File 10 — patch log · field dispatches
Notes from the wall.
Every change we've cut on the road from 0.9 to the 1.0
beta — what's new, what we sharpened, and what we rebalanced. Newest dispatch up top. The launcher pulls
these automatically; this is the long-form for anyone who wants the whole story.
1.0 Beta
Dispatch 0.1.9 — 26 Jul 2026 · channel: beta
The Horde Learns to Knock
v0.1.9
— your barricades finally mean something to the common dead.
Fixed
- Regular zombies could not attack barricades at all. Their entire attack test was
"is the player within reach" — a barricade was never even considered. Blocked by a cade, they stood
there with their arms out while the player stayed safely out of range. Only the special zombies could
break wood. The common horde now looks for whatever is blocking it and swings at that, for the same
damage it deals players.
- Zombies ignored anything below them. A prop underfoot or on a lower step has almost no
horizontal bearing, and the "is it in front of me" test threw those out — so a cade beneath a zombie
was invisible to it. Anything essentially on top of them now counts as blocking.
- Big barricades were unreachable. Attack range was measured to a prop's centre rather than its
surface, so on a long plank stack or a wide crate a zombie could be pressed flat against the wood and
still be "too far" to hit it — and physically unable to get closer, because the cade blocks them.
- The free arsenal crate spawned in your face. It was dropped at a fixed distance in front of
the spawn point and simply seated on whatever the ground trace found — and a ground trace happily
lands on the top of a prop. On Arena01 there is a waist-high prop directly ahead of the first
spawn, so the crate perched on it at head height, under a metre from your eyes, while you stood on
the floor a metre below. Crates now have to land on the same floor you are standing on.
- The resupply box floated in mid-air. It is placed beside its arsenal crate with no ground
check of its own, so it inherited the crate's height — including when the crate was up on that prop.
It now picks a side that shares the crate's floor.
- A carried crate trapped you. While shouldered it was set to "query only" collision, which
stops physics but not the movement sweeps a character walks with — so you collided with the
crate you were holding and slid to a halt every few steps. The crate now ignores its own carrier and
nobody else, so it still blocks zombies normally.
- A carried crate blocked the whole screen. It was attached behind you at head height, which
is exactly where the third-person camera looks from.
- You could not put a crate down at all. Shouldering set a state that no "place it" path ever
checked, so every press fell through to the pick-up trace. There was no key in the game that could
set a shouldered crate down.
- The leaderboard listed you once per run. Two runs meant two rows on a board that is supposed
to rank operators, not attempts. One row per survivor now, showing their best.
- Your rank counted runs, not people. A rival logging five good runs pushed you down five
places on a board that only displayed them once. Rank and table now agree.
New
- Monthly standings. The board is now a calendar-month season and rolls over on the 1st.
Nothing is deleted — every run stays in your record and in the all-time totals.
- Arsenal crates place like turrets. Pick one up and it lifts off as a preview that follows
your aim — green where it will sit, red where it will not. Press
E to set it down. A red spot refuses and leaves the preview up so you can re-aim instead of
dropping a shop kiosk inside a wall.
1.0 Beta
Dispatch 0.1.8 — 25 Jul 2026 · channel: beta
Ghosts in the Ranks
v0.1.8
— the squad was always there. You just couldn't see it.
Fixed
- Soldiers, upkeepers and drones were invisible, not missing. Every automation unit spawned,
registered, walked, shot and hauled correctly — with no mesh assigned. They were invisible capsules the
whole time. All of them have bodies now.
- Drones were never on sale. The drone had no entry in the purchasable unit list at all, so the
buy request was refused before it ever cost you a point. Now purchasable at 1,200, with its own button
on the squad tab.
- Zombies stopped chewing barricades mid-siege. Attack reach was measured to the barricade's
origin instead of its surface — so on a long cade a zombie could stand flush against the wood,
physically unable to get closer, and never swing. Crowded zombies drifted out of range and quietly gave
up. Reach is measured to the surface now: if it's touching it, it's hitting it.
- The Support shelf was unreachable. Nails, the medic tool, the portable arsenal and the
deployable arsenal crate all existed and were priced correctly — but the shop's tab rail wrapped at 11
tabs while the shop had 13, so you could never scroll to them. Both Legendary trinkets were stranded on
the same dead tab.
- "RESTOCKING" on things that were in stock. The buy button read its state from a hand-built
classifier that returned "not for sale" for every priced support and armour card. It reads the real
catalogue now.
- Carried crates blocked your view. Anything you picked up was pinned at eye level, dead centre.
Large props — the arsenal crate especially — filled the screen. Carried objects now ride at chest height
and clear the camera by their own size.
- The repair drone sat inside you. Its hover height was zero, which parked it at your chest and
left nothing to stop it occupying your body while it followed you.
- Navmesh was built for the wrong body. Pathfinding used a 35×144 agent while every character in
the game is 176 tall — so the AI would route through gaps nothing could actually fit through.
New
- Squads scavenge. Order your soldiers to fetch loose loot and haul it back to you. They pick a
mote, carry it, and deposit it straight into your bag — anything that doesn't fit lands at your feet.
A courier that dies drops what it was carrying rather than deleting it.
- Squads share what they see. Units feed a common threat picture, so one soldier spotting
something lets the rest act on it — and targeting now weighs what's attacking your barricades and what's
hurting you, not just what's nearest.
- Maintenance is coordinated. Repair and resupply work is handed out from a shared queue instead
of every worker scanning independently, so two upkeepers stop converging on the same turret and an
emergency barricade repair outranks a routine ammo top-up.
- 20-player lobbies. Raised from 8.
Changed
- F3 → ACTIVE now lists only the perks you actually have; F4 remains the full catalogue you
unlock from. They used to show the identical 36-perk list twice.
- Squad rows show real numbers — type, damage, rate of fire, range, doctrine, morale, and a live
line for whatever a soldier is currently hauling.
- Purchased units deploy further out, so nothing spawns in your lap.
1.0 Beta
Dispatch 0.9.7 — 24 Jul 2026 · channel: beta
Straight & True
v0.9.7
— see the hit, trust the count.
New
- Hit markers. Every round that connects now stamps a marker over your reticle — instant confirmation
you're landing shots, even when the horde's stacked three deep.
- Damage-direction indicators. Take a hit and a marker flares on the edge of the screen pointing dead
at whatever's chewing on you, so you can wheel on the threat instead of guessing where it came from.
Improved
- Native systems rebuild. Progression and XP, the After Action Report and the limb-vitals system now
run on a rebuilt native (C++) backend — the same features you already know, re-platformed onto native code
for stability and now guarded by an automated test suite that catches regressions before a build reaches you.
Fixed
- Survivors no longer T-pose. Four survivors — Black, Blue, Cyan and Green — could spawn frozen in a
T-pose; they now drop in fully animated.
- Match XP is no longer granted twice — every kill, revive and objective pays out exactly once, so your
post-match total is honest.
- Double Points now actually doubles your score for the full duration of the powerup instead of paying
out at the normal rate.
- Electric Trap damage is now server-authoritative — the host decides the kills the trap earns, not each
client, closing a desync where players could see different results.
- Closed a teleporter case that could drop players off the map.
1.0 Beta
Dispatch 0.9.4 — 22 Jul 2026 · channel: beta
Blood & Iron
1.0 beta candidate
— the last big cut before we call it 1.0.
New
- Per-caliber gun audio. Pistols, rifles, LMGs, snipers and launchers each fire with their own
report, tail and mag-swap foley — you can hear what's shooting at you before you see it.
- Real blood. Hits now throw directional blood bursts and the horde wears every wound it earns.
- Med auto-target. Bandages and splints automatically pick the limb that actually needs treatment,
so you patch the bleed instead of splinting a healthy leg mid-fight.
Improved
- Corpse looting reworked. One clean prompt per body and loot windows open first-try, every time.
- Interact pass. Doors, wall-buys, crates and downed teammates all read off one reliable prompt —
no more fighting the reticle to press a button.
Fixed
- Corpses no longer spawn twice on client machines.
- Closed a menu deadlock that could freeze the pause and After Action screens.
- Damage numbers now match the damage actually dealt.
- Closed a prestige exploit that let players roll over without meeting the requirement.
- Looting a body no longer occasionally emptied the wrong container.
Dispatch 0.9.3 — 19 Jul 2026
Build & Defend
v0.9.3
— give the wall some teeth of its own.
New
- Tiered nailable props. Barricades now upgrade through wood, reinforced and plated tiers — the
Carpenter skill builds them faster, Preservation makes them last longer.
- Auto-repair turret. A deployable turret that suppresses a lane and patches its own plating between
waves so you can hold two doors with one crew.
- Trading, stash & market. A persistent stash, player-to-player trading, and a between-round
market for spending the scrip you fought for.
Improved
- Turret power pass. Turrets now draw from the room's grid — overload it and its defenses brown out,
so place your hardware with intent.
Balance
- Retuned prop HP curves so early barricades hold long enough to matter without trivializing the late waves.
Dispatch 0.9.2 — 16 Jul 2026
Many Hands
v0.9.2
— nobody holds the line alone.
New
- Steam friend rooms. Invite friends straight through Steam and drop into co-op together — no port
forwarding, no IP-swapping in a group chat.
- VPS server instances. Spin up dedicated instances and find them from the in-game server browser.
- Server browser. A live list of official and community servers with ping, mode and open slots.
Improved
- Self-healing headless servers. Dedicated hosts now recover from a crashed match and re-open on their
own — no babysitter required.
Fixed
- Fixed join failures when a host migrated mid-lobby.
Dispatch 0.9.1 — 13 Jul 2026
For the Record
v0.9.1
— every run leaves a mark now.
New
- XP & levels. Every kill, revive and objective pays out XP with CoD-style pop-ups that stack up
as the wave heats.
- Accolades. End-of-match ribbons for killing sprees, multikills, clutch revives and more.
- Level-up banners. Stamped, on-screen promotions the moment you rank up.
- Prestige & calling cards. Hit the cap, prestige, and unlock calling cards to show for it.
- After Action Report. A full post-match breakdown of your run — damage, kills, accuracy, medals.
- Career tracking. Lifetime stats, medals and prestige saved to your account and shown on
Standings.
Improved
- Killing sprees & multikills. Chains now stack into accolade bonuses instead of firing once and
resetting.
Dispatch 0.9.0 — 10 Jul 2026
Enlistment
v0.9.0
— sign in, patch up, hit the wall.
New
- The auto-updating launcher. One click checks the manifest, patches only what changed, and launches
the game — no reinstalls between builds.
- Cloud profile sync. Sign in once and your XP, level and prestige follow you to any machine.
- Accounts & sign-in. Enlist a survivor account for the launcher, the community boards and your
saved progress.
- Settings menu. Audio, video and gameplay options with sensible presets out of the box.
Improved
- First-run flow now walks new operators from download to first wave without a wiki.
End of log
Last word
Builds before 0.9.0 predate this public log. Pre-release means sharp
edges — if something here isn't behaving, file it on the
Field
Reports board and it'll land in a future dispatch.
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