I build Going North in the open, and it changes fast. Each release has a tab. It starts with what the build changes when you play, and the details follow.
Beta 14 · 26 Oct 2026 · v0.14.1 on 31 Oct · 374 commits
A big build. Every player now wears a cape that moves with real cloth physics, and you earn rarer looks by playing. Whistles and yells grew into six augment trees, each with its own effects. And the herd is three times bigger: up to 600 zombies per player.
These notes describe v0.14.1: the same build with the fixes from our first playtest, Shade reworked, a level up that heals, and a new look for the countryside.
WHAT THIS CHANGES ABOUT A RUN
Capes. Pick one of nineteen styles on the Character screen. Each has six rarer looks, from embroidered to radiant, earned by deeds or found in chests.
Call trees. The whistle and the yell are bare calls now. Their effects come from six augment trees: Shockwave, Freeze, Rot, Quake, Dread and War Cry. That is 40 augments, each with its own look and sound.
Many more zombies. Up to 600 per player. Calm ones far away mill around cheaply, and arrows still hit them.
Fewer stutters. Respawns, spider dens, entering the world and changing anti-aliasing no longer hitch the frame.
New buildings and bridges. Ruins and towers are rebuilt from new models.
NEW IN v0.14.1
Everyone sees the same zombies. Your game only drew the zombies your own machine was steering. When steering moved to the other player's machine, they popped into view right on top of you: when someone took the ladle, after a respawn, or out of nowhere. Every zombie within 100 m is now always drawn, and no zombie spawns within 100 m of any player.
Shade is easy to read. Crouch or keep still for 2 seconds and your body melts into black ink. Only your two eyes still glow. Crouched, you move 15, 25 or 35 % faster in shade, and a crouch run keeps you in it, leaving a smear of ink. The HUD says when you're settling, when you're in shade, and what stops it: carrying the ladle, a lit torch or sprinting.
A level up heals you to full, with a column of light, rising rings, gold sparks and a chime. Everyone near you sees it. It doesn't stand you up if you're downed.
The bow sits right in third person. Carried, it lies along the arm; drawn, it stands across it. Other players' bodies now lean up and down with where they aim.
The countryside is rebuilt. A meadow of thin grass blades and seed stalks, real wildflowers, crop fields with fences, cart tracks and footpaths, mossy outcrops and new forest trees.
Also in this build
Smaller changes and fixes.
Weapon steel looks like brushed metal
Coils of rope are picked up by walking over them, like arrows
Online Deathmatch arena works and is centred
The ladle is back on the crater's edge, and zombies that walk into the lava die
Repainted augment icons and stronger rarity bands
Waterfalls no longer draw a broken line along their lip
Volcano sparks survive a world reload
No more invisible pickup where someone else had just taken the ladle
A long session could leave orange blobs in the night sky. The game now repairs the broken effect and names it in the log
Bug reports say how many zombie bodies your settings draw
v0.14.1 comes for Windows and Mac (Apple Silicon); v0.14.0 was Windows only
A small build, a day after Beta 12. In first person you now see your character's arms, and they hold whatever you carry: every weapon through every swing, the torch, the shields and the bow. I made the arms myself in GrandpaCAD. The bow also comes up to the right when you draw, and the arrow flies a little upward.
WHAT THIS CHANGES ABOUT A RUN
You see your arms in first person. The weapon used to float in front of the camera. Now your hands hold it, and the swings, timing and damage are the same as before.
The bow comes up to the right when you draw. It takes 0.2 seconds, and letting go before that shoots nothing and spends no arrow.
Arrows leave 3.5 degrees above the crosshair. They climb a little off the bow, so aim a bit lower than you're used to.
Your hands swing with your footsteps. Walking, each step you hear lands as a hand comes forward.
The trait cards on the Character screen are above the characters. Moving the mouse to them no longer changes who's shown.
01 · THE ARMS
Your hands hold the weapon through every swing
Until now a weapon floated in front of the camera on its own. Now your character's arms hold it. The weapon still moves exactly as it did, so nothing about a fight changes, and the hand follows it: the fist closes on the handle and stays there through every swing. On the stick and the spear the left hand holds the shaft and slides along it as you thrust. With nothing in hand you stand with your fists up and punch. Standing still, empty hands drop a little and breathe. Walking, they swing in time with your footsteps.
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The arms keep the same size and place on screen at any field of view. The knife now rests pointing up like a held dagger, and the sword, the mace and the stick rest higher than before. When you sprint, the view still pulls out to third person.
02 · THE BOW
Drawn on the right, the arrow above your hand
Carried, the bow sits low on the left. When you start a draw, it comes up to the right side of the screen in 0.2 seconds, with your bow arm out straight. Let go before it's up and the string goes slack: no arrow, and none spent. Attack Speed draws faster but doesn't shorten this. The arrow rests above your bow hand on the left of the bow, pointing almost where you look.
The arrow now leaves 3.5 degrees above the crosshair, so it climbs a little before it drops. Up close it lands high, about 30 cm at 8 m, so aim a bit lower than you're used to.
03 · TORCH AND SHIELD
Your left hand carries them
The torch is in your left hand and swings as you walk. A shield is held by its grip, low when you carry it and up when you block, and the arm goes with it into a bash. The bash also travels the same distance at any frame rate now. It went further on a fast machine.
In third person the shield is strapped to the outside of the forearm, facing out. It used to hang on the inside, as if you were hugging it. When you run, the bow and the shield stay still in your hand instead of flapping with the arm, and other players see it that way too.
04 · CHARACTER SCREEN
The trait cards are above the characters
Hovering a character on the Character screen shows it, along with its trait cards. The cards were under the grid, so moving the mouse down to change a trait passed over other characters and changed what was shown on the way. The cards now sit above the grid, and you reach them without crossing a character.
Also in this build
Smaller changes and fixes.
The Weapon sway setting is gone. Sway is always on full
The console has a bow command that moves and turns the bow in your hands, and a grip command for the other weapons. Changes last until you quit
A week of work since Beta 11. The trench has lava at the bottom now, and touching it kills you, so the bridges are the only way across. The main menu is a lobby where you pick a character, who brings two traits, and you add a third. Every band past the trench has its own storm, there's a ten-minute deathmatch, and the ladle drops where its carrier dies.
WHAT THIS CHANGES ABOUT A RUN
The trench burns. Lava runs along the bottom and kills you the moment you touch it. Rivers pour in as waterfalls. Every stretch of the trench has a bridge, and no gap is narrow enough to jump.
The main menu is a lobby. Your character stands in the middle, tabs run across the top, and the Play button switches between an online match, a deathmatch and the playground.
Your character brings two traits, and you pick a third. A trait is a small rule, like swimming faster or keeping half your souls when you die. There are 24, and you unlock them by playing.
The ladle is filled down in the crater, and it drops where its carrier dies. Anyone can pick it up. It lies there for 5 minutes, then goes back to the volcano. Safe spots work for the carrier again.
Each band past the trench has its own storm. A sandstorm, a snow squall, a fog bank and falling ash. You see less, and the zombies see as well as ever.
The arena is a ten-minute deathmatch on the same world. You build from twenty augment picks before you spawn, and most kills wins.
Shade lets you fade from other players. Stand still or sneak for 2 seconds and you fade for anyone more than 8 m away. Any loud move ends it.
The torch shows how much is left. It burns down in your left hand over its 90 seconds, and the HUD drains with it. Raising a shield puts it away.
The wandering trader walks the trails. He no longer goes straight over hills and through rivers, so look for him along a trail.
01 · THE TRENCH
Lava at the bottom, and a bridge in every stretch
The trench is now a deep cut with lava along the bottom. Touch it and you die at once; Last Breath and wards don't save you. Every river that reaches the trench pours over the edge as a waterfall, with steam rising out of the cut and the roar and hiss to go with it. Since rivers no longer cross the trench, every stretch of it has a bridge, and no gap is narrow enough to jump. The bridges now start and end on the banks, and you die only when you touch the lava, not partway down the wall.
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A few bridges are worth remembering: a stone bridge with an arch, a narrow plank with no rails, and a broken one with a hole in the deck. A held sprint jump clears the hole. The volcano's smoke column now rises from inside the cone instead of hanging beside it.
02 · THE LOBBY
Your character in the middle, tabs across the top
The main menu was a narrow column of buttons. Now it's a lobby. Your character stands in the middle; click it to change who you play. The tabs across the top are Play, Character, Leaderboard and Settings, and Q and E switch between them. On the left are your name, rank and career numbers. On the right are What's new and the Play button, with a switch for the mode: an online match, a deathmatch or the playground. Spectate and the editors moved under More.
03 · CHARACTERS
Four to start, twenty to earn
You can now choose who you play. The Peasant, the Donkey, the Philosopher and the Arcanist are open from the start. Each of the other twenty unlocks with a challenge, from easy (light 3 lamps) to very hard (carry the ladle home without dying in that match). The server counts your progress across matches, so offline play doesn't count. A character changes how you look and which two traits you bring. Everyone has the same size, speed and health.
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The Donkey, the Philosopher and the Arcanist are new models, and the Zombie, Captain, Warlord and Troll can be worn too. Sixteen of the twenty don't have a model yet: their slot shows a question mark and the challenge, and unlocking one tells you it comes in a later update.
04 · TRAITS
Two come with your character, you pick the third
A trait is a small rule that changes how you play, not how strong you are. Each character comes with two, and you add a third from the ones you've unlocked. There are 24. Nine are open from the start, and the rest unlock through play: Haggler (traders charge you a quarter less) for buying 10 things, Steady Draw (hold a full draw three times longer) for 50 bow kills. Some have a cost: Night Owl makes you 20% quieter at night and 10% louder by day. When a trait does something, its mark on the HUD lights up.
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Four traits work through the augments: Fletcher, Swordhand, Stalwart and Fleet make bow, melee, survival or movement cards come up twice as often. Scholar shows 4 cards at a level-up, and your kills give 15% less exp. The server checks every trait that touches other players, like prices, fist damage and the parry window.
05 · THE LADLE
Down into the crater, and dropped where you fall
Taking the ladle used to be one key press on the rim. Now a ledge winds down inside the crater to the lava, and the heat hurts more the lower you go. You fill the ladle by dipping it for 2 seconds at the lava's edge, and a blow in that time spills it. The walk down and the fill cost about a quarter of your health.
When the carrier dies, the ladle falls where they fell and anyone can pick it up. It lies there for 5 minutes, then goes back to the volcano. The compass and the map show a dropped ladle in orange. So I've undone the Beta 10 rule: a safe spot gives the carrier a respawn point, rest, its chest and its lamp again. The zombies still hear the carrier from further away.
06 · WEATHER
A storm for each band, and a volcano you can hear
Each band past the trench now has its own weather: a sandstorm in the desert, a snow squall in the cold band, a fog bank in the dark band and falling ash near the volcano. A storm lasts one to four minutes and closes the view down a lot by day. Expect one or two in a match. Everyone in the same place sees the same storm at the same time, and the zombies see as well as ever. The green south stays clear.
Every few minutes the volcano flares and a shock wave runs out through its smoke and the clouds; the boom reaches you a few seconds later. Rivers make a sound now, and in the cold band the steep snow slopes are ice you slide down.
07 · THE ARENA
A ten-minute deathmatch on the same world
The arena is a second mode for a quick fight: no ladle and no race north. When you join, you build first. Pick a weapon, then pick twenty times from three augment cards, with three rerolls. Then you spawn at least 250 m from everyone else. Most kills wins, fewer deaths breaks a tie, and dying keeps your build. The N on the compass points at the middle of the other players. Pick Deathmatch in the lobby to play it offline. Arena wins don't count for the ladder.
08 · SHADE
Four augments for staying unseen
Shade is a rare augment. Stand still or sneak for 2 seconds, without a torch or the ladle, and you fade for other players more than 8 m away. More stacks fade you further, but never all the way and never up close. Swinging, shooting, getting hit, sprinting or jumping ends it. Three augments build on it: Hush makes you quieter while faded, Shroud hides you from other players' Reveal, and Ambush makes your first blow within 3 seconds of leaving shade hit harder (half as much against players).
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I wanted it to be one line among many and not a way to win fights. It's for scouting and getting away, and it asks you to stop, which a fight never lets you do.
09 · THE TORCH
In the left hand, and you can see it burn down
The torch was in the wrong hand. The animation raises the left arm, so your character walked with an empty fist up and the flame at the hip. It's in the left hand now, in first person too. It also shows how much is left: the head burns down the handle over the whole 90 seconds, the flame and its light shrink, and the torch icon on the HUD drains, with the last 15 seconds counted beside it. Other players see your torch burn down too. The shield shares the left hand, so raising a shield puts the torch away.
10 · CHESTS
Seals on the lid, and a chooser that shows your build
A chest can now give more than one augment. Seals on its lid show how many before you open it, and each player sees their own. Hold E to break them one at a time. A second seal is at least a Rare card, a third at least an Epic. Each seal takes longer and cracks louder, so a big chest is a risk with other players nearby. Let go early and the rest waits for later.
The chooser shows your build beside the cards. The card under your cursor lights up the slot it would change, and taking it flies its icon there.
11 · ZIPLINES AND TRAILS
Lines that clear the ground, trails you can walk
Many river ziplines dragged their rider's feet through the ground. Now every zipline is checked along its whole length, and where it would drag, its high end stands on a wooden platform. The yards round the safe spots are level again instead of stair-stepped. Trails keep an even slope instead of climbing every bank, cross rivers at wading depth, and no longer stop halfway up a hill.
12 · THE TRADER
He walks the trails
The wandering trader used to walk a straight line between two safe spots, up cliffs and through rivers. Now he follows the trails, and runs along them when you hit him. A trader only appears where there's a walkable trail, so there are fewer of them, and none in the cold band for now.
13 · THE YELL
Heard twice as far, and the runes answer
Other players hear your yell about twice as far away as before. A tap gives a short yell, with a few variations; hold the key for a long one. The arrow that floated over a yelling player is gone. Instead, runes on the nearby trees and stones light up one after another toward the caller, and a column of light stands where the yell came from: green with rings for a friend, pink and dashed for a stranger.
14 · PLAYTEST FIXES
From the first five-player evening
The first evening with five players on Beta 11 sent me six reports. The ground's textures now load on every machine. Voting for a shorter map no longer makes it longer. A spawn camp's tent is one tent for everyone: when one player pitches it, everyone sees it and can use it. The game no longer crashes when a match restarts near a lit tent. Opening a chest no longer stalls the game, and the white flicker on lights when a lot of forest is in view is gone.
Also in this build
Smaller changes and fixes.
The world is the 1 km one I've been playing on: the volcano is 1 km north of the trench
This build is for Windows only. I've paused the macOS builds for now
Souls show as a skull everywhere, the same one as the kill marker. After a run of kills, the skulls drop into your pack one by one
The key left of 1 opens a console. It replaces the old developer keys, and admin commands need a login
A raised shield stops an arrow that hits it. Shots from behind still get through
Up close, your arrow hits what the crosshair is on instead of coming out of the zombie's back. Zombies also stop a step further away, still close enough to claw you
Your character has a new forward run in third person
After you die, picking up a weapon no longer drops a copy of your old one. The old one stays on your body
The zipline handle stays on the line, and the line bends under its rider. A low line sets you down instead of dragging you through the ground, and one too low to ride says so
Jumps are lower and you come down faster. Tap Jump for a short hop, hold it for a full jump. Starting and stopping take a moment now, and a hit shoves you back a little
Every character runs with its legs under its hips, with or without a sword
A hit throws blood along the swing, and your blade stays bloody for a while. A big kill flicks a few drops onto the edge of your screen
Far zombies' eyes stay visible at night instead of flickering out
The skeletons at loot sites and across the dark band are gone. In their place lies one of our own zombies, in one of three poses and at the herd's size, and the loot lies beside the body, never under it
Each zombie casts one shadow again, away from the sun, instead of dragging a long dark streak along the ground
The growl of a zombie that spots you and the captain's shout no longer repeat. A zombie that keeps spotting and losing you growls once, a pack's growls swell together, and two captains don't shout over each other
At night a loud player could be spotted from further out than a zombie would keep chasing, so it locked on and off many times a second with its eyes flickering. A chase now holds as far out as it started
A warlord, a troll, and kits that show their rarity
The north now looks as dangerous as it is. A heavier captain leads the packs further north, a troll guards the snow, and the spider moves like something heavy. Stations can hold any weapon, and the map shows each one in its rarity colour.
WHAT THIS CHANGES ABOUT A RUN
The warlord leads the packs up north. He takes more blows than a captain, hits harder, and his pack runs faster and bites harder. In the far north every pack leader is a warlord.
A troll guards a few spots in the snow. He walks back home if you lead him away, takes as many blows as the spider, drops a mace or an axe, and comes back ten minutes after he dies.
You can see the spider's attacks coming. It lunges before it bites and spins before it webs, and it turns slowly.
Any weapon can lie at a station, but never all of them. Every station still has a bow, arrows and something to swing.
The map shows each weapon in its rarity colour, and the death map shows the kit of every place you can respawn.
A zombie that spots you runs at once. It no longer stands up straight first.
01 · THE WARLORD
A second captain, and you can tell them apart
The warlord is a captain in heavy armour. He takes 8 times a zombie's blows where a captain takes 5, his claw hits 4 times as hard where a captain's hits 3, and the pack he leads runs faster and bites harder than a captain's. He pays 480 exp. There are none in the green south, a few in the desert, half the leaders in the snow, most in the dark band and all of them by the volcano.
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Every 400 m of ground has one kind of leader, so the packs you meet in one area are led the same way. I want each body to tell you how strong it is and how it fights, so more kinds will follow the same rule: the further north, the worse they look and the worse they are.
02 · THE TROLL
One to a spot, in the snow band only
A troll stands alone at a few spots in the snow, three of them near the main route north. He wakes when you come within 250 m. He is a captain's size, a little slower than a zombie, and hits twice as hard as a captain. He takes as many blows as the spider and pays 1280 exp. Lead him more than 150 m from home and he gives up and walks back. He drops a mace or an axe where he falls and comes back ten minutes later.
03 · THE SPIDER
It moves like something heavy
The spider used to turn on the spot in one frame and bite before you saw it move. Now it turns slowly, speeds up and brakes, and gets up for a moment when it wakes. Its bite starts with a lunge and lands half a second later, if you are still in reach. Its web starts with a spin and flies 0.6 s later. Its feet step through a turn instead of sliding. Online it no longer jumps between updates.
04 · KITS
Any weapon at a station, and its rarity on the map
A station's rack can now hold any of the ten weapons: stick, knife, sword, axe, spear, mace, bow, warbow, buckler and kite shield. Each station has its own set and none has more than five kinds. Every one still has a bow or a warbow, 12 to 24 arrows and at least one weapon to swing. The heavy ones are rare by the trench and more common further north. The map shows every weapon on its own, with a frame in its rarity colour, and the lamp's card says it in words, like "a Rare axe". Zoomed out, the dot takes the colour of the best piece.
05 · THE DEATH MAP
Pick a respawn by what lies there
The card for each place you can respawn now has a Kit row with the same icons and rarity frames as the map. So you can choose the station with the better sword, not just the nearer one.
06 · NEW BODIES, PAINTED EYES
The zombie and the captain have new bodies
Zombies and captains wear new textured bodies. Every body's eyes are painted once on its model and lit by the game, with a soft glow round each eye, so the colour shows from far away: gold when calm, red when it has seen you. A zombie that spots you now goes straight into its run instead of standing up straight first.
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Far zombies are drawn from a lighter mesh, which makes room for more kinds of body.
Five hands, a spider, a pact you can break, and fire you carry
Five days of work on the fight and on what the north throws at you. You fight with fists, a knife, an axe, a spear, a mace, a sword or a bow, and the shield has a parry. A giant spider hunts at night. A handshake is a pact with a price for breaking it. You can carry a torch, and every fire draws its ring on the ground.
WHAT THIS CHANGES ABOUT A RUN
Seven ways to fight. Fists, knife, axe, spear, mace, sword and bow, each with its own rhythm and reach. The knife backstabs for three times, the axe's second chop spins through everyone around you, the spear reaches furthest but takes both hands, the mace breaks guards.
The shield has a beat. A blow caught in the first 150 ms of raising it is a parry: free, and the attacker reels. A soak breaks the guard for a moment. A bash staggers.
A giant spider lives north of the first third. It sleeps by day, walks at night, webs you from 26 m and wraps you in a cocoon. Killing it pays 60 souls and opens a large chest at its den.
A pact protects, and the first blow breaks it. Partners do a quarter damage to each other. The first blow that lands ends the pact for both, and the breaker wears red eyes for five minutes. Death does not wash them.
You can carry a torch. Take one at a lit station hearth. It burns 90 s in the hand, you cannot attack while it is up, you are heard further at night, and nothing bites you while it burns.
Every fire shows its ring. A grey ring on the ground round a cold station or tent, yellow when it is lit, always yellow round the trader and a torch. Inside it, the herd will not come.
Every station and tent has a kit, and the map shows what: arrows, sticks, a bow, sometimes a coil, a sword or a buckler. The map also says how far the volcano is and which way.
A rank for the ladder. Bring the ladle home in two matches for the first badge, thirty matches and ten wins for the last.
The ladle carrier gets nothing from a station. No anchor, no heal, no chest, no lamp. The herd hears him 10 m further, too.
You hear whether an arrow comes back. A lost shaft snaps with a dry crack. Everyone's arrows are visible in the air. Z lets a drawn string down without spending the arrow.
T freezes the zombies on you for a second, Y draws them to the spot you yelled from and holds them there.
01 · THE ARSENAL
Fists, knife, axe, spear, mace
Four forged weapons join the stick and the sword, and the bare fist is a weapon of its own. Every hand has its own moves and timing. Fists throw two quick punches and never lose their rhythm. The knife jabs twice and slashes, all inside a second, and backstabs for three times. The axe chops twice and then spins through everyone around you. The spear reaches further than anything but needs both hands, so no shield. The mace comes down overhead, staggers whoever it lands on and breaks a raised guard.
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Each kind lies in its own place in the world and rolls its tier like a sword does. The trader sells the knife and the spear; the axe and the mace are found. A punch now sounds like a punch. The viewmodel plays every move on its own curve, and other players see the overhead, the spin and the stab on your body.
02 · THE SHIELD
Parry, guard break, riposte, bash
A raised shield used to be yes or no. Now a blow that meets the guard in its first 150 ms is a parry: it costs you nothing and staggers the attacker for most of a second, and your next blow inside 1.5 s is a riposte worth double. Soaking a heavy blow breaks the guard for a moment. A bash lands no damage but shoves and staggers, and opens the same riposte. The mace breaks guards outright.
03 · THE SPIDER
It came down off the mountain. It eats the dead.
Dens stand in the rocks north of the first third of the run, away from stations and trails. By day the spider sleeps in its cave. At dusk it walks a loop of three anchors; a sprint within 40 m, a sneak within 10 m, or a shout from much further wakes a hunt, half again as far at night. It webs you from up to 26 m and wraps you in a cocoon for 12 s. Struggle to cut that to six, three with a knife on your belt, or have an ally cut you free. Its bite does thirty times the band. It eats zombies whole and heals on them.
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Shoot the belly for triple, the head for double, a leg for half. Its pool is 2400 times the band, so it is a group's fight or an archer's long one. The killing blow pays 60 souls and captain experience, spills the den's find, and opens a large chest on the den's porch for everyone who helped. The narrator has a line for the first sight of it.
04 · THE PACT
Blunted blows, one betrayal, red eyes for five minutes
A handshake seals a pact. While it stands, blows between you do a quarter of their damage, so two partners can fight the same pack without killing each other. The first blow that lands between you is the warning shot and ends the pact for both. Everything after is full. The breaker's eyes burn red for five minutes, and neither death nor reconnecting washes them. Hold E on your ally's card to dissolve a pact on purpose; that marks you too.
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A blow caught on a raised shield breaks nothing. The race table at the end of a match shows who kept a pact and who broke one, next to the rank badge.
05 · THE TORCH
Fire in the hand, and what it costs
A station's campfire now burns when its lamp is lit and lies cold when it is out. E at a burning hearth hands you a torch; N raises it. It burns 90 seconds in the hand and gutters through its last fifteen. Stowing it pauses it, water puts it out, any fire relights it. While it is up you cannot attack, every zombie hears you 12 m further at night, and every player sees you from far off. In return, nothing bites you: the flame holds every zombie at arm's length, and the herd gathers at the edge for the moment it goes out.
06 · LIGHT RINGS
Where the herd will not come, drawn on the ground
You already see the line round you where you can be heard. Now every fire the zombies fear draws its own line in the same style: 16 m round a station's lamp, 6 m round a tent's fire, 9 m round the trader's lantern as he walks, 3.5 m round a lit torch, yours or anyone's. Grey while the station or tent is cold, yellow while it burns. The ring is exactly the radius the herd uses, so if you are inside it, they stay out.
07 · KITS, AND A MAP THAT READS BY ITSELF
What lies at every station and tent, and how far the mountain is
Every station and every pitched tent has a kit that refills: a station always has sticks, arrows and a bow, and some add a coil, a sword or a buckler. A tent has six arrows and a coil or two sticks. The map shows the kit as small marks beside each station and tent you have seen, and the lamp's card names it in words. The map itself unrolls now, says how far the volcano is and which way, carries a scale bar, a legend, your trail this life, and a key to find yourself.
08 · RANKS
A badge earned over matches
A rank counts matches you brought a ladle home in, and matches you won by delivering it. Two matches home earns blue, five earns purple, twelve with three wins earns gold, thirty with ten wins earns red. A rung is never lost. The badge sits beside your name on the leaderboard, on the podium and in the menu's corner, and the legend shows the thresholds with your own rung underlined.
09 · ARROWS
You hear whether it comes back
Whether a missed shaft survives was always a roll, and a lost one used to sound exactly like one you could pick up. Now a lost shaft breaks: the stub stays, the fletched half tumbles off, and a dry crack plays over the thunk. Other players' arrows are visible in the air now, from the loose to the landing. Z lets a drawn string down without spending the arrow, and pulls a swing in its wind-up.
10 · THE CROSSING AND THE CARRIER
Gates at the bridges, and a run home that costs
Every bridge over the Cut has a timber gate at each mouth, so the crossing reads from both banks, and the first time you cross it a drum sting and a caption mark it. While you carry the ladle, a station gives you nothing: no new anchor, no heal, no chest, no lamp. The wild chests stay open. The herd hears the carrier 10 m further. The ladle itself now stands on the crater's south rim, not down in the caldera.
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The dark band got its own burnt ground, the old line of the first pour, ash in the air and dead wood. On a short run the woods follow the bands instead of a fixed 700 m period.
11 · THE TWO CALLS
The whistle freezes, the yell holds
T stops every zombie within 12 m of you dead for a second, mid stride, for a quarter of your stamina. Y draws every zombie in earshot to the exact spot you yelled from and holds them there, searching, for forty seconds, on an 8 s clock of its own. Both still lure everything that hears them. That is the price.
12 · THE TRADER'S SHELF
A pack and a detail pane
The shelf is an inventory now: his pack as a grid of tiles on the left, and the chosen good on the right with its stats beside the one in your hand, so you see what buying replaces. Keys, pad and mouse all work. He sells the knife and the spear now, next to the sword and the buckler, and still mends your kit, sells a rumour and the map.
13 · THE FIRST MINUTE, PHOTO MODE, THE PODIUM
Small things that are the whole game for a new player
The spawn camp's first frame was reviewed as a whole: the tent, the chest, the sword and the volcano are in view when you stand up, the signpost points at the nearest bridge, and the unarmed note points at the camp's sword. F5 is photo mode: the camera eases out of your eye onto an orbit, the HUD fades, Enter saves a clean frame. The podium at the end of a match has one cursor for keys, pad and mouse, and the match's race table shows who kept a pact and who broke one.
More
The death map tells the price of each return. The augment chooser holds you still and cannot be fumbled. A handshake offer is announced with a sound and a ring, and the refusal says why. The game names its build and the zone's, so an out-of-date player gets a dialog that says which is which and offers the download.
14 · UNDER THE HOOD
Nobody watches a zombie arrive, and the herd costs a quarter
A zombie is never put down or taken away where a player can see it: placement waits for a hidden spot, and after three seconds one body climbs out of the ground instead. Far zombies you cannot see, hear or reach are stepped at a quarter of the rate, and players standing together share one herd. The zone tells Discord when a match starts and ends, and F8 sends a bug report with the picture to the same channel. The spider's list of nearby zombies is built in one pass instead of one per spider.
More
A respawn no longer claims your sword broke when it is lying where you fell. A zombie's size says its tier. The moon shows on night water. The terrain editor backs up a recipe before Save or Reset and notices outside changes. Heights in a recipe are grades of their own size, rivers are in metres, and the horizon curl is in degrees, so a 1 km world and a 25 km world read the same knobs.
A living forest, tents, the map as an item, and a bow that hits where you aim
I grew the forest from scratch: nineteen kinds of tree in woods with character, undergrowth you can hide in, and trees all the way to the horizon. You can pitch a tent, find a map, see a safe spot from 150 m, and the bow finally hits what you aim at.
WHAT THIS CHANGES ABOUT A RUN
Woods hide you now. Thickets slow you by 30 % per bush, and the thickest walls of scrub can't be walked through. Open woodland beside them has long sight lines.
A lit safe spot shows from 150 m by its smoke column and the pennant on the light house. An unlit one shows a bare staff and a thin wisp.
The bow hits where you aim. It used to land 40 cm right at every range.
Wounded zombies back off for a few seconds, then come again. A few in every pack lag or wander.
You can pitch a tent. Six seconds of loud work buys a respawn anchor and a 6 m ring the herd won't enter. Six blows from anyone else tear it down.
The map is an item. Buy it from a trader or find it in a chest; it uncovers as you look and survives your death.
Your first chest opens on arrival with three of six strong picks, and no chest offers an augment you've maxed.
Stamina is your breathing. The bar is gone; you hear light, heavy and ragged breaths instead.
Ropes reach 100 m and you carry six coils. Climbing drains stamina as you rise.
Zombies just over the trench are the easiest in the game: a belt of idle singles on the lip, with packs of three to five beyond.
01 · THE FOREST
Nineteen kinds of tree, grown by the game
Every tree is now generated: trunk, branches and leaf cards, with three levels of detail baked into each. Woods have character over hundreds of metres: oak woods and beech woods, birch stands, aspen clumps, pines on the ridges and firs in the hollows, hazel on the wood's edge, willows leaning over the water and poplar rows along rivers and trails. The forest draws to the horizon instead of stopping at 2.5 km, and the near woods load five seconds sooner.
More
Each species has one cheap rule for where it grows, so every player sees the same trees. Far trees are billboards drawn from one texture array, one draw per tile. The old kit trees are gone from the build, which took 7.6 MB off it. Desert shores grow date palms now.
02 · THE COLD BAND
Spruce, pine, fir and larch
The taiga is a mix now: dark spruce, tall red-stemmed pines on the ridges, firs on the north slopes and pale larches on the south ones.
03 · RIVERS
Willows on the bank, poplars in rows
Willows stand at the waterline and lean over the water. Poplars follow the river in single file like a windbreak, and line the trails.
04 · UNDERGROWTH
Thickets you hide in, walls you can't pass
The forest floor is undergrowth now: twenty-five kinds of bush grown by the same forge, from ankle-high bilberry to holly walls over your head. Inside a wood, patches of thicket alternate with open park. In a thicket, bramble and berry stand over eye height and hide you from ten metres; each bush you stand in slows you by 30 %, and the thickest clusters of holly, elder or dead thicket can't be walked through at all, so parts of a wood are closed and the lanes between them matter.
More
Each sub-biome plants its own set: broom and wild rose in the grassland, juniper and heather in the cold, sage and tamarisk in the desert, fireweed and dead brush in the ash. A wall stops arrows like a trunk. Zombies are not slowed, so a thicket hides you but does not save you.
05 · SAFE SPOTS
You can see one from 150 m
A lit station sends up a tall column of hearth smoke, flies a white-and-blue pennant from the light house, and its grass takes a blue tint. An unlit one shows a bare staff and a dark wisp: not safe yet. Lit on the left, unlit on the right.
06 · AT A RUN
Legible without looking at it
Running past at 40 m and looking 30° away, the pennant is the first thing you see. Jan ran past a safe spot that would have saved him; that's why.
07 · THE BOW
The shaft goes where the eye aims
Since the arrow started leaving from the nocked arrow's head, 40 cm right of your eye, it flew parallel to your aim and missed by that much at every range. The game now works out where your eye's own shot would land and aims the shaft through that point. Measured miss at 8, 25 and 60 m: under 2 mm.
More
The armory's arrow bundle refills on a different spot of the yard each time, so camping it is no longer free. Safe-spot racks hold more swords the further north they stand. You can take a whole floor pile in one walk-over.
08 · ZOMBIES
Packs that aren't one grey mass
A zombie dropped under a third of its health by a blow backs away for about four seconds, can't bite, then comes again. Once per life. Eight percent of every pack lag behind or drift off the pack's line. Captains stand 1.4× a footman.
More
Just over the trench stands a belt of idle singles, the easiest zombies in the game, so you meet the dead the moment you climb out. Beyond it, six in ten groups are a lone wanderer and packs are three to five. The dead wear down the further they walk from the mountain, which is why they're weaker near the Cut. The herd is sized per player now, so a crowd brings more zombies than a loner.
09 · TENTS
A home you build, and a rival can take
Pitch a tent at a tent site: six seconds of loud work. It's a respawn anchor and a 6 m ring the herd won't enter. One per player. Six melee blows from anyone who isn't you or your ally tear it down. The spawn camp's tent is yours from the start and can't be taken.
10 · THE MAP
An item you find, and fog you uncover by looking
Every trader sells the map for 10 souls, about one chest in twelve holds one, and a dead player drops theirs. Tab opens it full screen without pausing. It shows the Cut, the mountain, north, you and your heading, and the rumour's cache. What you've seen stays uncovered, through death.
11 · CHESTS AND AUGMENTS
A better first chest, and a chooser you can't fumble
The first chest opens on arrival and deals three of six strong picks. No chest offers an augment you've already maxed, and every chest in a ruin is its own gift. The chooser holds you still, works on keyboard, pad and mouse, and a digit selects before a second press takes.
More
Rarity shows as pips and the frame, not colour alone. Floor loot has one aura, a spread pile and a world card; look at it to pick it up. Every interactable has a world card and a focus outline now.
12 · MOVING
Breathing, ropes and hills
The stamina bar is gone. You hear light breaths, then heavy ones as a sprint drains you, ragged two seconds before empty, and one winded heave at the end. Ropes fly 100 m and you carry six coils, with many more laid in the world. Climbing drains stamina as you rise. A slide rides the hill and gains speed on the way down. Trees stop you at the bark, not a metre short of it.
13 · LOOK AND SOUND
A peasant's clothes, a crackling fire
Players dress as medieval peasants and hold props in the fist; the shield slings on your back while the bow is out. The campfire crackles and can be heard. The zipline has its own sound and footsteps stop on a rope. The day and night banner replaced the dial.
14 · UNDER THE HOOD
Faster multiplayer, fairer blows, a bigger world budget
Positions and zombie state travel over a UDP fast channel and snapshots are binary, so a lost packet no longer stalls everything behind it. The zone checks blows against where you were when you swung, the weapon's real timing, and line of sight. The world is sharded into rectangles, and the herd is sized per player so the world can hold far more zombies. Terrain tiles morph between detail levels instead of popping.
More
A heat ledger records every death, kill, chest and pick per match for the balance work, and shows on the admin map. Hidden tiles are parked, item timers have absolute deadlines, the Shadows setting is real, and far herd bodies stay out of the shadow pass. There are sixteen shorts now; the newest answers "same zombie, same loot, everywhere you go".
A new look, headshots, crows and smoother multiplayer
I redrew the world: sky, trees, buildings and rocks. Zombies are easier to hit and headshots count double, crows give you away, and other players now move smoothly.
WHAT THIS CHANGES ABOUT A RUN
Aim for the head. A stick or an arrow to the head kills a basic zombie.
Crows roost on dead trees. Scare them and nearby zombies come to look.
Last Breath works. When you're down, zombies leave you alone and you can crawl.
Other players and their zombies move smoothly.
Zombies die from falls of about 5 m or more, so they don't pile up in ravines.
The trader can point you to a chest for 4 souls, and traders further north stock more arrows.
You can zoom while drawing the bow.
Ropes carry you. There's no key to hold.
There are twice as many safe spots near the trench, and camps with a chest in the snow.
01 · SKY AND LIGHT
Clouds, haze and a colour grade for each band
The grey cloud bands are gone. The sky is blue with soft clouds, and every player sees the same clouds. Distant hills and the volcano fade into haze. Each band has its own colours, blending as you walk north. Zombie eyes, lamps and lava look the same as before, and nights are as dark.
Beta 7Beta 8
The same spot in both builds. Drag to compare.
02 · TREES, GRASS AND FLOWERS
Groves, meadows and flower patches
Trees used to be small and evenly spread. Now broad oaks, birches and maples grow in groves with meadows between them, with shrubs and ferns along the edges. Flowers grow in patches of one colour, and where a patch is dense it replaces the grass.
Beta 7Beta 8
A river in the lush band, with clearer water and reeds. Drag to compare.
03 · BUILDINGS
Timber houses, towers and camps
Safe spots were plain boxes. They're now timber houses on stone bases with thatch and shingle roofs. Watchtowers have a stone base, a railed deck and a roof, and the spawn camp has a canvas tent and a fire ring. Every chest is a wooden chest. Walls, stairs, doors and chests are where they were, so using them works the same.
Beta 7Beta 8
A safe spot. Same layout, new buildings. Drag to compare.
Beta 7Beta 8
The spawn camp, where every run starts. Drag to compare.
Beta 7Beta 8
A watchtower. The chest is still at its foot. Drag to compare.
04 · ROCKS AND GROUND
Each band has its own rocks
The grey stone slabs are gone. In their place: mossy outcrops in the lush band, sandstone in the desert, crags in the cold and dark bands, and basalt columns near the volcano. They block you the same way. Each band also has its own small detail, like reeds by water or burnt stumps in the dark band. Lava fields are now a black crust with glowing cracks.
Beta 7Beta 8
The desert. Drag to compare.The edge of a lava field at night.
05 · FIGHTING ZOMBIES
Headshots, ragdolls and fall deaths
Zombies were hard to hit. Blows and arrows now hit a zone a bit wider than the body, so a near miss counts. A headshot does 2x damage. The head hitbox follows the zombie's head and is a bit bigger than it. An arrow counts where it flies, and a swing counts where you aim, so a swing at the belly is a body blow. Headshots don't work on players yet.
A blow knocks a zombie back the way it went, and zombies you kill up close fall as ragdolls. A zombie that falls about 5 m or more dies, so they no longer pile up at the bottom of ravines.
Ragdolls on a test floor. Each one falls the way the blow went.
06 · WEAPONS AND SOUND
New swings, bow zoom and a sound for each weapon
The branch thrusts like a spear: longer reach, narrower hit. The sword chains a left cut, a right cut and a thrust. You can now zoom (right mouse) while drawing the bow.
Each weapon has its own swing and hit sounds, with an extra layer on a headshot or a kill. The sword no longer clangs on a miss. The bow creaks as you draw, and you hear other players draw and shoot. Crossing the trench plays a drum going north and a calmer chord coming back.
07 · BIRDS
Crows that give you away
Crows roost in flocks on dead trees, more of them further north. Get too close and they fly off cawing: about 5 m crouching, 11 m walking or 60 m if you yell. Zombies within 60 m (90 m at night) go to the roost to look, so a flush can also pull a pack off your trail. Everyone nearby sees the same flush, and the crows come back after two and a half minutes. Eagles and vultures circle overhead as scenery.
08 · GOING DOWN
Last Breath works now
Last Breath used to fail: a zombie finished you before you could get up. Now zombies stop chasing a player who's down, and ignore you for 3 s after you get up. While down you can crawl slowly, and with Last Breath you press E to get up. Other players can still finish you.
09 · MULTIPLAYER
Other players move smoothly
Other players used to move in small stop-start steps. They now move smoothly, and so do zombies owned by other players, which also no longer jump when a different player takes them over. Reconnecting puts you back where you left instead of at the spawn.
Night is as dark as before. You can still see the eyes.
10 · THE MAP
More safe spots, and camps in the snow
There are twice as many safe spots near the trench: 34 within 800 m instead of 16. The snowy cold band has about 19 abandoned camps, each with a medium chest and 8 arrows. By day smoke rises from some of them, so you can spot them from about 400 m. Arrows that land in snow are recovered more often.
An abandoned camp in the cold band.
Grass now grows up to the edge of the trench and down its walls. The floor stays bare.
Beta 7Beta 8
The north wall of the trench, seen from the floor. Drag to compare.
11 · THE TRADER
A rumour for 4 souls, and more arrows up north
For 4 souls the trader marks the nearest unopened medium or better chest within 1 km on your compass. If he knows of none, you don't pay. Traders now also stand in the dark band, and the further north a trader stands, the more arrows he has: up to 2.5 times as many as in the lush band.
12 · ROPES
Ropes carry you
You no longer hold W to ride a rope. A zipline carries you at about 16 m/s and throws you off the far end. Climb lines pull you up at 5 m/s. Climbing stamina is paid when you grab the rope, so you find out right away if you're too tired. Jump lets go early.
13 · HUD
A cleaner HUD
The bottom left is now one row of icons: what's in your hands, then arrows, rope and souls. Wear shows only when a weapon is nearly worn out. Every key prompt uses the same key-cap, like "[E] Level up x2". Captions no longer print over the compare cards.
Beta 7Beta 8
The same moment in both builds. Drag to compare.
14 · SCREENS
The screen melts when a run starts
Pressing Play melts the menu down the screen in columns, like the wipe in Doom. It also plays between intro cards and when you die. With Reduced Motion on, it's a fade.
The main menu melting into the first intro card.
Also in this build
Smaller changes and fixes.
I rewrote the text on the HUD, menus, augment cards and trader in plain game words
If the game looks washed out, check Brightness in Settings. The default is 1.0
The trader's weapon cards now show the weapon he actually sells, with its tier
A rope you shoot is now drawn from the top of the post it will hang from
Zombies stand a little straighter
In third person, sprinting no longer leans too far forward
Zipline poles and stakes no longer block you
Online, zombies that spawned before you connected could stand frozen. They now clear out
A zombie attacking another player now swings at them on your screen too
Other players' weapon changes now line up with their arm, and their first bow shot and landing now show
After a respawn, other players appear at the new spot instead of sliding to it
Crouching on a steep slope no longer flickers for other players
Zombies wandering slowly no longer twitch between walking and standing
A player who delivered the artifact and then stood still kept their beacon. It now clears
Picking up a weapon no longer throws render errors, and dropped weapons keep their rarity glow
I added a spectator camera for filming matches. Only a server admin can use it
I added twelve augments that build on things you already do: landing a hit, jumping, shooting, opening a chest. All sixty-six augments are now listed on the site.
The point release that evening added sounds and effects for all twelve, and for blocking with a shield.
These notes describe v0.7.1. v0.7.0 had the same twelve augments without the feedback.
WHAT THIS CHANGES ABOUT A RUN
Pressing the attack pays. Chained hits swing faster, and a landed hit can give you armour for four seconds or heal you.
Jump Height unlocks two rare augments: bonus damage on a melee hit while you're in the air, and on an arrow shot while jumping backwards.
An arrow can mark what it hits, splash damage onto anything near it, and come back to your quiver if nobody picks it up.
New utility augments: slower weapon wear, no interruptions while opening a chest, faster raises, and the nearest safe spot on your compass.
You can hear your build working, and a shield creaks before it breaks.
01 · NEW AUGMENTS
Twelve augments, no new keys
Rhythm: each melee hit within 2.5 seconds of the last raises your attack speed, up to four hits. Miss the window and the chain resets. Guarded Strike gives you armour for four seconds after a landed hit. Mending Blow heals you a little for every landed hit. Leaping Blow and Parting Shot add damage to a melee hit while you're airborne, and to an arrow shot while jumping backwards.
Both airborne augments need Jump Height. Rhythm, in the middle, can be offered to anyone.
The bow gets three. Marking Shot lets an arrow mark (and slow) what it hits, at bow range. Splintering Shot deals a quarter of the arrow's damage to everything else within 2.5 m of the target, even when the arrow kills it. Returning Shaft brings back any arrow of yours that nobody picks up within ten seconds.
02 · UTILITY AUGMENTS
The nearest safe spot, on your compass
Wayfinding adds a small blue roof under the compass with the distance to the nearest safe spot. It fades out over the last ten metres. Tempered slows weapon wear: at one stack, one hit in five costs nothing. With Steady Hands, getting hit no longer interrupts opening a chest or raising an ally. Quick Raise gets a downed ally up sooner.
The icon is a roof, so it never looks like a player or loot marker.
03 · THE SITE
Every augment, on the site
The site used to show a picture of the augments sorted into three families that no longer exist. Now there's a page of its own, built from the game's own augment table: all sixty-six in eight groups, with icon, value per stack, rarity, where it drops, what it needs and what it rules out. On a phone each row becomes a card.
04 · FEEDBACK
Blocks you can hear, and a warning before a shield breaks
Blocking now has feedback. Each shield has its own block sound, your hands jolt, the camera kicks, and a shield breaking has its own sound. When a block leaves your shield one block from breaking, it creaks and the HUD puts an amber warning around the count. Repairing the shield resets the warning.
A buckler with one block left. The amber frame is the warning; the next hit breaks it.
I did the same for the twelve new augments. Rhythm plays a rising note per hit and a drop when the chain resets. Guarded Strike lays a steel pattern over the health bar while it lasts. Mending Blow pulses the bar only when it actually healed you. A Leaping Blow or Parting Shot that gets its bonus lands with a low thump and a bigger camera kick. Tempered flashes the wear count and chimes quietly when a hit is free. Targets hit by Splintering Shot flinch in a puff of dust, and a Returning Shaft arrow flies back to you instead of vanishing.
Also in this build
Smaller changes and fixes.
The new sounds differ in pitch rather than volume, since they all play at the same moment as the hit marker. Guarded Strike has no sound on purpose
Six new augments with no requirements changed every weighted roll, so a chest or level-up that offered one card last week offers a different one now
Long descriptions on ornate cards no longer run into the rarity label
The three new on/off augments describe what they do in a sentence instead of a number
Splintering Shot doesn't hit other players yet. A returning arrow goes back to whoever shot it, and disappears if they've left the match
Downed players, support augments and rolled weapons
I added twenty augments, and the first ones that help other players. A killing hit no longer always kills: with an ally nearby you go down instead, and they have twelve seconds to get you up.
Weapons have rolled stats, bridges work, and you can leave a run and come back to it. This is v0.6.0.
WHAT THIS CHANGES ABOUT A RUN
Dying isn't always the end. You go down at 1 hp, and an ally nearby can raise you in four seconds.
You can build around keeping people alive: wards, healing whistles, a healing shout. They're the first augments that do nothing when you play alone.
Getting hit can hurt the attacker. Marked slows whoever hit you, and the augments after it damage them over time and heal you.
Every weapon has its own tier, damage, reach and durability.
Your run survives closing the game. Rejoin the same match and your build, gear and souls are where you left them.
Stacking one augment pays: the second stack is worth 50% more than the first. Two different augments no longer boost each other for sharing a category.
01 · GOING DOWN
Twelve seconds to get you up
Take a killing hit with an ally nearby and you go down instead of dying: 1 hp, empty hands, and clearly not a corpse. Anyone with Raise the Fallen can hold E over you for four seconds to get you up at a third of your health, or at full health with Whole Again. Another hit while you're down kills you.
Alone, nothing changes. Going down with nobody to raise you would just be a slower death.
02 · SUPPORT AUGMENTS
Twenty augments in five chains
Some augments now unlock their own follow-ups. Ward gives you extra hit points on top of your health that renew every two minutes. Its follow-ups make the first hit free whatever its size, stop knockback, or blow the ward out into everything nearby when it breaks. Marked gives a chance to slow whoever hits you. Mending makes your whistle heal allies around you and hurt everyone else.
Three Ward augments, and the chip showing what unlocked them.
Follow-ups apply to the effect, whoever caused it: a ward an ally gives you uses your own ward augments, and damage over time you put on an enemy scales with your own healing. Some augments also lock others out, so the order you pick in matters.
An augment with two requirements. The more ornate the frame, the deeper in a chain it is. A plain card can be offered to anyone.
03 · HUD
A ward bar and status timers
A ward shows as a pale strip on top of the health bar. It's a different shape rather than a different colour, so it's easy to read in any light. Every timed effect on you stacks above your gear: healing, damage over time, slows, how many of your marks are active, and your shout cooldown.
Four active statuses, two marks and a shout cooldown, over a health bar with a ward.The icon sheet got four new rows, in a new colour.
04 · WEAPONS
Two sticks aren't the same stick
Every weapon now has rolled stats: tier, damage, reach, and how many hits before it breaks. Look at one on the ground and the prompt compares it with what you're holding. The trader sells his own weapons and repairs yours. When you die you drop the exact weapon you had, for whoever gets there first.
05 · THE WORLD
Bridges that work, and a run you can leave
Bridges now rest on the two edges of a gorge instead of its bottom, with a deck flat enough to walk. Grass grows up to the rock line and stands tall in forests. You spawn at a camp just south of the trench. And if you close the game, you can rejoin the same match and carry on.
Also in this build
Smaller changes and fixes.
The volcano's reward respects requirements: no more cards you haven't unlocked or have already locked out
I fixed raised allies dying of fall damage. A downed body kept its falling speed, and getting up applied it
Armour from augments is added up and then capped, so the order you took it in no longer matters
Marks are range-checked like any hit and their damage is tracked by the server, so you can't drain someone you're not near
Allies from a handshake stay allies after a reconnect
Other players see your shield, sword and ward, so you can spot a raised shield before you swing
The whistle has one cooldown however many augments use it, so you choose which effect to use
Augments are no longer sorted into runner, tank and archer. Chains replace that
The big chests in the volcanic band give the start of a chain (a core augment and two of its follow-ups) instead of three cards from one category
Long augment text wraps instead of shrinking over the art
The picker ends a long list with "+N more" instead of silently cutting it
You can carry rope now. Shoot a coil from your bow and it leaves a line up to fifty metres long: a zipline if it's gentle, a climbing line if it's steep. Lines stay in the world, so anyone can use one you put up.
There are about three times as many watchtowers, each with a chest at its foot. I added a sword and two shields. And every barrel and crate is gone, replaced with props that fit the setting.
These notes describe v0.5.0.
WHAT THIS CHANGES ABOUT A RUN
You can cross a gorge, drop off a ridge, or climb a cliff with no path.
Ropes belong to the world, not to you. Anyone in the match can use one, including players hunting you.
Watchtowers are worth the walk: about one per half square kilometre, each with a chest at its foot, arrows on top and often a rope coil.
You can stand and fight. A raised shield stops melee hits and a sword kills faster. Blocking uses the same stamina as sprinting.
The first safe spots now sit right behind the trench, and you spawn a few steps from its edge.
You can read other players: a limp means they're hurt, a crouch-run means they're sneaking, a raised shield means they're waiting for your swing.
01 · ROPE
Fifty metres of rope, and the slope decides what it is
Put a rope coil on your bow and shoot it. Where the hook catches, a straight line runs from a stake at your feet to that point. It stays for the rest of the match and anyone can use it.
If the line is no steeper than the steepest slope you can walk, it's a zipline: gravity pulls you along. If it's steeper, it's a climbing line: climbing up costs stamina, sliding down is free. Holding on to a zipline costs almost nothing, and pulling yourself along costs a little but works even uphill. Sprint into a zipline and you keep your speed.
The hook can catch anything: rock, tree, wall. The line has to be between 6 and about 50 m long and can't pass through the ground or a building. While you aim, a guide shows the arc and the line it would leave, green if it works and red if not, with the reason under the crosshair. A failed shot gives the coil back, so you only use up a coil when it works.
Coils come from three places. A watchtower's top has one about one time in three. One chest in five has one on top of its cards, at the same odds everywhere. The trader sells them for eight souls each, and drops them if you rob him. You can carry three.
02 · WATCHTOWERS
Three times as many, with a chest at each
Watchtowers were rare because most of the spots picked for them were on slopes and got thrown out. Now the game scores 25 spots per area on view, height over the surroundings and room for a stair, and builds the best one. That's about one tower per half square kilometre, and more than twice that just north of the trench.
A tower on a hilltop, with its stair on the walkable side. Trees no longer grow through the tower or its stair.
The crate at the foot is now a real chest. The top still has arrows, a bow about one time in five and a rope coil about one time in three, but I halved the arrows so more towers don't mean more ammo.
A chest, where a crate you couldn't open used to stand.
03 · WEAPONS
A sword, and two very different shields
The sword replaces the stick. It never breaks, swings with the same timing, reaches a bit further and hits over 50% harder. Picking one up throws your stick away, and you can't drop the sword yet.
Shields go in your off hand and work with the sword, a stick or an empty hand. They're slung out of the way while the bow is out. Hold right mouse to block.
The buckler comes up in an eighth of a second, costs almost nothing to hold and covers a narrow arc, but breaks after five blocks. The kite shield takes a third of a second, covers much more, slows you to about half speed and empties your stamina in about six seconds, but never breaks. When your stamina runs out, your guard drops until it recovers.
A raised kite shield from behind. Taken in the animation test scene, which is why the ground is flat grey.
A shield only blocks melee. A hit from the front costs stamina instead of health; from behind it lands in full. Arrows go through shields on purpose until shields get proper hitboxes. Other players see your weapon, your shield and when you're blocking.
There's also a longbow. It takes a third longer to draw and you can barely walk while drawing, but its arrows fly a quarter faster and flatter and hit a third harder. You carry one bow, so picking up the other swaps them. Both bows are now held at an angle so you can see the string.
04 · ANIMATION
Players move like people, and you can read it
Other players' animations used to be guessed from their position, so strafing looked like turning, and landings, slides and swings showed late or not at all. Now each player sends their actual pose, stance, speed and facing, so you see what they're really doing.
Below a third of your health you limp, for everyone watching, until you've healed well above it. Crouch plus sprint is a crouch-run: fast, quiet and free of stamina. A fall follows the direction of the hit that caused it, and a body you find already dead stays in its final pose.
Zombies use the same animation library: walk, run, two attacks, two hit reactions and four ways to die. A pack that locks on to you now visibly changes stance into a hunt. It used to scream instead, but the scream almost never played. Only captains roar, and only when they're leading a pack.
I made the world quieter so these stand out. Wolf howls are minutes apart and only play near a ruin. Zombies groan as a group instead of forty separate voices. Captains talk less.
05 · THE WORLD
No barrels or crates, and safe spots right after the trench
Every barrel and crate is gone. Barrels don't fit the period, and crates looked like chests you couldn't open. In their place: a clay urn of arrows at signposts, firewood at camps, hay and planks spilling from wrecked carts. Nothing moved, only the props changed. The augment chest is now the only chest-shaped thing in the world.
A camp in the dunes. The urn and firewood stand where a barrel and a crate used to.
Safe spots now start right after the trench. The first row used to be held a fixed distance back, which left a gap up to 300 m deep, and a third to half of that row was never built. Now the row follows the trench's curve, and a safe spot that would land too close is moved to the edge instead of deleted. You also spawn a few steps behind the trench, with less random spread.
The steepest slope you can walk went from 45 to 55 degrees, and climbing near the limit slows you by about a quarter instead of nearly half. River gorge walls are now climbable. Canyon walls and trench walls still aren't.
Also in this build
Smaller changes and fixes.
A shield on your arm hangs at an angle so it reads as a shield, not an edge
Second Look gives its re-rolls at every offer instead of once per run, and the picker shows how many you have left
A rope hooked partway up a tree no longer plants a post in mid-air beside it
Pulling yourself up a zipline works now: it responds fast and beats the slope
Ropes no longer need a minimum height difference, which refused lines that were fine
Holding on to a zipline costs a tenth of the stamina of climbing
I fixed swimming on dry land next to safe spots near rivers
A robbed trader drops his rope coils with his other goods
The trader holds his torch, arrives on foot and greets you
Characters no longer appear in their default T-pose
A new HUD, traders everywhere, and a shorter world
I redrew the HUD without its see-through panels. The trader, who used to appear only within 2 km of the map's centre line, can now turn up anywhere in his band. Each one keeps his own stock for the whole match, including one augment for sale.
The point release rebuilt the world at a fifth of its old length, and fixed a v0.4.0 bug that removed the extra rewards for going north.
These notes describe v0.4.1.
WHAT THIS CHANGES ABOUT A RUN
The HUD is cleaner: your stats in one corner, threats in another, and the compass along the top.
The noise indicator is a set of rings around an eye in the corner. The outer ring grows with how much noise you're making.
Traders can appear anywhere across the early band, east or west, not only near the middle.
Each trader has fixed stock for the whole match, and every player sees the same stock.
Traders sell one augment for 24 souls, a third way to get one besides chests and kills.
The lobby can vote for longer nights and more zombies.
01 · HUD
No more boxes on the HUD
The HUD used to be a dozen rounded boxes, one per readout. They're gone. Backgrounds now fade out from the screen edge, lines are thin engraved strokes, bars look cut into metal, and text has an outline instead of a dark box behind it.
Your own stats use warm colours and world information uses cold ones. The health bar changes brightness as well as colour, so it stays readable on snow at noon and on grass at midnight.
Night, hurt, holding a stick. Your stats are bottom-left, the compass is along the top, and the noise indicator is top-right.
Everything about you is in one column in the bottom-left: what you carry, your weapon and its wear, stamina, health and experience, with status rows stacking above. Your build and coordinates sit bottom-right. Moving the NORTH label into the compass freed the top-right corner for the noise indicator.
The same HUD at noon. Backgrounds are soft ovals, since even a soft box still looks like a box on a bright screen.
02 · THE TRADER
The trader can be anywhere
Trader locations are worked out from the map itself, so every player gets the same answer. But they could only appear within 2 km of the centre line, so if you crossed the early band far to the east there was nothing to find. That limit is gone: the band now spans the whole width of the map.
A trader on a dune. He no longer stands half-buried: his model used to sit a metre below his feet.
His stock (arrows, sticks, a bow or two) is rolled from where he stands and the world seed, so it's fixed for the whole match, different at each trader and the same for every player.
He also sells one augment for 24 souls. Everyone who finds the same trader sees the same card, so two players meeting there have to decide who gets it. Rob him and his goods spill on the ground, but the augment doesn't.
The counts are shared: buy him out and the next player finds him empty.
03 · MAP VOTE
Two more things to vote on
The map vote gained two pairs: how many zombies and how long nights last. That doubles the pool, so the half you're shown actually changes between matches.
Twenty-two world settings that used to be hardcoded (towers along the trench, how much tougher zombies get going north, day length, chest odds) are now part of each world's recipe. That's what let two of them onto the vote.
04 · POINT RELEASE
A shorter world, with rewards for going north again
A run is now 5 km long instead of 25. But one setting still assumed 25 km, so in v0.4.0 every spot in the world counted as the first band: no better chest odds going north, no big chests, no matched sets, and northern captains as weak as the ones at the trench. That's fixed. The odds climb band by band, the big chests are back near the volcano, and the north is harder again.
Settings that describe a share of the journey (band sizes, mountain ranges, rivers, the trader's band) are now fractions of the run. Spacing between safe spots, ruins, bridges and signs stays in metres, so a longer world gets more of them.
The whole run from the south: 5 km from the trench to the volcano. Mountain ranges alternate again instead of tilting one way.
The land changed too. The trench is shallower and wider, easy to see over and cross. Rivers are now narrow and deep, with cliffs for banks four times out of five. The trench is a line you step over; rivers are what you route around.
A river in the meadow band. Look for a bridge, not a ford.
Traders are also about three times as common in the early band.
Also in this build
Smaller changes and fixes.
The trader's menu shows the actual item models, and the augment uses its card art
The day and night indicator follows the world's clock, so a vote for longer nights shows there too
Full-screen messages use the title font in normal case, so the death message now reads "You died"
The HUD is cheaper to draw
The terrain editor has new Watchtowers, Zombies and Chests & loot groups
I fixed chests whose position and contents didn't match
Chests are more generous: rares are more common at the trench and climb faster, and every chest from the fourth band on is a big one
Mountains come in ranges again instead of one long slope
The southern bands have a new dirt ground texture, and it's actually in the download now
Readable chests, more towers, zoom and real slopes
Chests now show how many cards they hold before you open them, and every card shows the exact number it adds to your build. Watchtowers are everywhere, and only built where they have a view. You can zoom with right mouse. And zombies' eyes show from far away whether they've spotted you.
The point release the same day made steep ground unclimbable and made sprint go in the direction you press.
These notes describe v0.3.1. v0.3.0 was the same build without the movement changes.
WHAT THIS CHANGES ABOUT A RUN
You can see a chest's size from across the yard: one, three or five cards. The size depends on the spot, and the best augments only come from big chests.
Chests and level-ups give different augments. Chests give gear and utility, level-ups give combat stats, so exploring and fighting lead to different builds.
Going north pays: the chance of a rare card goes from about one in eight at the trench to about two in five near the volcano.
Trees stop arrows. So do walls, rocks, ruins and bridge decks.
Hold right mouse to zoom. It shows nothing extra, and while zoomed you can't sprint and walk at about half speed.
Zombies' eyes are gold when calm and red once they've spotted you, visible across a dark meadow.
Slopes too steep to stand on can't be climbed or jumped up. You slide down them. Spamming jump to climb anything no longer works.
Sprint goes the way you press, relative to where you look, and has weight: sharp turns bank and reversals take a moment.
01 · CHESTS
Not every chest is worth the walk
Chests now come in three sizes, holding one, three or five cards. The size depends on the spot, so it's the same for everyone, and each size looks different. Most ruins have small chests, safe spots have three-card ones, and ruins in the last 5 km before the volcano have five.
The augments that define a run (an extra arrow per shot, Reveal, Magnetic Arrows, the big armour picks) never come from small chests. Rare odds also climb going north: about 13% of cards are rare at the trench and 41% near the volcano.
A five-card chest in the volcanic band. Four of the five are rare.A small chest, at actual size. Take it or leave it. The narrator mentions it the first time you find one.
Chests and level-ups now draw from different pools. Chests give gear and utility: a bigger quiver, arrow recovery, Magnetic Arrows, Reveal, faster hands. Level-ups from kills give combat: damage, swing speed, crits, reach, knockback. Ten augments are in both.
Cards now show exactly what they'll do, like +45 hp or +1 arrow per shot, worked out for your current build with bonuses and caps included. A maxed-out augment says so. Below that: your stacks now and after, the rarity, and which pool it comes from.
02 · MATCHED SETS
Matched sets near the volcano
Safe spots in the volcanic band don't offer a choice. They give three linked augments from one family, all or nothing. The family depends on the place, not your build, so you can plan a route to the one you want.
That's meant for late in a long match: 20 km is over an hour on foot.
All three share one border colour so they read as one offer.
03 · ARCHERY
Trees stop arrows
Arrows used to fly through trees, walls, rocks, ruins and bridge decks. Now they stop, for everyone. Cover works. An arrow stuck in a tree can be picked up.
Piercing Shot is a rare chest augment: each stack lets an arrow pass through one more body, up to three. Each pass costs a fifth of the damage and nearly a third of the speed, so it's for zombies in a line, not raw damage.
A piercing arrow also goes through one thin tree per stack (a sapling, not an oak), counted separately from bodies. The aim guide shows this too.
04 · BALANCE
Four augments fixed, one added
Multishot used to cost one arrow no matter how many it fired, and you could pick them all up, so it made ammo. Now each arrow costs one, limited by what's in your quiver.
Arrow Recovery: missed arrows now survive a quarter of the time instead of half. One stack doubles that, and a full archer build still gets back nine in ten.
Jump Height said +10% per stack but gave 21% more height. It's 6% now. Melee Reach is halved and capped at 1.5× base, the most the server accepts, so extra stacks no longer buy hits that get rejected. Sprint Speed is capped at five stacks (1.9× base, about 10.8 m/s). Before, eight stacks got you 20 m/s.
New: Pickup Distance, a common augment worth 0.6 m more pickup and interact reach per stack, up to four. The server uses it too, so it works online.
05 · CONTROLS
Auto-run and zoom
Auto-run (R, or click the left stick) walks for you, so you can talk on the long walk north. It only walks, never sprints, and stops the moment you do almost anything else: step back, press R, jump, crouch, slide, attack, draw, reach water, get hit or die. It keeps going with a menu open, so you can type in chat.
Zoom (hold right mouse or left trigger) narrows the view to 45° and lowers mouse sensitivity to match. It shows nothing extra: no markers, no names. You can't sprint while zoomed and you walk at a little over half speed. Hold or toggle is a setting, and Reduced Motion makes it instant.
Both keys can be rebound, and both are on the pause menu chart.
I also fixed endless sprint. Stamina used to stop draining and start refilling in the air, so bunny-hopping kept you sprinting forever. Sprinting in the air now costs the same as on the ground.
06 · WATCHTOWERS
More watchtowers, all with a view
Watchtowers are the only thing you can climb, and the reward is the view. There's no map or marker.
There are many more. World-wide, one per 4 km² instead of one per 20. Along the trench, one per 1.5 km² instead of one per 6, thinning out a couple of kilometres north. From the south edge you can spot the next one and plan a route.
A tower about a kilometre north of the trench. The smoke on the horizon is the volcano, 24 km on.
A tower is only built where it looks down over the land around it out to about 400 m, and never in a hollow. Four spots in five fail that test.
Towers near the trench have a third of the arrows they used to, and a bow on top is now rare instead of a coin flip. Across the world, the number of arrows lying around changed by under 5%.
07 · ZOMBIES
See who's spotted you, and who's in charge
Zombie eyes are now bright gold when calm and red once they've spotted you, visible across a dark meadow. They used to be too dim to see at night. The eyes also grow with distance, so they stay visible far away.
Gold eyes haven't found you. The red ones on the left have.
Captains now have their own model and colour instead of being a bigger ordinary zombie, so you can pick one out of a pack.
Far north, where captains are common. The captain is at the back left. The model is a stand-in, but the silhouette will stay. The line at the bottom is the narrator.
08 · FIRST SAFE SPOTS
The first safe spot is closer to the trench
Safe spots within 400 m of the trench used to be removed, which deleted the whole first row. The limit is now 200 m, and on the current map the nearest safe spot is 306 m out.
The Old Road is gone. It ran along the trench for the whole width of the world, had nothing on it and led nowhere. Trails now run down to the trench edge toward the bridges instead.
09 · NIGHT SOUNDS
Crickets stop, so they mean something
Crickets used to play all night in the green south, so the nightfall sound started and ended over them. Now nights have wind and the odd owl, and the nightfall sound plays around dusk itself. Desert and cold bands already worked this way.
Daytime birdsong was a 30-second loop you'd learn fast. Now single calls play every 25 to 70 seconds from random directions and pitches.
10 · MOVEMENT
Cliffs are cliffs, and sprint has weight
Before this release you could walk up almost any slope, and jump up the rest. Now ground up to about 45° is walkable: you can stand, jump and slide on it, and walking uphill slows you. Anything steeper is not ground: no footing, no jumping, no crouching, and you slide down it, faster the steeper it is. Walls are walls.
Hitting a steep face from the air counts as a landing, but only the part of the fall going into the rock hurts, so a glancing hit hurts less. A long slide that ends on flat ground only does the damage of the slide itself.
The south wall of the trench, from its floor. Past the walkable angle, you slide down instead of climbing up.
Sprint used to be forward-only, with the strafe keys turning you and the mouse swinging a separate camera. Now the mouse turns your view, in third person as in first, and sprint goes in whatever direction you press relative to it. Hold Back and Sprint and you turn and run toward the camera. Movement has weight: a 90° turn is a banked stride, and a full reversal takes about two-thirds of a second and costs speed. Other players see you facing the way you run.
Also in this build
Smaller changes and fixes.
Crouch-sliding no longer refills stamina. It holds still while you slide
Sliding down a steep face shows as a scrape, not a fall, for everyone
There are now thirty augments
The picker works again: 1 to 5 to take one, E to take a matched set, Esc to save it for later. Cards shrink to fit
Cards no longer repeat their own title, and I shortened the three longest descriptions so five cards fit
A piercing arrow comes out the far side of a tree, not where it went in
The bow's aim guide follows all the new rules: piercing, trees, and Multishot's arrow limit
Level-ups roll the same odds everywhere. Only chests get better going north
The new first row of safe spots gets lamps and supplies like any other
Removing the Old Road brought back a ruin it was covering
Arrows you can pick up, souls, real safe spots and voice chat
Arrows now stay where they land for anyone to pick up, kills pay souls and experience, and safe spots became real places. You can also talk to nearby players with proximity voice, and zombies can hear it too.
If you downloaded Beta 2 the morning it came out, download it again. That first build was missing its art: no textures, characters, voices or music, and a fallback font. v0.2.1 is the build these notes describe, and it's a smaller download.
WHAT THIS CHANGES ABOUT A RUN
Voice chat carries 40 m, 20 m crouched and 240 m when you yell, and zombies hear it like any other noise. The ring on the ground shows how far you carry while you talk.
Arrows stay where they land, anyone can pick them up, and they drop from whatever they killed. Ammo lasts a whole run.
Kills give souls and experience. A full bar gives you an augment pick you can spend anywhere.
Safe spots have four buildings with different jobs, on flat terraces, and a landmark you can climb.
A zombie you shoot but don't kill walks to where the shot came from and searches it.
Killing a player gives you their souls, so carrying a lot makes you a target.
01 · ARROWS
Arrows stay where they land
Arrows now stick where they hit (ground, wall or body) and stay for six minutes. Walk over one to pick it up: no key, no prompt. A +1 arrow line appears under the compass.
Arrows in a zombie drop at its feet when it dies. A killed player's quiver spills where they fell. Half of clean misses survive, and Arrow Recovery raises that to nine in ten.
Arrows on the ground are shared, so anyone can pick up anyone's. Arrows can now hit players up to 200 m away. Backstabs are still melee only.
Sixteen arrows on a meadow at night. Arrows on the ground are drawn larger than life, with a marker that grows with distance, or you'd lose them in the grass within ten metres.Your arrows show a four-pointed spark, everyone else's a plain disc. It's shape, not colour, so colour-blind settings don't hide it.Crossing a meadow after a volley. Sparks are yours, discs are other players', and you can pick up all of them. Recorded in the game.
02 · AMMO
Six new places to find arrows
Six new finds hold arrows, each easy to spot from a distance: a barrel of arrows by a trail signpost, a wrecked cart, a fallen archer by the road (more likely just north of a trench bridge), a hunter's camp near an unlit safe spot, inside its guard nest, an archery range with arrows still in the targets, and a watchtower with arrows at the top of its stair.
There are fewer arrows lying around than before, since arrows now come back. A safe spot's armory still always has a bow and 4 to 20 arrows.
A barrel at a trail post. You spot it first because you already look at posts.The watchtower. The arrows are at the top, and the stair is gentle enough to walk.
A range target still holding arrows. Each arrow is picked up separately, so two players never get the same one.
03 · SOULS & EXPERIENCE
Kills pay
Every zombie you kill gives one soul, plus experience by type: 10 for a shambler, up to 40 for a stalker, 100 for a captain. Experience fills a bar under your health, and a full bar gives you an augment pick.
You can spend a pick anywhere: press interact with nothing in front of you and the same three-card picker opens. You don't need to go back to a safe spot.
Killing a player gives you all their unspent souls. Dying loses yours, and experience and unspent picks roll back to the last safe spot you visited, like your build. Zombies no longer drop random augments. The volcano still gives one big pick.
Souls can't be spent yet. A trader will take them later. For now they're a reason for someone to hunt you.
A soul count next to the arrows, a +4 souls line under the compass, and three picks waiting.Turquoise is experience. The gold box counts unspent picks.
04 · PICKUP LOG
See what you picked up
Picking things up used to be silent. Now a small copy of the item flies into a log under the compass and becomes a line like +1 arrow, counting up to +3 arrows if you grab three within 1.5 seconds. Up to four lines show, then fade.
Experience flies to the bar without a number. Reduced Motion skips the animation.
Three arrows picked up within 1.5 seconds show as one line.
05 · SAFE SPOTS
Safe spots are real places now
The windowless shed is gone. Each safe spot uses one of four layouts (hamlet, watch, shrine or waystation) on terraced ground with paths leading in.
Each has four buildings you can tell apart from 40 m: a light house with the lamp, an armory that always has a bow and 4 to 20 arrows, a chest house with the augment chest, and a landmark (a watchtower, shrine, ruined tower, or an 11 m mill at hamlets). You can walk into all of them.
The yard has barrels, hay, planks, a tent and a cart, but never a crate, so the chest is the only chest-shaped thing there. A chest you can't open now tells you why, and so does an arrow pile when your quiver is full.
A lit safe spot at night. Half start each match unlit, and an unlit one gets a guard nest.The armory, with its bow on the right and arrows on the left. It's open at the front so you can see inside before walking in.Circling a safe spot at night: armory, light house, chest house, and a ruined tower as the landmark. The volcano comes into view at the end. Recorded in the game.
06 · NEW AUGMENTS
Reveal and Magnetic Arrows
There are 28 augments now. Both new ones are about information.
Reveal shows pickups within about 60 m (bows, arrow piles, arrows, stick sources) as icons in a row above the compass, and each stack adds range. Other players show as hollow squares on the compass, updated every two seconds and rounded to 25 m. It gives a direction and a rough distance, never a map position.
Magnetic Arrows bends an arrow in flight toward a target near its path, in a cone that narrows to nothing at 60 m. It only steers sideways, so drop and speed don't change. Zombies pull harder than players, players with spawn protection don't pull at all, and the aim guide shows the bend.
The Reveal row outside a safe spot: a bow left of north, sticks beside it, arrows to the east. Directions only.
07 · ZOMBIES
Shoot one and it comes looking
A hit that doesn't kill now tells the zombie roughly where it came from, give or take ten metres. It goes and searches that spot for thirty seconds, so picking at a pack from 150 m isn't safe anymore. They walk and search rather than charge. Inside a lit safe spot you can't be heard, shots included.
A pack at dusk heading for a noise, which a landed arrow now counts as. The line at the bottom is the narrator.They walk to the noise instead of charging it, and the ones that have spotted you have lit eyes. Recorded in the game.
I also fixed a bug where your game showed some zombies as the slowest type (shambler) while the server was running them as runners or captains, which moved, heard and hit much harder. Every screen now matches the server.
08 · TREES
Trees are bigger
Normal trees now range from full size to nearly double, and about one in sixteen is a sapling. Riverbank trees use the same sizes, so banks aren't lined with tiny trees. Old-growth giants have a size cap per species: broadleaf trees can reach five times normal, and desert plants stay normal size.
Before: in an old-growth grove, with the whole canopy in view.After: same spot, same trees. Thicker trunks, and the treetops are out of view.
There are 20 tree types now, with see-through leaf canopies instead of solid blobs. The ground under dense forest turns to leaf litter with thinner grass, and paths show on it. Ground textures can be swapped, which is how I redid the whole palette.
09 · VOICES
Narrator, captains, voice and text chat
A narrator tells the story of those who went north. She speaks rarely, and most of her 26 lines play once ever. Captains shout orders like a drill officer, and when you kill one, it says something clear-headed. That's the only place the story is spoken out loud.
Proximity voice is live: 40 m, 20 m crouched, 240 m when you yell, clear for about half that distance and muffled beyond. Talking makes noise like anything else, and the ring on the ground follows your voice level.
Text chat makes no noise. Local chat reaches 30 m, and world chat opens only in the endgame, only for players who've finished.
There's music now, but it plays rarely: only on events, at least four minutes apart, for at most 12% of a match. It stops when a zombie starts chasing you.
10 · THE OPENING
The first thirty seconds
Starting used to be a black screen, then the world. Now a narrated slideshow of in-game stills plays while the world loads, with a loading screen after it if needed. The camera starts high up, looking at the volcano, waits until the ground under you exists, then flies down behind your shoulder and into first person. Any key speeds it up.
One of the slides. They're real frames from the game, so the intro never looks better than the game.
This also fixed falling through the world before it loaded, which spawned you at the wrong height.
First person now shows a floating weapon instead of arms. The bow is held out to the right and tilted, and its limbs and string bend as you draw. Your body still casts a shadow. The stick, bow and arrows are all modelled from scratch.
11 · THE MATCH
A podium, and a vote on the next map
When the endgame timer runs out, the world freezes and a 60-second podium shows the finishing order, world chat, and a vote on eight changes for the next match: longer or shorter map, more or fewer safe spots, more or fewer ruins, wider or narrower rivers. You get two votes, the two winners can't be opposites, and all of them are limited so the map stays playable. Then the next match starts.
Play now drops you into the current match instead of a lobby. Zombies are solid and stop at arm's length instead of walking through you. Combat has hit markers, a double marker for crits and backstabs, and a skull for kills with a streak count.
The vote changes the next map, and every safe spot on it is rolled fresh.
12 · DOWNLOADS
If you played Beta 1, you didn't see the real game
The Beta 1 download was built with a filter that dropped data files the game needs. It shipped with no trees, ruins or props, default terrain, no voice lines, and capsules instead of zombie models, and still ran. That's fixed, and I checked it on the actual download.
13 · DEV TOOLS
A room with one of everything
The playground now has a reference room with every pickup labelled, all six new arrow finds, and a gallery of all 74 models. It's where I check changes before they go into the world.
This is a developer tool, not part of a run. You can only reach it from the playground.
The gallery: every model in the game, labelled, so a changed one stands out.A watchtower on the grid, so the stair can be tested without finding one in the world.
Also in this build
Smaller changes and fixes.
The download has its art back. The first Beta 2 build had every texture, model, font and voice line as an empty file. The build now checks the package and won't publish an empty one
It's a smaller download too: about 110 MB zipped instead of 140
Dying in mid-air no longer carries fall damage into your respawn. You respawn at full health
Spawn protection starts when you get control, not when the camera starts, so slow loading doesn't use it up
The death map no longer errors when a match restarts
Walking over an arrow retries properly when the server is slow
Leaving a server takes you back to your own map
A bad packet from one player can no longer crash part of the world. Positions are checked on arrival
The server and client both do less work per update
Joining a server loads its whole map, not just its seed, so chests and lamps are where the server has them
Zombies remember where a noise came from and search there instead of tracking the player, so you can lure them
A yell's noise fades fast, so one yell is one event
A crouch-slide turns your body toward where you're actually sliding, while your aim stays where you look
Desert bands have their own props
Trees and props have proper distance models, so dense forests run faster
The terrain editor has a ground-texture picker
The setting is written up: where the ring came from, who the captains are, and why the world works the way it does
Beta 1 · 23 Aug – 1 Sep 2026 · 189 commits
I withdrew Beta 1's build because it shipped without its art. Beta 2 is the oldest one worth downloading.
The first build that plays like a game
Nine days earlier, Going North was a 25 km heightmap with capsules walking on it. This build made it a run you can lose: zombies with bodies and leaders, a bow worth learning, a reason to reach a lamp before dark, and a match that ends and ranks everyone.
WHAT THIS CHANGES ABOUT A RUN
Night is dangerous. It drains the colour and thickens the fog until you lose the horizon, so travelling at night is a choice.
Your run is a build. Chests offer three augments and you keep one, so players who start together end up able to do different things.
Lamps matter to everyone. Half the safe spots start unlit, lighting one counts for the whole world, and you respawn at a lamp you visited, so where you stop matters.
Matches end. The first artifact delivery starts a ten-minute timer for everyone, and players are ranked by time since they joined.
01 · THE WORLD
The whole map, visible
The terrain code moved into a native core shared by client and server, fast enough to draw all 25 km instead of a 4 km area with fog at the edge. The far north curves up into view, so you can see the volcano from the trench.
Erosion carves the mountains into ridges, gullies and scree. The volcano has a lava lake, drainage down its sides, and no more wall around the rim.
A valley about 1 km north. The pale band is desert; the smoke is the goal, 24 km away.
02 · GRASS
Grass you can lose someone in
Grass and flowers fill in around you out to 160 m. Grasslands are fully covered, with winding bare trails through them. Deserts have dry tufts, riverbanks a fringe of grass, and the taiga a darker floor.
Wind moves across the grass in waves, blades bend as you walk through, and nothing pops in at full height.
South of the trench. All the grass is generated, with no textures.
03 · ZOMBIES
Zombies have bodies now
Zombies used to be hopping capsules. Now they're animated: the crowd is drawn in one pass and the ten nearest get full rigs. They crumple when they die, they're taller than you, and their red eyes show from far away.
The nearest have full rigs; the ones behind use the cheaper crowd rendering.
The top 5% are elites: bigger, with hitboxes to match, and ordinary zombies within 40 m follow one. Kill it and its pack scatters for four seconds. Zombies also stopped shoving into you and attack from arm's length.
They can't cross the trench, cliffs steeper than about 40°, or water deeper than 40 cm. A charge stops at the shore.
A pack at dusk turning toward a noise. Recorded in the game.
04 · COMBAT
A bow worth learning
Hold to draw; the longer you hold, the faster the arrow. Arrows follow gravity and drag, so a 60 m shot takes practice. At full draw a guide shows where it'll land.
Bows and arrows are found at safe spots and in ruins. One augment fires extra arrows in a fan. In melee, a hit from behind does double damage, and the victim's screen shows which way it came from.
05 · BUILDS
Your run is a build
Lit safe spots and ruins have chests. Each offers three picks from 26 augments across runner, tank and archer. Rare kills drop one, and a big one waits at the volcano.
Zombies now have 50 health against a 40-damage hit, so the second hit matters until your build fixes that. I added stamina too.
06 · SAFE SPOTS
Somewhere to come back to, if it's lit
Every safe spot has a lamp, and half start each match unlit. An unlit one spawns a guard nest with bigger packs, and its chest stays locked until someone lights it. Lighting counts for the whole world, so it affects everyone.
When you die, you choose which visited safe spot to respawn at, and your build and opened chests roll back to when you were last there. Going back to a lamp from an hour ago costs you that hour.
A lit safe spot. Nothing spawns inside the mown area.
07 · THE MATCH
Matches end, and everyone is ranked
The world is no longer endless. A match runs until someone carries the artifact back across the trench, which starts a ten-minute timer for everyone. Then the world regenerates for the next match. Ranking is by time since each player joined, so late joiners can still place well.
Also: a lobby in the main menu, eight seconds of spawn protection, and a beacon on the artifact carrier that shows their direction (never their position) every two seconds. Scores carry over between matches.
Play joins the current match or waits for the next one.
08 · NIGHT & WEATHER
Night is actually dark
Night used to be a colour change. Now colours drain to blue, blacks deepen, grain comes up, the moon dims and fog thickens until you lose the horizon. Everyone shares the same clock.
Storm clouds cover about a fifth of the map, more further north. Under one, packs are bigger and more aggressive, and the dial shows when you're under one.
Night, 1 km north of the trench.Taiga under a storm. Everything under it hits harder.
09 · MENUS
Real menus
The placeholder screens became real menus: 48 settings in six tabs that save as you change them, two key slots per action, and full controller support. The old menu had no confirm button on a controller, so you could move around it but never select anything.
Accessibility options: UI scaling, high contrast, colour-blind modes, reduced motion, brightness, and sound captions that show which direction a sound came from, which matters when zombies hunt by sound. The pause menu doesn't pause the game, and says so.
One of six tabs. View distance goes up to "To the volcano", and it means it.
10 · SOUND
Real recorded sounds
I replaced the synthesized placeholders with 42 public-domain recordings with variations, an underwater filter, looping ambience and wildlife per biome. Footsteps match the ground.
Two sounds are weapons: a yell and a whistle, loud enough to pull a pack from several hundred metres.
11 · RELEASES
Downloads
Tagging a version now builds Windows, macOS and Linux and publishes them as a release. Ordinary commits build nothing, which keeps it free.
Also in this build
Smaller changes and fixes.
Jump works again (about 2 m, with coyote time and input buffering) after a bug limited it to a 10 cm hop
Third-person camera while sprinting, a crouch-slide that kicks up dust, a kip-up to get out of it, and leaning into turns
First person has proper hands, and your body still casts a shadow
Swimming: dive is on Crouch, and you float with your head above water
Corpses are physics objects: knock one back and it bowls through the pack behind it
Rocks collide with their real shape, including gaps and overhangs
Trench bridges are walkable and no longer drag you off
Zombies can't spawn inside a safe spot's light
I fixed long-range bow kills bringing the target back to life a moment later
Old-growth groves have giant trees several times normal size
The volcano has a smoke plume, visible from 25 km south
Particles per biome and time of day (pollen, fireflies, dust, snow, ash, embers), plus an underwater overlay that darkens with depth
Water has ripples, shore foam, see-through shallows and a night sky reflection
The sun rises in the east, crosses the southern sky and sets in the west
Bushes, dead trees and logs give a stick and grow one back after about 20 seconds
Hide HUD (H) and screenshot (F2) can be rebound; M exits to the menu from pause
Fly (F) and turbo (G) for testing
The death map is sharper (384 px instead of 144)
The terrain editor gained layer toggles, presets, grass settings, ground texture sliders and cloud settings
The admin dashboard can restart a match on a new seed and shows a live map
Joining a server with a different world loads its map instead of keeping the wrong terrain