Zombieville USA 3D

Zombieville USA 3D

View Stats:
 This topic has been pinned, so it's probably important
Mika  [developer] Feb 10 @ 1:33pm
Latest Fixes and Improvements
Hey folks, in the three days since launching the demo, thousands of people have downloaded it, and hundreds of hours have been played! As expected, there's been a couple tech issues and feature requests, but I'm working through them rapidly.

As of the time of this posting, the current demo build should have fixes in place for the two most severe bugs - the occasional black screen on boot, and a Fatal Error! that could occur on the server during multiplayer. In addition, lobbies were appearing in the server list even if they were no longer joinable, which was causing various issues.

I also rapidly added a twin-stick version of movement, which was a common request especially among keyboard/mouse users.

If you run into any other issues, especially if you still run into a "Fatal Error" while playing, spin up a new thread. If you do, and are interested in helping to debug it, I can walk you through how to pull down a debug build that can produce log files.
Last edited by Mika; Feb 10 @ 1:35pm
< >
Showing 1-9 of 9 comments
Mika  [developer] Feb 11 @ 11:15pm 
Update Notes for 2/11/2025
- Stamina now recovers twice as fast when you are stationary
- Slightly increased delay between zombies spawning and being able to attack
- Increased Copperhead damage 16%
- Added the “Pistol” tag to Twin Vipers
- Added “Feedback” link to launch menu that directs to Steam Discussions
- Made Tutorial for picking up weapons more visible
Mika  [developer] Feb 23 @ 4:38pm 
Update Notes for 2/23/25
- Added Medkits as a new “weapon” - these are fairly limited at tier 0 (grey quality) but healing and number of uses increase with rarity level. Additionally, they heal both the user and any allies who are close by.
- Two additional characters are playable in the demo - Goth and Chef
- Fixed a UI bug that would occur when dying while standing near a weapon pickup
- Increased Chainsaw damage and ammo
Mika  [developer] Feb 25 @ 5:37pm 
Update Notes for 2/25/2025
-Cursed zombies are now stunned by chainsaws, matching the behavior of regular zombies
-The mouse wheel can now be used to cycle through your weapon slots
-Added FPS cap setting in the graphics options
Mika  [developer] Mar 11 @ 7:38pm 
Update Notes for 3/11/2025
-Fixed a bug where the “Bandolier” perk did not properly apply to Burst Fire weapons found mid run
-Fixed a bug which would cause exploding zombies to deal double damage to clients in co-op
-Doubled the effects of the “Magic Bullet” perk
-Added a Gameplay Options section to the settings menu which includes the following:
Autofire toggle - allows all weapons (besides hold and release style) to continuously fire while the trigger is held
Force Feedback for controllers
Camera Distance - choose between the default view, or an extended version
Names and healthbars for allies in multiplayer
Mika  [developer] Mar 12 @ 4:40pm 
Quick Update for 3/12/2025
- Fixed an issue that could cause the "Tough Guy" perk to not properly increase max health in some situations
Mika  [developer] Mar 19 @ 4:57pm 
Update Notes for v1.04
-You can now join a co-op session through the Steam overlay
-There is now a visible mark on the healthbar at 30% when you have the “Cornered” perk
-Ghosts can now “sprint” without needing stamina
-Ghosts can now see arrows pointing to allies and their money total
-Weapon Tooltips will no longer appear for Ghosts
-The “Overload” perk will no longer consume ammo from Medkits
-Some earned achievements will now attempt to re-report to Steam when starting a game
-Fixed a bug where zombies would stop spawning if all players were standing at the top of the Zombieville City Hall steps
-Adjusted collision in some areas of the map where zombies could become blocked and unable to reach the player
Mika  [developer] Mar 21 @ 1:14pm 
Update notes for 1.05
-Additional achievement fixes for “stuck” achievements
-Greatly increased distance at which money despawns (1200 to 3600 units)
-Selling weapons once again correctly shows the money gained
-The “Hold” prompt on the UI no longer gets stuck on when clients pick up a weapon dropped by another player
-Fixed a crash that could occur in multiplayer when a client tried picking up a weapon dropped by a player
Mika  [developer] Mar 25 @ 5:29pm 
Update notes for 1.06

Bug Fixes
-Fixed a bug which would cause the movement penalty for firing while backpedaling to not correctly apply in some situations
-Raytraced Shadow Denoiser is now disabled by default, as it could cause intermittent light flickering when Raytracing was enabled - it can be optionally re-enabled in the Graphics settings.
-The ESC key now correctly backs out of menus on the launch screen

Adjustments
-Added an input buffer for both weapon firing and swapping commands - for example, attempting to switch weapons halfway through firing an RPG will execute the swap after the animation is complete.
-Added the ability to instantly pick up a weapon into the currently active slot with E (on keyboard) or Left Trigger (on controller)
-Weapons with “Overload” now simply consume double ammo, instead of using ammo from all weapons at once
-Bottomless weapons now regenerate 1% of their ammo per tick (minimum 1), making it more useful for larger capacity weapons
-Increased the minimum distance explosive zombies can spawn from a player
-Increased Striker damage roughly 45%
-Increased Boomstick base ammo from 20 to 30
-Increased Minigun base ammo from 180 to 240
Mika  [developer] Mar 27 @ 1:35pm 
Update notes for 1.07
-Added additional protections to prevent data loss: backup saves will now be generated at <username>/AppData/Local/Exodus/Saved/Slots, and automatically loaded if the primary file is unable to be read
-Added a setting to the Gameplay options to allow sprinting to be a toggle instead of a hold
< >
Showing 1-9 of 9 comments
Per page: 1530 50