hordes & Hordes

  • Added Dormant Hordes: groups of zombies lying on the ground appear near hospitals and in the wild, and making noise or attacking wakes them up.
  • A Dormant Horde that has been woken up is marked on the PDA map, and its marker turns gray once it is cleared; they also appear in old saves.
  • Horde pathfinding now recognizes whether doors are open or closed and looks for entrances first; when every entrance is sealed, the horde focuses on breaking the weakest wall.
  • Added the game setting "Zombies Run at Night": when enabled, zombies and hordes move 30% faster at night (20:00 - 06:00). Off by default.
  • Fixed horde zombies north of a voxel wall being drawn on top of the wall.

Vehicles

  • Added the electric forklift: one is parked at each Factory, Weapons Factory and Cargo Transit Station. You can raise and lower its forks to carry items and corpses off the ground.
  • Added a self-driving test vehicle: one is parked at the Laboratory, and it occasionally turns up on town streets. Pick a destination on the map and it drives itself, preferring main roads and avoiding obstacles; press the movement keys to take over at any time.
  • The forklift and the prototype vehicle run on car batteries and are very quiet; they also spawn in old saves.
  • New vehicles: Kart and Two-seat Kart.
  • You can now toggle the flashlight and night vision goggles while riding a bicycle, and the flashlight points in the direction you ride.

Map & Navigation

  • Added map waypoints: right-click on the PDA map to set a waypoint.
  • Clicking the minimap opens the PDA map directly.
  • When underground, the minimap and PDA map show the layout of the current underground level and its stairs and exits.

Teammates & Pets

  • Teammates no longer loot corpses and containers ahead of you, and only look for essentials in containers you have already searched; teammates on [Collect Resources Independently] leave freshly dead corpses alone and put everything except gear they urgently need into the Shared Inventory.
  • Reduced the affinity cost of taking a teammate's own items.
  • NPCs warming themselves by a fire now hold out their hands, blow on them, rub them together and hop in place instead of just standing there.
  • Pets whine less often while unconscious.
  • Increased Dog Saddlebag capacity: Saddlebag skill levels 1/2/3 now give 6×8, 8×10 and 10×12 slots. Equipped saddlebags expand automatically.
  • Fixed teammates getting stuck in place after fleeing off screen; fixed all armed NPCs ceasing fire while the player is channeling an action or the mouse is over the interface.
  • Fixed pet portraits not showing on the map.

Combat & Feel

  • Buffed the Tesla Gun: chain lightning, the arc jumps from the target hit to nearby enemies.
  • Buffed the Roll Distance skill: levels 1/2/3 now add 35%, 65% and 100% roll distance.
  • Arrows stuck in spider robots and mechs can now be recovered when they are destroyed.
  • Fixed arrows stuck in the head being very hard to pull out; fixed melee attacks against trees, walls and other objects often dealing no damage with a controller.
  • Added the game setting "Sprint Mode": with keyboard and mouse you can choose hold, press once to sprint, or toggle between sprinting and walking.
  • The mining speed of the Mining Laser and the Tesla Gun no longer varies with frame rate.
  • Fixed scoped aiming being cancelled when the mouse passed over the interface; fixed garbled edges inside the scope when zooming out with the mouse wheel.
  • Fixed the character being locked in place after right-click throwing a held Molotov Cocktail or other throwable.

Interface & Settings

  • Redesigned the merchant trade screen, with item categories, sorting and more.
  • The Sound Effects Volume and BGM Volume game settings are now 0~100% sliders.
  • Click an empty ingredient or fuel slot on a furnace and similar stations to pick an item to put in directly.
  • Grinder: its storage is now split into a disassemble zone on top and a red destroy zone below.
  • The key bindings list now shows your current bindings.
  • When a dagger is equipped in the [Execution Tool] slot, it is used directly to butcher corpses.
  • Fixed the pause menu being cut off on ultrawide screens, leaving the exit button out of reach.
  • Fixed occasional blurry fonts; fixed overlapping text on the new game screen.
  • Fixed some old saves causing the save list to display incorrectly.

Supplies & Balance

  • Increased fish can yields: [Canned Tuna] and [Canned Chum Salmon] 5 cans, [Braised Catfish Can] 4, [Canned Salmon] and [Canned Mixed Fish] 3, [Sardines in Oil] 2. The empty cans required scale accordingly.
  • Butchering ordinary zombies now yields slightly more [Mutant Tissue].
  • [Electric Fence] power draw reduced from 300W to 100W per segment.
  • Mods: modded weapons that replace vanilla guns keep their disassembly option; the mod editor can now set disassembly products for ranged weapons; online wanderers no longer carry modded items.

Other Fixes

  • Fixed players being able to pass through walls or suspended railings on the second floor and above of [Structure] builds; [Structure] building can now only be used on the surface, fixing materials being deducted for builds placed underground that could not be seen.
  • Fixed items vanishing or duplicating after loading when containers were accessed during an autosave.
  • Fixed the [Missing MOD] notice popping up by mistake when loading saves that use no mods.
  • Fixed empty bottles returned from disassembly sometimes containing clean water.
  • Fixed grass growing inside buildings and diagonal empty bands in town grass.
  • Reduced stutter caused by chunk loading and NPC appearance refreshes while moving.
  • Fixed occasional errors in item tooltips, the grappling hook, rescue, clearing weapon malfunctions, building loading and more.

Feedback

If you encounter any issues during gameplay, you can report them through the built-in feedback center, Discord or by email.

For localization or translation-related issues, please use the in-game feedback center or contact the developer directly by email. Or perhaps you would like to contribute to language localization.

Please feel free to provide feedback via our Discord or email.

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Join our Discord

Developer Email:

cheshendog@gmail.com

Thank you for the feedback and support.

This announcement was originally published by Leven Liu on Steam on Nov 3, 2026.

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ZED ZONE

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