NEW UPDATES CAN BE FOUND IN THE FIRST REPLY BECAUSE I HIT THE CHARACTER LIMIT
Flying zombie buff patch
12/4/2025
New Additions
- Added new structure “Heal Pad”
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- $20
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- 200 HP
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- Max Placement: 3
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- heals 180 HP when stepped on and goes on cooldown for 30s, (if the player’s below 70% HP)
- Added new structure “Foundation” (podo10)
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- $5
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- 10 max
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- 1,000 hp stone cube
Rebalances
- Flying Zombues
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- Damage 22 → 28
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- Structure Damage multiplier 1x → 1.5x (~40 structure damage)
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- Now targets the highest player rather than the closest one
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- Now only begins flying once it’s close
- Bluesteel katana walkspeed bonus at 0 energy: 2 → 8 (weaver has 5 so it bluesteel is an upgrade now)
- Illumina Walkspeed bonus at 0 lustre: 2 → 10
- M567 Stern
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- AOE 0 → 2
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- spread 2.3 → 3.5
- Mindless chase distance 20 → 24 (all zombies)
- Mindless Chase Exit Distance 24 → 28 (all zombies)
QoL changes
- Tweaked Roof placement position so they bridge perfectly flat now instead of going slightly up
Other Changes
- Raised spawns and added trusses to spots zombies were unlikely to reach on overhauled map (podo10)
- Updated roof model (podo10)
- Replaced TestStructure with Platform (podo10)
- Fixed roof not having a PrimaryPart (podo10)
- Changed trusses on platform to a ladder to allow walking under (podo10)
- Lighting Tweaked (podo10)
- Changed Illumina particles and removed Bluesteel’s (podo10)
- Made Bluesteel Katana more BLUE (podo10)
- Replaced the Target Dummy in spawn with one that has DPS display
Bug Fixes
- Fixed thermite puddles spawning in rotated due to a change to the gun script
- Fixed DEMONs not taking x2 melee damage like they were meant to
Maintenance suit patch pt.2
12/2/2025 (still)
New Additions
- Added placeholder T2s for Maintenance wrench and Repair wrench MK2 (they’re just identical but with buffed stats)
Rebalances
- Structures can no longer weld to parts unless they have line of sight of its top surface (in other words, you can’t attach them to walls or ceilings anymore, only floors. This change only applies to anchored parts, building should still be mostly the same.)
- Removed the unweldable tag from the stone walls since you can only attach things to the top now anyway
- Maintenance suit repair 2%/s → 4%/s
- Regenerator kit uses can now heal eachother for 2% hp, the same amount that they heal themselves (healing for non-regenerator people is still 10%)
- Heavy Trapper AOE 2 → 4 studs
- Peacekeeper spread 0.5 → 0
- Flying Zombies now target the highest player rather than the closest one
- Flying zombies now have 80% aggro resistance
QoL changes
- Made Wall build bounding box slightly more lenient to make it a bit easier to patch holes in walls
- Added a bit of leniency to the server-sided range chack on build tools
- Made Truss massless so if it fails to anchor it’ll be less stable (so you’ll find out easier)
- Becoming a spectator now boosts your jump power by 30
- Spectator size 0.1x → 0.15x
Bug Fixes
- Extended Truss 1 stud in both directions to hopefully make it more likely to weld successfully
- Fixed Truss not being attached to its StructureRootPart properly
- Extended TestStructure 0.5 studs into the ground to make it more likely to weld successfully
- ShapeShifters
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- Added another bit to the shapeshifter failsafe to delete if Humanoid.Health <= 0
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- Added another failsafe to stop shapeshifters from selecting a dead character if the server hasn’t picked up on it and removed them from the alive characters list yet
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- Reworked the way shapeshifters search for handle welds to hopefully be more stable and better account for left hands and get people warped to them less often
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- Shapeshifter zombies now immidately have the buff manager deleted from out of their character in hopes they don’t get immobilized
- Fixed Shield friendly fire (for real this time) and added another failsafe to prevent it
- FallenPartsDestroyHeight -800 → -1100 (to hopefully make structure void failsafe more likely to activate in time)
- Fixed some gun accessories having CanCollide enabled
- Disabled CanQuery, CanCollide, and CanTouch for all upgrade shop guns, and enabled massless on all of them
- Fixed Spectators losing their speed buffs after the buff manager patch
- Zombie AI should now automatically delete the zombie if it’s missing a HumanoidRootPart for some reason
- Added a failsafe to prevent softlocks where Zombies delete themselves if they’re over 1,500 studs away from the center of the map
- Fixed chats with regenerator kit & Maintenance suit being 25 or so studs above your character
Maintenence suit patch
12/2/2025
New Additions
- New Armor: “Maintenance suit”
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- $30 upgrade from Scout Vest
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- Functionally similar to Regenerator Kit, except it heals structures rather than players
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- x1.4 walkspeed
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- 40% explosion resistance
- Added OriginalMapModifiedOVERHAULED to the map pool (podo10)
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- Similar to the default map, except it removes the border on the mountains and adds routes up there for players and Zombies
Rebalances
- Scout vest walkspeed buff +2 → 1.2x
- Speedster’s gambit walkspeed buff +20 → x2.2
- ^ their walkspeeds should remain similar, but they can synergize with other speed items now
QoL changes
- Zombie Repellant now has a brief cooldown after being placed before it can deal damage
- Added a confirmation prompt and description to the gear shop
- Decreased the anti-cram strictness of walls
- Decreased the anti-cram strictness of Trusses
- Decreased the range of Poison Zombie audio so you don’t constantly hear them across the entire map
Other
- Renamed menacing to The Menace (podo10)
- Renamed rapier to Weaver (podo10)
- Flak Jacket renamed to Bomb Suit
- added butch rifle equip anim (podo10)
- added ap snipe equip anim (podo10)
Bug Fixes
- It’s no longer possible to use reinforcement pod more than once per wave, even if you get respawned
- Fixed Target dummy DPS display
THE WALL update (playtest hotfixes day 3)
11/26/2025
New Additions
- THE WALL (by podo10)
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- Sword & Buckler Tier 3, dual wield heavy blast shields
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- 300 → 1,000 shield health
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- 500 damage
Rebalances
- M657 Stern pierce 0 → 3
- DB/SGB Duplet pierce 0 → 3
- Made Menacing hitbox more forgiving (podo10)
- Juggernaut vest walkspeed buff -3 → x0.7
- Disabled AllowRepeatPurchases on Reinforcement pod
- Nuke Zombie damage 100,000 → 1,350
- You no longer take damage from the hit that breaks your shield
Visual Changes
- Added holstered models for everything but asteroid, hurricane, and honeycomb (podo10)
- Truss Material changed to DiamondPlate
Bug Fixes
- Fixed a rare error where Build Tool client would error and be unable to receive error messages for why placement was denied
- Using Reinforcement pod on someone that isn’t dead or is in the process of reviving will no longer waste it
- Did massive backend changes to how speed is applied to fix the following issues:
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- Walkspeed going into the negatives no longer clears nor makes you immune to further walkspeed downsides, so things like reloading multiple hold-still reload weapons shouldn’t permanently boost your walkspeed anymore
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- Walkspeed buffs are recalculated every time a fresh one is applied, so walkspeed multipliers are now possible
Holster Patch (playtest purge pt. 2)
11/25/2025 (I accidentally incorrectly labeled yesterday’s patchnotes as today because I was up developing past midnight)
Rebalances
- AP-SPARROW maxheat 5 → 10 (podo10)
- Added more DmgPoints near the S&B grip (so it shouldn’t miss zombies near you) (podo10)
Visual Changes
- Equip sounds for all guns (podo10)
- New Holstered models for many guns (podo10)
- Generic muzzle flash smoke duration 1 → 0.3 (podo10)
- added equip animation to DP2A1 (podo10)
- changed lotus idle again (podo10)
Bug Fixes
- Removed leftover tooltip from real X-ray (podo10)
- Fixed FF pill, repair wrench, fear, and real X-ray being droppable (podo10)
- Shopkeepers no longer grant damage leaderstats
- If you’re holding the tool you’re trying to upgrade, the upgrade shop now force unequips your tools for a split second before deleting it (to try and disable animations and such)
Fear Pill patch
11/24/2025
New Additions
- Fear Pill
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- $8 consumable
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- provides a 40 walkspeed buff for 5 seconds
- Replaced teststructuretall with truss (podo10)
Rebalances
- Basic zombie walkspeed 30 → 25 (podo10)
- Fast zombie walkspeed 50 → 40 (podo10)
- removed DP2A1 from the shop (pipi821)
- Killing something with Sword & Buckler in Offensive mode now restores 25 shield
- AP-METEOR, AP-RIVERIA, and Blue Comet Explosion SelfDamageMultiplier 0.5 → 0.3 (podo10)
- X/HCBU “Claymore” Projectile Velocity 5 → 10 (pipi821)
- Dropper is now Unweldable (podo10)
- AP-Sparrow spread 0.5 → 0
- Medkit 2.0 healing percentage 80% → 100%
- Regenerator Kit
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- Changed Regenerator kit to a Bulletproof Vest upgrade
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- Regenerator Kit can no longer heal other people also wearing it
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- Regenerator Kit health buff 0 → 40
- AP-RIVERA reload time 1 → 0.667 (matches the new animations by podo10)
Visual Changes
- Changed AP-METEOR picture (podo10)
- AP-Riviera now has reload animations (podo10)
- Changed ap-rivera reload sound (podo10)
- Updated wall model (podo10)
- Updated Stakes color (podo10)
- Updated TestCeiling model and renamed to Roof (podo10)
- changed lotus idle (podo10)
- Changed AP-METEOR picture (podo10)
Build Tools
- Buildings placed while intersecting a player will not be able to collide with players until the person standing in it leaves (to prevent wall clipping)
- Entering sell mode now shows who placed each structure
Bug Fixes
- Disabled CanQuery and CanCollide on the Zombie Arm cannon
- Added a mass structure repair 2 seconds after all zombies die rather than 4 seconds before (so you hopefully shouldn’t come back to damaged buildings after losing a wave)
- Fixed AOE weapons with friendly fire disabled wasting pierces on allies anyway
- Fixed X-ray gun highlight outlines being black (they were intended to be brighness-boosted versions of the highlighted zombie’s head color)
- Fixed Sword & Shield taking friendly fire damage despite friendly fire being disabled
- Fixed Droppers being able to drop pellets after you lose the game, causing you to get extra cash before the next one
- Fixed Gun Zombies apparently dealing double damage, with the second half bypassing all forms of damage reduction (HOW AND WHEN DID I MAKE THIS MISTAKE)
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- Gun Zombie damage percentage 3% → 5% (in compensation)
11/21/2025
New Additions
- X-ray gun
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- purchasable in the gear shop for $15
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- highlights all zombies through walls when activated
- Sword & Buckler (podo10)
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- $60 upgrade from the Menacing sword
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- Pressing Q toggles blocking with the shield. The shield has 300 health, and will regenerate at a rate of 15/s after not taking any shield damage for ~4s.
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- Retains all other stats from Menacing (though it losses the heal on kill)
Rebalances
- Zombies no longer factor Y elevation nearly as much when deciding if someone’s close enough to attack (in other words the super giant zombie can actually attack now)
- Giants & Super Giants hitboxes made taller
- Super Giant zombie attack speed 1 → 0.3
- Giant Zombie attack speed 1 → 0.5
- Zombies can no longer jump while climbing as it makes them fall off and block eachother
- The ladder to the sniper tower on OriginalMapModify now uses an invisible truss so Zombies can climb it
- Medkit 2.0 cooldown 40 → 30
Bug Fixes
- If Player count scaling produces a decimal for a specific zombie type’s count for that wave, it now always rounds up instead of down. This means that for Singleplayer, Giant Zombies and Nukes will no longer get pushed back a wave, and the Super Giant Zombie will actually spawn
- Super Giant Zombie now phases through invisible barriers so they don’t just get stuck when spawning in anymore
- Joined General Call (pipi821)
Other
- Zombie Walkspeed and Size now influence the speed of their walking animation
- the prompt telling you how much money you started with doesn’t appear if you joined too early for late join compensation
11/19/2025 pt. 3
Rebalances
- GlobalFriendlyFireDamageMultiplier 0.2x → 0x
- You now start with Build Tool (pipi821)
- Collector
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- Price 4 → 10 (pipi821)
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- Collectors no longer refill on cash if it’s a repeat wave (they’ll still light up if you haven’t hit the cap, so you can get the rest of the cash for that wave)
- Wave Reward cap $40 → $32
- Raised the MaxTravelDistance on many guns where the bullets despawned before they could cross larger maps
- Rapier
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- Got a complete set of new, quicker animations by podo10
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- 0.583333333 → 0.3 (podo10)
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- HitStopTime 0 → 0.05 (podo10)
- Melees can no longer get hitstopped more than once per swing (to make it a bit less detrimental against hordes, especially if it stops it so long the hitbox ends)
- Menacing sword
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- now heals 10 HP on kill
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- 3rd swing (the overhead swing) now deals 100 bonus damage (340 total)
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- 3rd swing BonusEndlag 0.583 → 0.3 (podo10)
- Explosive weapon radius raised: (to compensate for the fodder enemies being too fast to group up now)
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- AP-Meteor explosion width 30 → 50
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- AP-Blue Comet 40 → 70
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- AP-Riviera explosion width 30 → 50
QoL Changes
- Damage numbers now display the floor rather than a giant decimal
Bug Fixes
- Gun/Cannon Zombies no longer start shooting at spectators if someone is on top of a structure (oops)
- Fixed more issues where Zombie Targetting could break when they break a structure
11/19/2025 pt. 2
New Additions
- White lotus dual SMG (podo10)
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- higher RPM and more clip size from base SMG
- Many gun trails and VFX changed by podo10
Rebalances
- Basic Zombie speed 18 → 30
- Fast Zombie speed 26 → 50
- Zombie lvl 2 Walkspeed 19 → 26
- Gun Zombies (most of these apply to cannon zombies too)
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- WalkSpeed 18 → 14
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- Gun Zombies reload time reduced by 20%
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- Gun Zombies now re-do the ranger warning after each reload before firing again
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- Now fire at the closest player even if they’re aggroed on a structure
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- Gun Zombie damage 22 → 40 (this only applies to structures since they can’t actually melee)
- Thermite Launcher
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- Bullet drop -0.7 → -0.4 (podo10)
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- Projectile Velocity 10 → 5 (podo10)
- Collectors
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- Collectors now have a shared global money output for collecting zombies/players, so more people doesn’t mean more cash anymore
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- Burned out collectors no longer apply the tag that stops other collectors from collecting the enemy
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- Burned out collectors no longer kill teammates
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- You can no longer get collected twice by throwing yourself onto two collectors at once
Minor adjustments
- Removed a leftover tooltip on reinforcement pod
- bluesteel Katana shop description changed: “Build up “Energy” by landing hits. Keeping the energy bar up will boost your walkspeed. Press Q to dash (costs energy)”
- Gun Zombies now use an UnreliableRemoteEvent for bullet rendering, which should make them ligher on perfomrance and networking
- Placing a structure now allows unanchored buildings to attempt refreshing their ground attachments
11/19/2025
Rebalances
- Illumina Hitstop time 0 → 0.05
- Illumina & Bluesteel DrainCooldown 4 → 2 (podo10)
- Illumina & Bluesteel DrainRate 10 → 4 (podo10)
- Bluesteel Dash
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- LustreRequirement 0.1 → 0.3 (podo10)
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- LustreCost 4 → 15 (podo10)
- Illumina Dash
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- Illumina Dash Cooldown 0.2s → 0.5s - (podo10)
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- Illumina dash LustreRequirement 30% → 20% (min needed to cast, NOT COST) - (podo10)
- Bluesteel & Illumina LustreGain 15 → 10
- Bluesteel & Illumina LustreDrain 4/tick → 3.5/tick (i think tick is 0.5s, bar holds 100 total)
- AP-Spitfire
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- BonusReloadingWalkspeed 4 → 0 (podo10)
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- BonusWalkspeed 0 → 2 (podo10)
- collector max placement 2 → 1 (it didn’t work last time) (podo10)
Tweaks
- Added visual sparks to the thermite puddles
- Tweaked explosion sparks visually
- Changed the appearance of several trails
- Attached a lot of the top bar GUI to .Changed events so they’ll update every time the number changes rather than once per second
Bug Fixes
- Fixed the gun script forcing all bullets to become visible even if they’re not supposed to be (like with the gray brick barrage on flamethrower)
- Unanchored a testing brick with a bunch of unused Humanoids so it’ll fall in the void (podo10)
- Hopefully fixed the first bullet of guns with the new AlternateFiringPoints setting getting dropped due to them using the 0th firing point
- Sanitized the zombie spawn tool remote event
11/15/2025 pt. 2
New Additions
- Gun Shapeshifter Zombies (i forgot to mention these on the last patchnotes)
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- identical to normal shapeshifters in every way except if they spawn in with a gun they can shoot it
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- Currently only spawns on waves 21+ due to being extremely overpowered (to hopefully make the game not drag endlessly)
Rebalances
- (pipi821) Bluesteel katana damage 500 → 150
- (podo10) Illumina damage 1,000 → 250
- (podo10) Collector cap 2 → 1
- Shapeshifters
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- Max Health buff inheritance 4x → 2x
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- Speed buff inheritance 1.5x → 1.2x
- Miner Zombie HP 1,500 → 600
Bug Fixes
- Fixed a major performance issue with Muzzle Flash where it would duplicate every single PointLight in the Firing point every time you shot, leading to an exponential feedback loop on high RPM guns that caused massive frame drops and sometimes even freezes or crashes
- Muzzle Flash no longer layers
- Shapeshifter Zombies now have a recursive search when spawning in to delete forcefields so they don’t become flat out IMMORTAL when imitating someone with 2+ forcefields (most likely from forcefield pills)
- Fixed Structures not properly updating their GroundAttachment value when the old one gets destroyed, leading to Zombies being unable to think after breaking down one pillar of your tower (since they’re targetting an unparented instance)
- Bullets that were still traveling if you died while firing them will now be cleaned up properly instead of just floating there
11/15/2025
Rebalances
- Reworked Bluesteel Katana & Illumina
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- Now need to land melee hits to fill up a combo bar to maintain their speed
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- Dashes cost minor amounts of combo
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- Max Walkspeed doubled
- Bluesteel katana damage 150 → 500
- Illumina damage 150 → 1,000
- AP-Gnasher Explosion Self Damage 0.5x → 0x
- Flying Zombie WalkSpeed 18 → 22
- Juggernaut Vest now provides 30% resistance to Gun Damage
Other
- Bluesteel Katana and Illumina dash now go in the camera direction rather than towards the cursor
Bug Fixes
- Hopefully fixed bluesteel / Illumina occasionally being bugged and unable to dash for good this time
- Bluesteel / illumina dashes now raycast the floor to make it harder to accidentally clip through
11/14/2025
New Additions
- Added Damage Types to the game
- Flak Jacket
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- Armor upgrade from Bulletproof vest
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- +80 HP
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- Proves 70% resistance to explosive damage
- Gun Zombies / Cannon Zombies
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- Now have muzzle flash to help them stand out in a crowd
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- Now play the respective sound effect for their gun
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- Now have a brief warning laser before firing to alert you of their existence
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- Now take x3 melee damage
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- Play the Idle animation for their respective gun
Rebalances
- Nerfed Shapeshifter speed inheritance 2x → 1.5x
- Gun Zombies can no longer melee
- Friendly Fire Damage Multipliers no longer apply to self damage (so explosive weapons will hit the user much harder now)
- Zombies no longer aggro on the structure you’re standing on if it’s attached directly to the ground
- AP-ASTEROID ATOMICA (nuke launcher)
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- Damage 600 → 1,000
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- Self-damage Multiplier 0.5x → 0.2x
11/13/2025 pt. 2
New Additions
- Cannon Zombie
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- 200 HP, 18 WalkSpeed
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- Appears on waves 7+
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- Functions similarly to Gun Zombie, but with slower bullets, much lower Firerate, and higher damage per bullet. (in other words, gun zombie but you can survive by strafing)
- Miner Zombie
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- 1,500 HP, 18 Walkspeed, 22 damage
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- Appears on wave 12+
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- Every 4 seconds, burrows underground before resurfacing again next to its target
- Added a wave layout for wave 16 primarily revolving around Gun Zombies
Rebalances
- Speedster’s Gambit
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- Health Buff -80 → -50
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- Speed Buff 10 → 20
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- Price 80 → 70
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- (hopefully it’s now somewhat viable when gunners enter the field)
- Shapeshifter Zombies
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- Now receive x4 as much health from the health buffs of the player they’re imitating
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- Now recieve x2 as much speed from the speed buffs of the player they’re imitating
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- health clamp floor 1 → 50
Bug Fixes
- Fixed projectile-based zombies enforcing their gunsettings on to every single zombie in the map the moment they spawn
11/13/2025 pt. 1
QoL changes
- Medkit & Medkit 2.0 become invisible while on cooldown, and their icon disappears until it’s back
Rebalances
- Gun Zombie
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- HP 200 → 600
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- Damage Multiplier 0.2x → 0.03x (they mimic the stats of an actual ingame gun so it needs to be watered down HARD)
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- Freeplay inital count 2 → 8
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- Freeplay scaling 1.2/wave → 2/wave
Bug Fixes
- Fixed Gun Zombies continuing to fire until they empty their magazine even if they die halfway through
11/12/2025
New Additions
- Gun Zombie
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- 200 HP
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- 18 Walkspeed
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- Wields an LMG, which he fires rapidly towards his target. Will absolutely destroy anyone who isn’t behind cover.
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- Appears on waves 16 and beyond (the freeplay waves that we haven’t set layouts for yet)
- Beating wave 20 now rewards the “BEAT THE GAME” badge
Bug Fixes
- If someone dies while firing a gun, their bullets will continue to travel until eventually despawning or hitting something rather than getting stuck there permanently
11/11/2025
New Additions
- (pipi821) New Tier 3: XN/NRSP “Peacekeeper” (upgrades from AP-Sparrow)
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- Rapid fire Burst Rifle that can charge its shots for higher damage
- You can now get the badge for obtaining a tier 3
Rebalances
- You now need line of sight to place down a structure (mostly to prevent shutting down explosives by stuffing buildings into walls)
- AP-Spear pierce 1 → 0
- (pipi821) RandomDropDirection disabled on the Flamethrower
- (pipi821) Barracuda Automatic Rifle changes
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- Damage 200 → 100
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- Headshot Multiplier 2 → 4
QoL Changes
- Adjusted the Volume for a bunch of guns which got louder due to sound effect layering added in a recent update, also increased the volume of some that were too soft
Bug Fixes
- Removed all but one of the cactus in an emergency patch because they were lagging out the game
- Fixed a position where Zombies got stuck in the desert bunker
- Fixed some points on the walls in Desert Map that weren’t meant to be weldable
- Removed the upgradable tag from a bunch of things that don’t have upgrades (so the option to view their upgrades shouldn’t appear)
11/10/2025
Rebalances
- Poison Zombie melee damage 22 → 10
- Thermite Launcher RPM 60 → 20
- moved the spawns on desert map farther back
- Collector
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- Begins burnt out when placed and can’t collect anything
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- recharges when a new wave begins
- Tycoons now drop at specific intervals throughout the wave rather than dropping when you finish one
11/8/2025
New Additions
- Added Flying Zombie to most waves 5+
- If placing a structure fails, a piece of text will appear above it explaining why
- buildings now explode on death because it looks cool
- structure place sound effect
- Added damage numbers and hit sounds to all guns
Cheese Fixes
- Invisible blocks above the tower and shop in OriginalMapModify are now Unweldable
- Desert map
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- Borders are now unweldable
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- Added an invisible cieling
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- Bunker walls and cieling are unweldable
- Conveyor
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- is now unweldable
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- no longer collides with players
- (podo10) Increased thickness of the white spawn wall things on OGmap
- (podo10) Increased size on a certain corner on OGmap which could be clipped by placing a wall on yourself
Rebalances
- Global friendly fire damage multiplier 0.3x → 0.2x
- Flying Zombie
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- HP 180 → 240
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- Changed Flying Zombie behaviour to just float at your Y elevation rather than spam jumping
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- Flying Zombies now target the player directly instead of trying to break down the structure they’re standing on
- DEMONs
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- Can now dash upwards and diagonally
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- Now orient themselves upright before and after dashing and unflop themselves
- Pulled the desert map borders in a bit
- Conveyor Speed increased 10 → 14
- TestCieling max placement 30 → 20
- Disabled AllowRepeatPurchases on the DP2A1 (this way it doesn’t appear in the shop until you’ve upgraded, to try and prevent new players from buying a second one before using upgrade shop)
- Flamethrower’s DoT ticks now scale with global friendly fire damage multiplier (so they don’t confirm kill over just barely grazing someone
Bug Fixes
- Fixed some cases where the build tool would break due to the client script running before everything else in the tool had fully replicated
11/7/2025
Build Tool Changes
- Reworked Anti-cram to use bounding boxes rather than just being a sphere
- Added a range limit of 25 studs on placing buildings
- Hopefully fixed collectors being able to collect spectators for real this time
- Added NoBuildZones where Structures can’t be placed
Cheese fixes
- The borders of OriginalMapModify are now unweldable (buildings can’t attach to them)
- If you’re standing on top of a tall structure, Zombies will target the point where it connects to the floor in an attempt to break it down rather than sitting below your current position
- Added a roof to OriginalMapModify
- This place is a conveyor now
New Additions
- Added sound effect layering to most gun’s firing sounds
- New Zombie Type: Flying Zombie
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- 180 HP
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- if it’s target has any amount of Y advantage at all, it’ll keep jumping through the air towards them until it matches
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- currently does not spawn outside of freeplay (which may be changed later)
Rebalances
- Zombie scaling changes:
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- Removed the non-scaling zombies alive cap floor of 20
-
- Increased the PlayerCount-scaling zombies alive cap floor 20 → 30
- Disabled ExplosionSelfDamage on the AP-Gnasher
- Barbed Wire HP 250 → 350
- Conveyor health 200 → 500
- Collector Health 300 → 400
QoL changes
- Renamed TestWall to Wall
- Renamed TestGate to Gate (everything being named “test” made it harder to read through)
11/4/2025
Post-rally hotfixes pt. 1
there’s not a lot because i burned a ton of time trying to get zombies to target the base of a tower, but the function is really complicated and wasn’t working)
New Additions
- Gun firing Sound effects now layer on eachother rather than interrupting and restarting
QoL changes
- Intermission time 60 → 90
- Intermission time no longer begins ticking down until at least one person votes to skip
- Shop and Upgrade shop hitboxes no longer spam refresh if it’s already open
- Added a safety net that should attempt to mark structures that fall in the void as destroyed so you’ll get the proper refunds at the end of the wave
- Added a 2 second delay from when all zombies get killed before broken structure refund is applied after losing so structures they kill in that downtime get refunded properly
- TestCieling anti-cram 3 → 1
Rebalances
- (podo10) Added super tall invisible walls to TestMapModified
- (podo10) Barracuda reload time 3 → 2.75 (to match the new reload animation)
- (podo10) Updated HCS “Termite” Bullet
-
- Termite ProjectileVelocity 20 → 10
-
- Termite BulletDrop -0.3 → - 0.7
-
- Termite MaxTravelDistance 25 → 50
Other
- (podo10) Updated shop descriptions for
-
- AP-SNIPE No.1
-
- AP-ASTEROID ATOMICA No.1
-
- AP-SPARROW No.1
-
- Barracuda Automatic Rifle
11/3/2025
(just wanted to get the pre-playtest hotfixes out of the way so they don’t mix)
New Additions
- Added T3 upgrade for AP-SNIPE No.1: Barracuda Automatic RIfle
-
- $180
-
- +260 rpm
-
- +20 mag size
Rebalances
- RIVERA and SNIPE price 20 → 60
Bug Fixes
- Droppers now only drop when winning a wave
- Fixed flamethrower bullets not working on other people’s screens
11/2/2025
New Additions
- Winning a wave now refunds half of the money you lost to structures breaking that wave
- Added scary thermite puddles left by thermite launcher explosions
- Added Barbed Wire
-
- $1 structure
-
- 250 HP
-
- Functions similarly to Stakes, dealing damage to everything that touches it, however it covers a much wider area and isn’t solid
- Added an aura to menacing to make the guaranteed aggro zone more obvious, (the point where zombies are close enough that aggro completely overpowers distance,) toggled with Z (off by default)
- Added a small fire burst visual when fire is applied so you know immediately when the enemy catches it
- Added Images to the gear shop
- Bullets now look the same on your client and on other clients
- Added new custom bullets to the Flamethrower, AP-Asteroid, and AP-Blue comet
Rebalances
- Explosive Zombies
-
- No longer begin their attack windup until they have line of sight
-
- start their windup from 80% father away when aggro’ed onto a player (so they don’t just camp as a melee hazard)
- Flamethrower
-
- DoT damage 10 per 0.5s → 20 per 0.5s
-
- clip size 500 → 350
-
- ProjectileVelocity 10 → 5
-
- Drop -0.3 → -0.2
-
- MaxTravelDistance 25 → 50
- Thermite Launcher
-
- DoT damage 30 per 0.5s → 40 per 0.5s
-
- DoT ticks 100 → 15
- AP-Spitfire
-
- bonus walkspeed 3 → 0
-
- Reloading Walkspeed bonus 2 → 4
-
- Clip size 45 → 30
- PMCS
-
- Clip Size 40 → 35
-
- Spread 0.8 → 1.1 degrees
- Rapier
-
- Damage 120 → 125
- You can no longer buy multipule Build Tools, Repair Wrenches nor Medkits.
- Removed LinkedSword from the shop
- Increased the height of stakes by one stud so that Zombies can’t jump over it as easily
- Winstreak required to regain a life 4 → 3
QoL changes
- Players and Zombies no longer collide with eachother (this makes meleeing hordes significantly easier)
- Added a full heal upon Intermission start and Intermission end
- Added an additional respawn one second after the wave start in case someone dies with comedic timing
- Placed a shop and upgrade shop in the lobby so people who join late can shop while waiting
- Made demon melee hitboxes even more forgiving because my melee still keeps going over without hitting them
- Added some extra DmgPoints on and behind the handle on every weapon so enemies that are inside of you won’t be nearly as difficult to hit
Bug Fixes
- Fixed Explosive Zombie Line of Sight checks getting blocked by themselves and their targets
- Fixed some misaligned parts of the Upgrade shop
- Fixed an error where it was impossible to sell your structures with Build tool if you hadn’t placed anything since last respawn
- Disabled CanQuery on all bullets
- Gun Script
-
- Bullets with AOE now consume a pierce on the client side when hitting an enemy and disappear properly when running out of pierces (instead of lingering, attempting to hit more enemies and causing anti-exploit warnings),
-
- Guns with AOE can now hit the same enemy multipule times, with a 0.1s cooldown,
-
- Guns with AOE will now display a trail of their hitboxes if the hitbox visualizer is enabled,
-
- The raycast in the center no longer consumes pierces on a gun with AOE (it doesn’t even do damage anyway, it’s just for checking if it hit terrain),
-
- cleaned up some of the code (and hopefully optimized it a bit)
10/29/2025
(i missed a lot of days on updating this so it’s gonna be a big one)
This is essentially a grand rebalance of a whole bunch of major overpowered build tool strategies
New Additions
- Many new icons for shop items
- New Butch Rifle upgrade: AP-Snipe
-
- Retains a similar firerate, however it’s now mag-fed rather than individual reload
- New Zombie type: Explosive Zombie
-
- Essentially a watered down Nuke which exists for the sole purpose of hunting down structures
-
- Damage: 80 to humanoids, 50% of a Structures HP
-
- begins a 3 second fuse when coming near something before detonating, explodes instantly on death
-
- Exclusively targets structures until they’re all dead, before swapping to players
- Changed the spread angle for guns from a square to a circle (yes, it was like this for months)
Rebalances
- Capped Tycoons at 10, and collectors at 2. All other structures capped at 30.
- Buildings now have a minimum cramming distance, so you can’t compress 40 spikes into a tiny space and oneshot everything anymore
- Zombies & Stakes will both now continuously check if they’re still touching something the moment their hitboxes become active again, so they can’t just chill in spikes anymore, both will keep going until one dies. Giants can also damage a bunch of structures at once.
- Nuclear Zombies now deal 150 Structure damage to everything within their radius, if they have line of sight
- Tycoons:
-
- now reward cash to the person who placed them rather than duplicating it to the entire server
-
- Only activate upon clearing a wave, so you can’t sell them and lose to dupe cash
- Collectors:
-
- Collectors can no longer collect people with forcefields
-
- Collectors can no longer collect spectators
- Conveyors:
-
- Widened
-
- Now have walls to help stop pellets from falling off
-
- Now have a short on-ramp to make connecting them in areas that aren’t perfectly flat a bit more
forgiving
- Now have a short on-ramp to make connecting them in areas that aren’t perfectly flat a bit more
-
- Increased friction
- Economy:
-
- Reverted cash wave scaling from 4 + (CurrentWave x 4) back down to just (CurrentWave x 4)
-
- Changed the starting cash from 0 to 8
-
- Capped wave rewards at 40
- Repair Wrench
-
- Maintenence Wrench cooldown 0.6 → 1.1
-
- Repair Wrench MK2 repair 60 → 70
- Fast Zombie HP 80 → 74 (so DP2A1 can kill with one headshot and one body shot)
- REMOVED TestMapHallway from map circulation since it was only there to test the map loader and it was a pretty unfun braindead easy map
QOL changes
- Full heal upon intermission start
- Speed boost during intermission
Bug Fixes
- Fixed collectors collecting cash from players in intermissions
- Fixed AP-Gnasher breaking and becoming impossible to reload if you unequipped it while charging
- Floored shapeshifter zombie walkspeed at 18 so they can walk if they were spawned during an AP-Spear reload
- Made Menacing and Bluesteel katana hitboxes more forgiving
- Capped Shapeshifter Zombie HP at 1,500 so they don’t become immortal if imitating an admin in hacker armor
- Cleaned up prints from stakes
10/15/2025
New Additions
- Completed the basic structures needed to build a tycoon
-
- Dropper
-
-
- $8
-
-
-
- Produces $3 per wave
-
-
- Collector
-
-
- Collects dropper pellets
-
-
-
- Collects zombie parts and sells them, if by some miracle you manage to kill one on it
-
-
-
- instantly kills players on contact (and turns them into $1 if it was during a wave)
-
-
- Conveyor
-
-
- It’s a conveyor (use it to funnel pellets into collectors
-
- Added “TestGate”
-
- $2
-
- Functionally identical to TestWall in every way, except that players can walk through it
- Trapper and Railgun (AP-gnasher) now have bullets which travel through terrain
Rebalances
- Demon dash trigger range 30 → 45 studs (they should be a bit easier to punish with melee now)
- Stakes damage 40 → 35
- Stakes now deal continuous damage to anything touching them until they stop, not just an initial .Touched() hit. They can also hit multiple enemies at once.
Notes
- Money produced by Tycoons will not be contributed towards late join compensation, though players who leave will still get tycoon cash in case they rejoin (grows offline!?!?!?!)
10/14/2025
New Additions
- Reworked demons completely
-
- When they get close to someone they will lock the direction they’re facing in for 0.5s and lunge in that direction, dealing damage to anyone they hit
-
- Walkspeed 100 → 24
-
- Health 20 → 150 (although they take double melee damage)
-
- damage 10 → 22
- Illumina and Bluesteel katana now have velocity on their dashes
- You can now break Armored Zombie’s armor by hitting it with a melee, it has 150 HP by default
Rebalances
- DP2A1 damage 22 → 25
- Dune map difficulty tweaks
-
- Significantly decreased the amount of hallway space in the bunker
-
- moved the zombie spawns a bit farther out
-
- Added a ZombieRepellant coating to the stairs so that they’ll prefer to jump down rather than take the long staircase where you can easily shoot at them
- Removed friendly fire from the stakes as they ended up being way too deadly to teammates
- AP-SPEAR No.1 mag 100 → 80
- AP-Sparrow nerfs
-
- HeadshotMultiplier 2 → 1.5
-
- AP-SPARROW No.1 now has heat
gain : 1
spread increment : 0.2
max : 5
- AP-SPARROW No.1 now has heat
- Enabled individual reload on several guns that were meant to have it from the beginning
QoL changes
- Forcefield pills eaten during a wave will now be refunded if you lose the wave, similar to how structures do
- Wave money scaling now starts at $8 rather than $4 so you can get a tier 1 upgrade after completing wave 2 (we’ll probably need to balance this more later)
Wave changes
- Wave 2
-
- fast zombies 10 → 25
- Wave 3:
-
- Basic Zombies 20 → 40
-
- Fast Zombies 30 →
-
- DEMONs 0 → 22
- Wave 4:
-
- basic zombies 30 → 45 (to dilute the poison spawns a bit more since they all seemed to come at once)
-
- Shapeshifter zombies 3 → 4
-
- DEMONs 0 → 4
- wave 6
-
- DEMONs 0 → 10
Bug Fixes
- The brick for the repair particle is no longer visible
10/9/2025
New Additions
- You can now sell unwanted structures when using the Build Tools
- Added spikes to the build tool for $1
-
- 300 HP structure
-
- Deals 40 damage to Zombies upon contact with it
- Added ZombieRepellant structure for $2
-
- 300 HP structure
-
- Deals 22 damage to Zombies and players upon contact
-
- Has an extremely high pathfinding cost so Zombies will attempt to take other routes over ones that would require them to pathfind through it (useful for funneling them into traps)
- Reworked the Repair wrench to repair structures within a small area around your cursor rather than being direct .Touched melee
- Repair wrench upgrades:
-
- Repair Wrench MK2 - $40
-
-
- Repair 30 → 60
-
-
-
- AOE 2 → 3
-
-
- Maintenence Wrench - $30
-
-
- Repair 30 → 40
-
-
-
- AOE 2 → 20
-
- Added individual Reloads to multipule guns which were meant to have it quite a while ago
QoL Changes
- All reloads on all guns are now interruptible by firing mid-reload
- Attempting to shoot with 0 ammo left now also begins reloading, not just firing your last bullet
- Build Tool Rotating speed 0.1/tick → 0.07/tick (people complained it was way too fast)
- Structure Health Bar display distance 70 → 160
Rebalances
- Buffed TestWall and TestStructureTall HP 500 → 600
- Base Repair tool repair 20 → 30
- Widened TestStructureTall significantly to make it more useful
- Zombie pathfinding cost for structures 200 → 20
They used to do everything in their power to avoid structures which made them pretty bad at actually being used for basing but really strong for shutting certain routes, now that function has been handed off to ZombieRepellant which retains the same cost - Bluesteel Katana WalkspeedBonus 20 → 10 (edited)
- Bluesteel Katana Dash damage 100 → 0
- Illumina ComboTimeout 1 → 0.5
- Added Linked Sword to the shop
Bug Fixes
- Fixed shop shop descriptions
- (hopefully) fixed some players permanently losing the ability to ping if multipule people were spamming it at once
10/8/2025
The main focus of this update was a module that lets me ban certain zombies from certain maps as well as customize the waves for specific maps. It took quite a while but will open up a lot of possibilities in the future.
New Additions
- Added Medkit 2.0, an upgrade to base medkit for $20 which changes healing from flat 80 to 80% HP
- Added Bluesteel Katana, an upgrade to rapier
-
- Illumina upgrades from Rapier → Bluesteel Katana
-
- Illumina price 60 → 180
- Added SUPER GIANT ZOMBIE, a massively oversized zombie which is bigger than most maps, has incredibly low scaling and appears in freeplay waves 19+
-
- 50,000 HP
-
- 16 Walkspeed
-
- 80 damage
- Added “Scary Robot Zombie,” which takes the place of Giant Zombies on the facility map since it’s too small to support them
-
- 1,400 HP
-
- 18 Walkspeed
-
- 40 damage
- Added Shapeshifter Zombie, which takes on the appearance of one of your teammates upon spawning in.
-
- (imitated player HP) * 1.2
-
- (imitated player speed) + 2
-
- 80 damage
Rebalances
- Regenerator kit price 50 → 30
- nuke launcher damage 300 → 600
- Knockback Multiplier 2 → 1 (radius already buffs knockback so it was overtuned)
- Removed Zombie lvl2s from freeplay scaling since at that point they’re just bloat that don’t really contribute anything to the zombie hordes
Bug Fixes
- Fixed the game being broken (oops)
- Fixed the illumina only being able to hit each enemy once per dash
- Fixed particles from the medkit and medkit 2.0 disappearing instantly if you put the tool down right after using it
10/3/2025
(rolled out)
Rebalances
- Regenerators now deal splash damage to all other nearby regenerators whenever they take damage (currently its 50% damage taken)
-
- ^ The reasoning for this change is because regenerator hordes were far too oppressive, it was nearly impossible to shut down all their zones even when solely focusing on them
- Nuclear zombies no longer factor aggro in when deciding if they’re close enough to start charging up
- Superbuffed Regenerator Kit
-
- Radius 18 → 24
-
- Ally Healing 2%/s → 10%/s
-
- Self-regen buff 1%/s → 2%/s
- Made Armored Zombie weakpoint ever so slightly larger
9/29/2025
- Added explosion sound effects
- Reworked armor
-
- No longer purchasable in the shop, you instead have an “Armor Slot” in the upgrade shop which can be upgraded to change your armor. (in other words, you can’t infinitely stack bulletproof vests anymore, but there are armor upgrades now.
- Current Armor tree:
-
- Bulletproof Vest - $40, +40 HP
-
-
- Bulletproofer vest - $50, +120 HP
-
-
-
- Juggernaut Armor, - $60, +250 HP, -3 Walkspeed
-
-
- Scout Armor - $40, +0 HP, +2 Walkspeed
-
-
- Speedster’s Gambit, $80, -80 HP, +10 Walkspeed
-
- Added Regenerator kit, an experimental medkit upgrade which acts as an equip that doubles your regen as well as tripling the regen of nearby players.
9/26/2025
- Overhauled the explosion visuals
9/20/2025
New Additions
- Reworked the melee system into a custom one with raycasted hitboxes rather than just having the classicsword
-
- This took us quite some time but it’ll open up the door for a lot of new melees in the future
- Added the Rapier, an upgrade to the starter sword which grants +2 WalkSpeed
- Added the Menacing, an upgrade to the starter sword which deals 240 damage and grants +100 aggro when equipped
QoL Changes
- You receive a refund for structures you placed that broke during a wave if you lose (since before you had to basically rerun the same wave but crippled)
- Reload animations for guns now cancel if you put them down halfway through
- You can now spectated (it inserts you into the map as a tiny ant lol)
Rebalances
- Nerfed Armored Zombie HP down to 120 as modern melees now need to hit the weakpoint in order to damage them, which caused them to become incredibly oppressive
9/13/2025
(I forgot to update this for several days in a row so here we go, gonna try to get as much as i remember))
New Additions
- Added a map loader, the game will now cycle through different maps after a game over
- Current maps:
-
- Default Map (triangle terrain edition)
-
- Desert
-
- Facility
-
- TestmapHallway
- Added the Flamethrower, an SMG upgrade which spews a crap ton of bullets and lights enemies on fire (thx pipi821)
- Added Invincibility pills, an $8 consumable which provides a 5 second forcefield upon use (we gotta nerf this bro)
- Added Reinforcement pod, a $30 utility gear which allows you to revive a teammate once per wave
- Added Building tool, a $10 purchasable gear which allows you to build your own structures at the cost of money (once the balancing and stuff for this thing is done we’ll make players able to build tycoons with it as well.) Current Structures:
-
- TestWall
-
- TallTestWall
-
- TestStructure
- Added Repair tool, a simple brick which heals structures when touching them (will be overhauled later on, right now it’s just a barebones tool so people have the power to fix things)
- You can now ping anywhere on the map by pressing T.
-
- Pinging anywhere will ping “OVER HERE!” Pinging an enemy will turn it red and say “(enemy name) HERE!”
- You now face towards your cursor while holding a un
- Reworked bullet VFX (thx podo10)
- Overhauled Zombie Pathfinding
-
- They can now climb ladders
-
- They will find their way around player-built structures when possible, and destroy them if they cannot find a way around
-
- Larger zombies will now take more care to walk around corners properly instead of getting caught on them
-
- Larger zombies will look for other routes around short doorways they don’t fit through
-
- Added a high cost to “ZombieRepellant” for map building purposes (for routes zombies should prefer to avoid)
Rebalances
- Nerfed Regenerator Zombie HP 1,600 → 900
- Regenerator Zombies can no longer provide eachother max HP buffs (they were stacking it on eachother for upwards of 50k health and instantly healing that within 0.2s so it was insanely unfair)
- Regenerator zombies now seek out the highest health zombie on the field and support them
- Regenerator Zombie speed 18 → 21 (so they can keep up with the giants they tend to seek out)
- Poison Zombies now have line of sight checks so they can’t damage people through walls (it was too oppressive on small maps like Facility)
Bug Fixes
- Fixed Regenerators not working at all
- Fixed GIANT FREAKING ZOMBIEs not actually getting healed up to their new Max Health with multiplayer scaling (and being overhealed in singleplayer)
9/6/2025
New Features
- Added Friendly Fire damage reduction, you now take 70% less damage from teammates
- Shooting a teammate now sounds a loud incorrect buzzer and puts red “FRIENDLY FIRE” text below your cursor to try and communicate to people you’re not supposed to do that
- Added Regenerator Zombies, these have 1.6k HP and maintain a healing zone that heals zombies for 20 HP + 20% of the Zombie’s max HP, on top of doubling their HP.
-
- Shooting them deactivates the healing zone for 3 seconds, focus fire on them so they can’t get it back up
-
- Multiple Regenerator zombies can group up and stack their Max HP buffs, kill them before they can group up
Tweaks
- You now face towards your cursor while holding a gun
- Dead players in the spawn can no longer take Zombie aggro
- Optimized bullet rendering not be handled by the server anymore (this should save a lot of network resources)
Bug fixes
- Zombies will no longer stand still until they have a valid path towards someone, they’ll walk in a straight line until Roblox Pathfinding figures something out
- Removed the 2 second delay before Zombies start working after spawning in
9/3/2025
New Additions
- Added “Team Lives,” you now only get reset from the beginning if your entire squad gets wiped out 3 times. You can regain a team life by surviving 2 waves without losing one.
- Added the armored zombie, a zombie covered fully in bulletproof rock except for a glowing weakpoint on their torso
- Added Body armor, a single use consumable bought at the shop which permanently increases max HP by 40
- Added Medkit, a reusable item which heals 80 HP with a 40 second cooldown
- Added the Minigun
- Finished the sidebar showing descriptions in the upgrade shop
Tweaks
- Significantly reduced Poison Zombie counts as with the new multiplayer scaling there was far too many
- Changed poison zombie’s head neon material to make it easier for snipers to land headshots through the smoke
- Added heat functions, will be used by the minigun
- fixed a rare fringe case where the Motor6D script would error (seemingly due to the tool not leaving the backpack fast enough??)


