Settings hug their sliders, and the extra pitch is gone
Audio no longer opens a half-empty frame around five sliders. Short tabs hug their content; Display still scrolls above Back.
Gameplay no longer repeats the $5 online pitch. That line stays on Play with others, where you actually choose to connect.
Menu pages share one padding rhythm, so Home, Online, Settings & extras and Settings stop changing inset from screen to screen.
0.34.2
Settings scroll past Back, and the operators pill is back
Display no longer paints Screen shake through the Back bar. Short tabs still hug; long ones scroll inside the panel.
The live operators count is a pill again, not a stray caption in the corner.
A page with only Back stretches that button across the card instead of leaving a stub on the left.
Credits dropped the sentence about why the links are first.
0.34.1
Credits stay above Back, and Recruit stops announcing nothing
Credits and Legal no longer print the last paragraph through the Back bar. The document scrolls in its own pane; Back stays put.
Recruit no longer carries “No noted aptitude” under a blurb that already says they are fresh from basic.
0.34.0
The menus keep one measure, and the leftover copy is gone
Play with others no longer parks a Pricing disclosure between the question and Host, Join and Quick Match. The price is a quiet line. The trial warning still only appears when time is actually running out.
Settings Display no longer clips Weapon, Camera and HUD behind Back. Audio hugs its sliders; longer tabs scroll inside the panel.
The title-screen footer dropped the website rule across the photograph. Best round, Credits and the build sit on the corners.
Settings & extras lost the stacked hairlines around accessibility. Ready no longer prints “Solo · free on this machine” when it has nothing to recap.
0.33.1
The new menus actually arrive, and the trial dump is gone
A cached copy of last week's title screen could survive a refresh because the new service worker waited to finish installing before it took over. It takes over immediately now, so a reload is this build.
Play with others no longer prints a “free trial remaining” banner across Host, Join and Quick Match. Pricing is still the disclosure. The warning only appears when the trial is about to end.
Settings notes sit on the same left edge as the sliders instead of centering under the panel. Hidden trial and subscribe rows no longer leave an empty stripe in the card.
0.33.0
Menus sit on one rhythm, and the dead copy is gone
The title screen carries the containment file stamp again, and Deploy is labeled as Deploy.
Online is “Play with others”: Host, Join, Quick Match, with pricing as a disclosure instead of a third button.
Settings hug their content instead of a 680px empty frame. Slider labels sit next to the track. Title-menu settings no longer show a field ledger for a run that has not started.
Credits stopped repeating the publisher line, and the back bar no longer prints over the last attribution.
Scare intensity sits next to its label. The gear no longer overlaps document pages that already have Back.
0.32.0
The Gatecrasher breaks open, and the game downloads 588 KB lighter
The Gatecrasher is a sawed-off double barrel and it was reloading like a box magazine: a held pose and a sound. It now works the way the gun is drawn. Your thumb pushes the top lever, the barrels drop on their hinge, the extractors kick the fired hulls up out of the breech, and fresh shells go in where you can see them go in. It shuts when the reload finishes — including when you cut the reload short to fire, which slams it closed.
Getting that right needed the hinge to stop taking orders from the reload clock. Shell-fed guns run that clock once per shell, so a break action driven off it would flap open and shut four times for one reload. The hinge now runs on its own: open once, stay open while every shell goes in, shut once at the end.
That is eleven of the thirteen guns working their own actions. The barrels and the forend bolted to them swing as one piece; the flat face the shell rims seat against belongs to the frame and stays where it is. All 956 triangles are still there.
The whole game now downloads about 588 KB smaller. The 3D library it runs on was being shipped as readable source with every comment and every line break intact — the same code the library publishes in a compressed build. It ships compressed now. Nothing about the game changed; there is simply less to download before you can play, and less to keep on your device for offline play.
0.31.0
The Keelgun and the Vanguard Carbine reload for real
Two more guns stop faking it. The Keelgun and the Vanguard Carbine both held a magazine welded in place, so reloading either one was a fixed pose and a sound effect. The support hand now pulls the magazine clear of the well, drops it out of frame and seats a fresh one, and the release and the seat land on the frames where you see them.
That is ten of the thirteen guns working their own actions. The two share a donor whose magazine is a body and a floorplate sitting inside a magwell sleeve that only looks like part of the magazine — take the sleeve with it and the receiver opens up as the reload plays. The body and floorplate move, the sleeve stays, and all 1,244 triangles are still there afterwards.
The same donor is the base for the Arcsuture, which is built by cutting the model apart and welding new pieces on. It now stays out of the magazine system entirely, so a wonder weapon cannot inherit a reload it was never drawn for.
Damage, capacity, reserve and reload timing are untouched. This donor has no separate charging handle, so like the Ripsaw there is no bolt to work at the end of an empty reload.
0.30.0
Every menu page is the same object now
Soldier, Field treatments, Controls, Credits and Legal drew no panel at all. Their headings sat straight on the photograph while every dialog in the game drew a surface, so walking Settings & extras into Controls moved the heading 150 pixels sideways and took the background out from under it. All five now sit on the same panel, with the same padding, the same corner and the same border as the rest of the menus, and every page carries a label above its title telling you where you are.
Credits and Legal ran about 150 characters to the line on a desktop display, roughly twice what is comfortable to read. They now sit on the narrower measure the questions use, and Back stays with you as you read instead of waiting at the end of thirteen sections.
Settings & extras listed four bare words and one entry with a description under it, so the odd one out looked like the only real choice. Every entry now says what it opens.
On a phone, two operator cards to a row left about 90 pixels for the name, so Recruit read as "RECRU / IT" and Contractor as "CONTR / ACTOR". One card to a row now.
Took out what was only holding space: the unlock bar under Standard Issue, which is owned from the first launch and could only ever read full; the box drawn around the operator portraits and the one around the key bindings, each a panel inside a panel. An operator with no listed speciality no longer says so in warning red.
0.29.0
The Ripsaw and the Bulwark work their own magazines
Both guns held a magazine that never moved. Reloading them was a wait with a sound over it. Now the support hand takes the magazine out of the well, carries it down out of frame and seats a fresh one, and you hear the release and the seat at the moments you see them.
They share a donor that draws its magazine in two materials, which is the whole reason they were skipped: the tool that separates a moving part could only handle a weapon drawn in one piece. It now cuts a part that spans several, without touching a single vertex.
Damage, capacity, reserve and reload time are unchanged. This donor has no separate charging handle, so unlike the Gutter-9 there is no bolt to work at the end of an empty reload.
0.28.1
What a round sounds like is now part of the release check
Nothing changes in the game here. Every release now measures the encounter audio in a running fort: that the opening rounds field the same numbers they always have, that each weapon with a real mechanism is heard working it stage by stage rather than playing one flat sound, that kills and approaching enemies fall off with distance, and that a cleared round is announced and recovers on time.
This was the last part of the game with no automatic check behind it, which is a poor place for silence to hide.
0.28.0
Every page starts in the same place, and there is one red
Field treatments floated in the middle of the screen. The wide pages were centred vertically, so they only looked top-aligned while their content happened to fill the display — and treatments is a single row of cards, so it sat 229 pixels lower than Controls on exactly the same measure. Soldier, Field treatments, Controls, Credits and Legal now start at one top edge.
Deploy was a different red from every other forward button. It had kept a crimson gradient after the rest of the set went to a flat brick, because it is the one primary styled by name rather than by kind. Next, Deploy and Solo are one colour again.
The menu geometry check now measures both of these between pages, not just inside them. Neither fault was visible to a page-at-a-time review, which is how both of them shipped.
0.27.0
Every menu page agrees where the page is
The menus used five different content widths and five different left edges, so moving between Settings & extras, Soldier, Controls and Settings slid everything sideways by up to 240 pixels a step. There are two widths now, sharing one centre line: dense pages fill the page, and pages that ask a single question sit on a narrower card.
Controls was the worst of it — the bindings editor was a 760 pixel panel floating in the middle of a page whose heading sat on the left edge. The editor, its filter box and its help text now fill the page they belong to, and the touch bindings read left to right instead of centring every description under a left-aligned label.
Credits and Legal were a card inside a card inside a card. The contents list and the attributions are sections now, separated by rules rather than boxed in their own borders.
The gear and Sign in buttons and the home footer line up with the content underneath them instead of hanging off the edge of the screen.
Accessibility on Settings & extras uses the same section heading as the settings panel rather than sitting in its own bordered box.
On small phones the page and the gear button disagreed about the margin by four pixels. They use one value now, and the page keeps its reclaimed width.
Copy that had nothing to say no longer holds a blank line open.
0.26.0
The Rot Mauler works its own action
Rot Mauler reloads for real: the magazine drops away, a fresh one seats, and the charging handle is worked when the gun ran dry. It is built from the same donor as the Warden-44 and had been holding both parts still.
Damage, capacity, reserve and the 5.2 second reload are unchanged.
Seven of the thirteen weapons now have authored reload mechanisms.
0.25.1
The Online tile keeps its description
0.25.0 gave Solo and Online a line describing what they do, but the
account check erased Online's as soon as it ran, so the live home screen
showed it blank. Trial and membership status is reported on the online
page and in the lobby, as before.
0.25.0
Menus that finish their sentences
Solo and Online now say what they are on the home screen, and the best round and score line stays hidden until you have set one.
The accessibility options on Settings & extras read as ordinary settings rows: label on the left, control on the right, inside a box that closes properly.
Soldier keeps one alignment. The blurb and callsign run the full width of the page, with Reroll on the right edge.
Field treatment cards line their unlock progress up with each other, whatever length the description runs to.
Pause statistics no longer leave a separator dangling at the end of a line, and the settings sliders show a focus outline only for keyboard use.
0.24.0
The Hivemaker changes its drum, where you can see it
Hivemaker-71 reloads for real: the support hand rocks the drum out of its well, carries it clear, seats a fresh one, and works the charging handle when the gun ran dry.
The charging handle also moves with live fire, and stays put on a dry trigger.
Every weapon now reloads in view. Reloads used to happen in the bottom corner with the magazine and hands cropped off screen, hiding the pistol, SMG, shotgun, and rifle actions as well.
Capacity, reserve, and reload timing are unchanged.
0.23.0
A consistent menu, from deployment to settings
New spacing, typography, charcoal panels, and copper accents across the home screen, setup pages, lobby, controls, and dialogs.
Shorter labels and descriptions, with trial details, accessibility options, and required credits preserved.
Settings have persistent navigation and Back, scrollable content, and support for arrow keys, Home, and End. Switching sections returns to the top.
Layouts adapt to portrait phones, short landscape screens, large displays, and enlarged menu text.
0.22.2
Finish the update before reloading
Returning players now reload after the new offline worker takes control.
Reloading during installation could leave the new worker waiting while
the previous release still controlled the page. Each later update can
reload once, without a session flag preventing subsequent updates. Tabs
already using the older update flow can recover automatically.
0.22.1
Keep downloaded assets with their game version
The current game no longer loads models, sounds, or offline code from an older version's leftover cache.
Delayed downloads retain their original cache handle, so completing a download does not recreate a deleted cache. Update cleanup preserves caches belonging to other features.
0.22.0
Hands, weapon actions, and the escape through Rotwood
Authored service gloves and fitted sleeves follow each weapon. The starting pistol, Gutter-9 and Warden have moving magazines and actions; Mire Breacher pumps and loads visible shells one at a time.
A quick fire click interrupts a shotgun reload and fires the loaded round. Missing model downloads keep playable fallback weapons and hands.
The utility route, objectives and floor map work together through the island escape. Rotwood has branching trees, station boards show the actual weapons, and yard lamps hang from wall cables.
Zombie uniforms, crawling, foot placement and melee motion have been refined. Hounds can recover from the barricaded-window route trap.
Co-op recovery, shared extraction, remote weapon grips and avatar cleanup have been improved. Offline caching includes the updated character and weapon assets.
0.21.5
A lit room down the axis, so a body in the doorway has something to stand against
Look down a corridor and the room at the far end is lit now, warm concrete with the grain still in it, reading as a lamp burning two rooms away. A shambler in the doorway sits as a dark shape on it instead of dissolving into a wall at its own brightness. Everything nearer stays exactly as dark as it was.
Measured over four runs a scene: every combat scene now clears the threshold for finding a threat at speed, and a hound pack reads instantly.
0.21.4
A hand on the fore-end, and a HUD with an order of importance
The support hand grips the weapon. It was a featureless sleeve ending in a rounded cap under the barrel, with no hand visible at all — the first thing an outside audit flagged. Fingers now wrap the fore-end and the wrist runs back into the sleeve, so you can see how the gun is being held.
The HUD has three bands instead of a row of equally small labels. Health and the magazine are read first, the objective and its cost second, the reserve and round details last. Nothing that matters renders below 18 pixels at 1080p.
Low health turns the health readout red rather than relying on the bar alone.
0.21.3
The hound is an animal
The hellhound was sixty-three boxes: a sphere head, a box snout, slab ears and pipe legs under a bright cartoon outline. It is now one skinned body of 2,884 triangles with a dog's skull, a brow and a stop, a hung jaw the animation actually opens, torn ears, rib and hip relief over a sunken flank, muscle striation on the neck, ash mottle on the hide, and ember fissures burning between the ribs.
It costs less than what it replaced: 52 fewer draw calls per hound, and the model loads on demand rather than in the offline install.
0.21.2
The garrison stops being one man, the fort gets a night sky, and you can find what is trying to kill you
Four outfit sets on the zombie rig. The crowd was seven copies of one bald man in the same torn shirt; it is now fatigues, plate carriers and helmets, lab coats and hoods, over trousers and boots.
A night sky the fort is darker than. The horizon used to be dimmer than the walls in front of it, which is why everything read as a lit greybox. The Muster Yard's median brightness went from 15 to 23 and the far wall now silhouettes against the sky instead of glowing in front of it.
Seventy light fittings became downward spotlights with real shades, so floors are lit and bulbs have bodies. The Containment Lab is back on the set instead of six stops brighter than everything around it.
The gun is lit by the room it is carried through, and the Luger stops glowing. Wounds from a spawn roll now show on the body that carries them. Foliage is rendered and lit rather than black paper spikes. Props take the light instead of emitting it.
You can find the threat. Measured with a new tool that photographs a scene twice and compares an enemy's own pixels against the background just outside its outline: the guardhouse crowd went from 0.06 to 0.17, and a hound pack from 0.06 to 0.43, where 0.15 is the floor for finding a threat at speed.
Low health keeps the middle of the screen clear, so being nearly dead no longer hides the attack you have to read.
0.21.1
The torch leaves the lens, and the picture gets its form back
The flashlight hangs off your right hand instead of sitting on the camera. Everything you look at now has a lit side and a shadowed side, and the bodies in front of you throw their shadows across the room instead of hiding them behind themselves.
Blood on the lens is back. Three overlays — the blood, the dread grey wash and the closing vignette — lost their styles when the stylesheet split out of the main file and had been rendering as nothing ever since. Low health looks like low health again.
One texel density everywhere. Walls, floors and ceilings were textured per surface, so yard ground stretched seven to one and the lab's tiles were rectangles. Every surface is now fitted in metres: 50 cm tiles are 50 cm tiles.
Blood paints the wall. Hits throw velocity-stretched droplets that land and stain what is behind the body, not only the floor.
The hounds have presence: blooming ember eyes, a fire light that actually lights the ground under them, an ember trail, and a head that tracks you, with the jaw and ears to match.
The shadow budget was spending most of its work off screen. Casters are limited to what the shadow cameras can actually see and to objects big enough to cast, and the one cube shadow is gone: a crowd of eight with two hounds went from 39 to 47 frames a second.
The minimap is a map: room walls, doors that dim once bought, your objective on the rim, and a north tick. The pause screen takes the title's console composition. The stowed-weapon line is legible.
0.21.0
The High tier goes AAA: occlusion, lamp shadows, focus down the sights
Ground-truth ambient occlusion. Corners, crate bases and the feet of the dead darken the way they do in a real room. It reads the world's own depth instead of drawing the scene twice, runs at half resolution under a denoiser, and costs a frame or two.
The brightest lamp near you casts. The moon and the torch had the only shadows; now the light rig hands a shadow map to whichever lamp reaches you most, and only hands it on when a rival is clearly brighter, so it never flickers between fittings as you turn.
Depth of field on the sights. Aim and the world beyond your target softens with the sight picture, focused by a ray down the barrel, and it clears the moment you drop the gun.
All three are High-tier only and off on phones. Medium and Low are untouched.
0.20.2
A classified installation, and the basement stops teleporting you
The dead wear what they died in. Every zombie now spawns in base-personnel dress: olive fatigues most of all, military-police charcoal, lab coats from Containment, a hazmat suit, scrubs from the aid post, the odd detainee orange.
The station reads as what it is. Steel plates hang beside every door: RESTRICTED AREA, TOP SECRET // PROJECT ROTWOOD, NO PHOTOGRAPHY, BIOHAZARD CONTAINMENT LEVEL 4, QUARANTINE IN EFFECT, BLDG 07 // SECTOR C, keyed to the wing you are in. Floor stencils mark the blast doors, security cameras blink in the corners of the roofed rooms, and red beacons breathe over Containment, Quarantine, Decon and the Filter Works.
Pushing against a basement wall in a cell outside the station's room lines counted as falling out of the world and, after 0.8 seconds, fired a recovery of a few centimetres with the banner. A walkable maze cell is a legal floor for that check too. Twelve basement walks, zero recoveries.
A bug sweep now ships with the game: it audits every live zombie and hound every half second for a visible mesh, drift from its body, burial, wall clipping and long idles, and walks every room and the basement with real input. This build shows no invisible or drifting enemies and no recoveries above ground.
The bone runner hound is darker; the pale plastic read is gone.
0.20.1
Played front to back, and fixed what the photographs showed
First contact is survivable. A fresh Recruit who spent three seconds reading the room was hit at 3.5 seconds, again at 7, and downed at 8.2 with the pistol still full. For nine seconds after the breach, below Dead Night, blows land at half weight and no faster than one a second, and the second climber waits its turn. The same player now takes the first hit in round 2 with 27 kills behind them.
Camp Wick has a sky. A Wick boot skipped the fort's moon and hemisphere, so every room read black away from a lamp. The camp now carries the same moon, ambient and shadow map, breathing with the generator.
The deep wing is lit. Its powered lanterns ran at a third of the station's bulbs across rooms three times the size; they are brighter, and every large room has a fitting at its centre.
Electrified water reads as water: the hazard lane takes the flood's ripple map and reflections and glows at a third of its old strength. The cache's idle glow no longer blows out its floor. The doctrine boards and fuse panels carry the painted-steel grain, so the torch shows texture instead of a flat disc.
Two more audits ship: a photographed grand tour (every menu page, the deploy flow, the cold open, round one with real firing, every door, power, perks, wall buys, the cache, the refit bench, the pause and settings overlays, every room, the water, the basement, the escape, the Rotwood, the ridge and the win) and a fresh-recruit fairness test that plays the first minute without cheats.
0.20.0
The graphics pass: edges, hands, torch, air
Anti-aliasing at last. The frame is rendered through the post stack with no hardware AA, so every wall edge and railing crawled; the composer targets are now multisampled (2x on Medium, 4x on High). Textures take 8x anisotropy on desktop, so floors stop smearing at a glance.
The flashlight casts shadows on High: a zombie between you and a wall throws its silhouette on the boards behind it.
The gloves were inside-out. The authored hands wound every tube clockwise, so the right glove drew its own inner wall as a white shell under the key light, whatever colour it was. Both hands now face outward and read as dark leather; the viewmodel fill light no longer sits on the wrist.
Kit props were night-lit as plastic. A loaded model shares one material across its meshes, so the night pass applied its lift once per mesh: the Motor Pool tank traps glowed flat white. The pass now tunes each material once and caps every prop's albedo to what the photographic walls actually reflect, calibrated with test spheres beside the traps.
A headshot leaves a torn plug, not a red balloon; thrown chunks are lumpy and darker. Spent brass is metal now, with reflections. The muzzle flash is a starburst with a hot core instead of a soft disc.
The title screen is centred on wide screens, and the deploy rail says Solo and Online and nothing else: the free-and-timer footnotes, the trial pitch and the how-do-you-want-to-play question are gone. The online page states what it is (up to four operators, host, join by code, quick match) and keeps the price behind its disclosure.
Air: dust hangs and drifts in every interior and lights up in the torch beam; low mist crawls over the yards. Filter vessels, freight stacks, wrecks and cave rock in the deep wing take real specular instead of a flat shell. Zombie skin keeps its pore grain out to combat range.
0.19.2
Squad-tested, phone-tested
Reviving a downed teammate now beats every other prompt. Next to a window the plank prompt used to win the crosshair, so the revive never started and the squad bled out.
A crawler dies where it lies instead of standing up to fall over.
Two more audits ship with the game: a four-browser squad match (two live rounds, a hand revive, host migration with three left, a reload, the gate) and a phone playtest on an emulated Android with the real touch layer (stick, look swipe, fire, use).
0.19.1
Played long, played Camp Wick, listened by code
Camp Wick's tower power cue now plays as music, like the Ft. Rot relay, so the effects slider no longer owns a 17-second score cue. Torn planks knock when they land, a thrown frag has a swing, a zombie climbing in gets its own lift, and pause and resume have a cue.
Camp Wick's Fuel Point spawn anchor sat in the fuel drums; it is on open ground.
Three new audits ship with the game: a long-round survival run, a deep-wing run (hound round, searchables, fuses and their hazard lanes, doctrine, a crawler's life) and a full Camp Wick run from the first door to the helo, including relighting the towers the outage blacks out. All three pass on this build.
0.19.0
They tear the boards off, vault the sill, crawl and sprint
Zombies at a barricade now reach for the planks with a grip-and-yank on top of their swing, and each plank they rip free tumbles into the room and bounces instead of blinking out. When the last board goes they vault the sill with a real climb instead of walking through the air.
Losing a leg drops a zombie prone; it drags itself after you on its arms at a crawl instead of walking upright sunk into the floor. Explosives and leg shots make crawlers the way you expect.
The pack keeps pace with the night: shamblers pick up speed round over round, the urgent share rises to about half the pack by round 20, runners keep climbing past their old cap, and shamblers thin out after round 8. The slow stragglers stay so a horde still reads.
Collapsed concrete dresses the rooms that read empty: rubble piles with rebar, leaning slab stacks, torn stair flights, sandbag courses and olive ammo crates, all built for this game in Blender and placed in the Munitions Store, the yards, the Rail Arsenal, Filter Works, Freight Cathedral, the Decon Maze and the garage approach. Solid pieces block movement and the map audit proves every door and lane still opens.
Lanterns hang in the deep wing (Rail Arsenal, Filter Works, Freight Cathedral, the mazes, the service bay and the garage approach). They smoulder at an ember until the relay comes on, then light the way back.
0.18.1
Settings and lobby match the title
Settings is a console screen on wide displays: a tab rail on the left, a glass panel on the right with left-aligned rows, lit orange sliders and segmented graphics tiers.
The lobby has a hero game code, glass facts and a squad rail with your seat lit; it keeps the site card clear of the action bar on 720p displays.
0.18.0
Hands you can trust, a station that plays through
The first-person hands are rebuilt from scratch as authored gloves: a lofted palm with a gauntlet cuff, fingers wrapped around the grip the palm is actually pressed against, a thumb along the frame, a trigger finger that closes when you fire, and slim jacket sleeves solved from the shoulders. Nothing is skinned, so nothing tears. Long guns ride a little higher so both hands are on screen.
Played through by hand, start to extraction: every door opens at its price, the relay, the perk machines, the wall guns, the cache, the refit bench, the station gate, the Rotwood crossing and the ridge flare all work. Three things did not and do now: a hold on a shop no longer resets when the torn shutter beside it comes into range, the refit bench answers from a pace back instead of from one spot inside its own cabinet, and the basement no longer teleports you back up the stairs after a second in the Drowned Hall.
The basement flood is water: a scrolling normal map, low roughness and the fort's reflection probe, so the flashlight and the lamps break up on it. The tarp in the Drowned Hall is cloth, not a beige card. The expedition's electrified lane is dark glossy water with a crackling charge, not a flat cyan sheet.
The title screen is a cinematic composition on wide screens: the wordmark low left, a vertical selection rail with accent bars and hover travel, glass, a slow push-in on the gate with drifting fog, embers, a vignette and film grain. Phones keep the stacked card.
A real colour grade replaces the canvas filter: cold shadows, warm lamps, a soft vignette and a hair of edge aberration on medium and high. On high, powered floods cut a soft shaft of light through the room.
Two spawn anchors that sat inside props are on open floor.
0.17.2
The station's fittings read as steel and stone
The main relay is a dark riveted cabinet with a recessed face plate, a lever running in a slot and a caged status lamp. It was a pale metal slab with a red stick.
Zombie eyes are a soft ember with a bright core instead of a flat pale disc pasted on the face; the same flare and sputter drive them.
The Origin Cavern and Excavation Gallery boulders are fractured stone with a concrete grain, not twenty-facet pyramids, and the containment tank stands clear of the rubble instead of rising out of it.
The flashlight no longer blows nearby walls out to white; the south wing's vats, crates and vessel carry painted-steel and rust surfaces; sandbags, wire and hedgehogs are dusted down to the station's palette; the grass is muted; the fuel drums are rusted.
Round callouts only carry a pace word while adaptive pressure is actually on, so "Base pace" no longer tags every round.
The minimap toggle is a key hint beside the map instead of a boxed button on desktop; it stays a full button on touch.
0.17.1
The gun is on screen in portrait
On a phone held upright the frame is barely two hand-widths wide at the gun's depth, and the hip offset that reads as "held right" on a desktop put the whole weapon past the right edge. The hold now pulls toward centre by aspect, so the gun and hands sit between the touch controls.
Zombie eyes are readable at range again (4 cm glow, not 3.4) and the arm solve costs nothing measurable in a full 32-body horde: two IK passes instead of three, and the low quality tier solves every other frame while the arms still ride the gun.
0.17.0
The gun is in your hands now
The first-person hold is the survivor's own arms: two gloved hands on the grip and the fore-end, sleeves rising from the bottom corners, fingers closed around the grip. The sphere-and-cylinder glove stand-ins are gone. The knife swings from the same right hand.
Long guns ride higher at hip so the receiver and both hands are on screen, and reloading stays in frame instead of dropping the weapon below the bottom edge.
The muzzle flash sits on the barrel tip. It used to pop beside the receiver.
Zombie eye glow is smaller — eyes in their sockets, not two discs floating ahead of the face.
A played two-browser co-op check now guards releases: host, join by code, shared enemies at the same positions, doors, real gunfire, going down, host migration and reload-resume.
0.16.115
Escape in the lobby asks before dropping your seat
Escape used to bounce you to the home menu while the room stayed alive with you still seated — still the host — and no way back to the lobby view. It now opens the same Leave Lobby confirm as the button; Escape again keeps your seat. The Objectives ledger in Gameplay settings says it is a record, not a setting. Solo is free. Online is still $5 after 30 minutes.
0.16.114
Back sits beside the button that moves you forward, on every page
Which night, Ready, the code page and the lobby now use the same Back-left / one-red-action-right row as the rest of the wizard instead of stacking Back on top. Sign in moved to the top-right corner where the settings gear lives. Leave match and squad restart use the game's own confirm dialog — the native browser popup silently did nothing in an installed app. Locked treatments read as sealed cards again, the accessibility box has a real header, quick-match's title is centred, the map card's tag reads as an evidence tag instead of a broken image, and the minimap chip shows its key. Solo is free. Online is still $5 after 30 minutes.
0.16.113
The hand holds the pistol instead of a black ball
The wrist plug was wider than the glove and rendered as a featureless dark ball over the grip. It now fits inside the hand. The pit waterline is written on the pit walls — a scum band all the way round, not only at the stair mouth — and every basement lip is emissive enough to read without a lamp. The flood body is still a plane. Solo is free. Online is still $5 after 30 minutes.
0.16.112
Settings over the title no longer shows the menu through it
Settings and Sign in reuse the pause chrome; their see-through backdrops let the launching page ghost through and stay keyboard-reachable. Both are solid now and the menu behind goes inert. The pause buttons sit centered under PAUSED. The FPS counter is a Display setting, off by default. The death report stopped repeating its own Recovered Truth line. Solo is free. Online is still $5 after 30 minutes.
0.16.111
Online no longer leads with $5
The first Online card just says Online, with 30 minutes to try it. After the trial — or the last two minutes — the overlay says $5 a month because the servers cost money. The fort on this machine stays free. No new SKU.
0.16.110
Create account no longer stacks three buttons down the card
CREATE ACCOUNT, SIGN IN INSTEAD, and CLOSE sit on one row. Close is not a leftover stub. Solo is free. Online is still $5 after 30 minutes.
0.16.109
Looking at your boots no longer leaves +50 on the lens
Point pops used to sit on your feet with TOLL CLEAR. Looking straight down now skips them and clears any that were already up. Face the shutter and they still tick. Solo is free. Online is still $5 after 30 minutes.
0.16.108
The maze corridors are green water, not a black sheet
The unlit olive film now sits on every wet basement cell, not only Drowned Hall. I did not hang lamps in the flood. It is still a plane. Solo is free. Online is still $5 after 30 minutes.
0.16.107
Looking at your boots no longer leaves BASE PACE on the lens
The pace chip used to sit on your feet with the round banner. Looking straight down now hides it too. Last stand still cannot extract you. Solo is free. Online is still $5 after 30 minutes.
0.16.106
Looking at your boots no longer leaves TOLL CLEAR on the lens
The round banner and Grey Lantern line used to sit on your feet. Looking straight down now hides them. Face the shutter and they still come back if they have time left. Solo is free. Online is still $5 after 30 minutes.
0.16.104
The basement flood is green water, not a black sheet
Drowned Hall and the other landmark maze rooms keep an unlit olive film so looking down in the dark reads as water. I did not hang a lamp in the flood. It is still a plane. Solo is free. Online is still $5 after 30 minutes.
0.16.103
The glass on the sill no longer flashes paper-white
Smashed-window shards still pick up the Guardhouse flashlight as pale cards when they are lit glass. They are unlit dirty olive now. They are still thin tiles. Solo is free. Online is still $5 after 30 minutes.
0.16.102
On a phone, MAG no longer sits on ENEMIES
Portrait ammo and the enemy count shared the same top-right pixels, so 20 / 160 read as an enemy count. Ammo now sits under that chip. Desk HUD is unchanged. Solo is free. Online is still $5 after 30 minutes.
0.16.101
Looking at your boots no longer leaves HOLD F on the lens
The rebuild line used to stay up while you were staring at your feet. Looking straight down now clears the use prompt. Face the shutter and it still asks you to rebuild. Solo is free. Online is still $5 after 30 minutes.
0.16.100
The glass on the sill is dirty, not paper-white
Smashed-window shards were cream and shiny, so they read as white cards on the Guardhouse ledge. They are a darker olive now. Thin tiles can still catch the flashlight. Solo is free. Online is still $5 after 30 minutes.
0.16.99
The shutter boards are stained timber, not paper
Barricade planks used the cream furniture wood and read as white cards in the Guardhouse flashlight. They now use a darker stained grain. Solo is free. Online is still $5 after 30 minutes.
0.16.98
The hatch look-down is green water, not a black well
The Quartermaster pit keeps an unlit olive film and brighter ripples so looking down the hatch reads as water in the dark. I did not hang a lamp under the flood — that was the white disc on your boots. It is still a plane. Solo is free. Online is still $5 after 30 minutes.
0.16.97
An old install cache no longer hides a new build
The home-screen cache kept yesterday's media because it is cache-first. Boot now drops fz-* caches that match neither this sw.js nor build.json, and asks the service worker for a fresh copy. Solo is free. Online is still $5 after 30 minutes.
0.16.96
Look-down trousers now catch the same light as the gun
Boots and trousers sat on the unlit layer, so looking down at your feet was a black mass. They now share the viewmodel lights, and a lamp on the survivor turns on when you look down. I did not restack GunVM XYZ.
The legs can still read blocky. This is light on the existing mesh, not a new body. Solo is free. Online is still $5 after 30 minutes.
0.16.95
Look-down no longer fills the lens with a chest slab
Jacket, undershirt, and chest meshes stay off. Look-down is hands, legs, and feet. The held gun ducks the same way it does for a wall buy. I did not restack GunVM XYZ.
A ridge extract still ends on Extraction Complete. Restart returns to Chapter I at the Guardhouse. Station-gate leave still opens the Rotwood. Solo is free. Online is still $5 after 30 minutes.
0.16.94
The Rotwood land puts the pistol back in your hands
The extract cinematic hides the held gun. Landing in Chapter II now shows it on the same frame, including last stand. Solo is free. Online is still $5 after 30 minutes.
0.16.93
A host extract still pulls a downed teammate
Last stand still cannot leave on your own. If the host extracts, a downed teammate now rides the same station-gate cinematic into the Rotwood instead of staying behind in the fort.
The extract cinematic no longer keeps the held gun in the lens. Solo is free. Online is still $5 after 30 minutes.
0.16.92
Leaving the station gate opens the Rotwood
A standing leave at the station gate was jumping to Extraction Complete and skipping Chapter II. Leave now opens the Rotwood. Last stand still cannot extract, and the hold line clears when you go down.
Jacket and undershirt sleeve meshes stay out of look-down. Hands, torso, and legs still draw. I did not restack GunVM XYZ. Solo is free. Online is still $5 after 30 minutes.
0.16.91
Creative deaths no longer mint a personal best
A Creative bleed-out painted “new best round 1” because the sandbox still compared against an empty record. Creative still does not write Best Round or Best Score. The field report no longer claims a record. Solo is free. Online is still $5 after 30 minutes.
0.16.90
Hatch shots leave a ring on the pit water
The Quartermaster pit flood is brighter from the hatch (the water's own emissive — not a lamp under the flood). A water hit plants a thicker ring and a short flash above the plane. I did not claim the basement is well-lit.
Jacket sleeves wait for a steeper look-down than the torso. Mid look-down is hands, torso, and legs — not the 60cm sleeve slab. Look-down at your boots still shows the jacket. Solo is free. Online is still $5 after 30 minutes. I did not restack GunVM XYZ.
0.16.89
Hip view no longer draws the jacket sleeve into the lens
The remaining near-lens mass at hip was Swat_Body_2-Arms — a 60cm jacket slab 8cm from the camera — not the leather plugs. Hip/ADS now draws hands only (Swat_Body_3). The jacket and undershirt sleeves still appear on look-down. I did not restack GunVM XYZ.
Wrist partition is 16cm. Cuff plugs still sit ~50cm out. Solo is free. Online is still $5 after 30 minutes.
0.16.88
Water hits leave a ring on the plane you shot
A water impact now plants a horizontal foam ring on the surface. Camera-facing puffs disappeared when you looked down the Quartermaster hatch or at a floor film. The pit and deck basins also resolve as water across the whole rectangle, not a 2m circle at the center.
PWA install now precaches the 180/192/512 home-screen icons. Solo is free. Online is still $5 after 30 minutes. I did not restack GunVM XYZ.
0.16.87
Look-down no longer scales leather cuff plugs to 1:1
The hip/ADS cuff plugs used fullBody scale 1 and a 20cm cut cylinder sat in the lens. Caps now stay at handScale. The cut cylinder only shows on look-down. Wrist plugs are smaller. I did not restack GunVM XYZ. Cuffs can still read heavy — this is the plug, not a new hand.
Water hits throw a brighter, longer foam ring so a shot in the flood is visible. B36–B39 smash IDs already match makeBarricade. Solo is free. Online is still $5 after 30 minutes.
0.16.86
Shots into the flood splash; hip cuffs take less of the lens
A round that hits the basement flood or the QM pit used to stamp masonry dust on a flat disc. It now reads as water: droplets, a spray, a ring on the plane. No chip on the water. I did not restack GunVM XYZ.
The hip/ADS arm draw keeps a shorter cuff (wrist reach 24cm, lower-arm 11cm). The rest of the sleeve still belongs to the look-down torso draw. Solo is free. Online is still $5 after 30 minutes.
0.16.85
Pump, Turntable, and Arsenal smash the hole you are standing at
B36–B39 had panes on the right walls and the wrong barricadeId. Smash 36 punched Rail Arsenal. The dresses now match makeBarricade: 36 Pump north (−18, 92), 37 Turntable north (14, 92), 38 Turntable east (34, 81), 39 Arsenal east (34, 60). Smash leaves punch + fangs + sill shards. Player-only seals still held after smash (north z 91.3, east x 33.35).
Cuffs are still a near-lens mass. Water is still a plane. I did not restack GunVM. I did not change billing or the title conversation.
0.16.83
Decon Maze north smash-in is glass until you smash it
B35 (−42, 92) was sill and header. It now uses the same dressBrokenWindow path as B26–B34 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B36–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing or the title conversation.
0.16.83
Trial clock ticks every two seconds; Decon Maze B36–B39 have panes
Connected trial time used to be written only on the 15-second reap. A mid-match expiry could overshoot. It now flushes on the two-second lease. The kick is still 4003 + the $5 overlay. Solo is free. No new SKU.
B36–B39 use the same dressBrokenWindow path as B26–B35. Smash still leaves the player-only seal. I did not restack GunVM. Water is still a plane until shots write ripples.
0.16.82
Trial expiry leaves the match; lobby host-leave still has a Deploy owner
A 30-minute trial that ended mid-match used to freeze the fight on CONNECTION LOST / reconnecting. The socket is 4003. The player now returns to title with the $5 overlay. Solo is still free. No new SKU.
If the host leaves the lobby before anyone has sent a transform, the remaining peer is promoted so Deploy is not owned by an empty seat. A live match still only promotes a recently active peer.
I did not restack GunVM. B35–B39 are still empty sills. Water is still a plane until the next ship.
0.16.81
Skip-opening does not leave the containment card in the tree
A returning deploy already set the cold-open inactive. It still stayed display:flex at opacity 0, so the containment log could photograph and announce. It is now visibility:hidden and aria-hidden when skipped. First-run still plays the card. Phone skip prompt is Hold USE, not HOLD E.
I did not change billing, glass, extract, or GunVM.
0.16.83
Decon Maze north smash-in is glass until you smash it
B35 (−42, 92) was sill and header. It now uses the same dressBrokenWindow path as B26–B34 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B36–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing or the title conversation.
0.16.79
Decon Maze west smash-in is glass until you smash it
B34 (−54, 83) was sill and header. It now uses the same dressBrokenWindow path as B26–B33 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B35–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing or the title conversation.
0.16.77
Short landscape keeps Host notes, Ready links, and the $5 trial line
844×390 Host / Join / Quick are 58px with their notes. Ready still shows Adjust controls and Soldier at 44px. Solo/Online keep “free” and “$5/month after a 30-minute trial” on landscape. Sign-in sits 20px off a browser-tab corner and still clears a notch.
I did not change billing SKUs, conversational Solo/Online, dressBrokenWindow, or GunVM.
0.16.76
Phone title and HUD keep the $5 line and stop the page from scrolling
390×844, 430×932, and 768×1024 — portrait and landscape — the title card and the Online step stay inside the viewport. Solo stays free with no timer. Online still says $5/month after a 30-minute trial. Ready’s Adjust controls / Soldier links are 44px. Sign-in clears the notch on a PWA.
Touch first-run and the shutter banner now say Hold USE, matching the board hold. Ammo sits under the objective on a portrait phone instead of sliding up into it. I did not change billing SKUs, glass, extract, or GunVM.
0.16.79
Title empty, error, and ready states stay on one card
Join hides the empty status line until it has something to say. A bad code replaces the helper, not a second red strip. Ready always recaps Solo or Online, the night, and the site. If no startable night is listed, the site card says Ft. Rot is ready.
Site intel on the start path is one short line. Settings stay on More, not on How hard / Which night / Ready / Online. Subscribe stays hidden until the trial line says it is needed. On notched phones the ammo chip stays above the centre-safe band. I did not change billing, glass, extract, or GunVM.
0.16.76
Garage Approach east smash-in is glass until you smash it
B33 (34, 26) was sill and header. It now uses the same dressBrokenWindow path as B26–B32 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B34–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing or the title conversation.
0.16.76
Title occupancy is not a dead relay
First visit painted CAN'T REACH RELAY because /presence 402'd before a device trial existed. Occupancy is an anonymous seat count again. Join via /rooms and the websocket stay gated. A 402 no longer reads as a downed relay.
/legal and /privacy are a real page (same $5 / 30-minute sentence). 403/404/500/offline buttons are 44px with safe-area padding. Compact phone ammo sits under pause, plate hidden, so it stays out of the centre-safe band on 430×932. A touch-first phone no longer flips rebuild to HOLD E on a synthetic mouse click. I did not change billing products, glass, extract, or GunVM.
0.16.74
Title asks one question at a time
The front door is now Solo (free, no timer) or Online ($5/month after a 30-minute trial), then How hard, then Which night, then Deploy. Online asks Host / Join / Quick Match after the price sentence.
Soldier portraits, field treatments, Dead Night, damage percentages, and classified map teasers are off that path. More still has them. Wick only appears if it is a real start. I did not change billing, glass, extract, or GunVM.
0.16.74
Maintenance Garage north smash-in is glass until you smash it
B32 (24, 52) was sill and header. It now uses the same dressBrokenWindow path as B26–B31 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B33–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.73
Service Bay north smash-in is glass until you smash it
B31 (1, 52) was sill and header. It now uses the same dressBrokenWindow path as B26–B30 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B32–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.72
Quarantine Tunnel north smash-in is glass until you smash it
B30 (−22, 52) was sill and header. It now uses the same dressBrokenWindow path as B26–B29 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B31–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.71
Excavation Gallery north smash-in is glass until you smash it
B29 (−44, 52) was sill and header. It now uses the same dressBrokenWindow path as B26–B28 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B30–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.70
Excavation Gallery west smash-in is glass until you smash it
B28 (−54, 40) was sill and header. It now uses the same dressBrokenWindow path as B26/B27 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B29–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.69
Origin Cavern west smash-in is glass until you smash it
B27 (−54, 20) was sill and header. It now uses the same dressBrokenWindow path as B26 (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B28–B39 are still empty sills. Camp Wick B5–B16 are dressed and counted; several intact stills are still too dark to read. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.68
Origin Cavern south smash-in is glass until you smash it
B26 (−44, 12) was sill and header. It now uses the same dressBrokenWindow path as the rest of Ft. Rot (pane at 1.62). Smash leaves punch + fangs + sill shards. The player-only seal was already on the breach and still holds after smash.
B27–B39 are still empty sills. Cuffs are still a near-lens mass. I did not restack GunVM. I did not change billing.
0.16.67
Online $5 gate is on the live relay, not only the menu
App and relay ship together. A 0.16.66 app-only push had left the old relay running after a parse error.
Same product: local solo is free. Online is $5/month after 30 minutes of connected play. The relay refuses the join when the trial is spent and there is no subscription.
0.16.66
Camp Wick smash-ins are glass until you smash them
All 17 Wick barricade openings (Gatehouse west B0 through Fuel Point east B16) were sill and header. They now use the same dressBrokenWindow path as Ft. Rot. Wick is flat, so yBase is omitted (pane at 1.62). Smash leaves punch + fangs + sill shards. Player-only seals were already on the breaches and still hold after smash. B1 (south shutter) is the cold-open and is already punched on skip-opening deploy.
Cuffs are still a near-lens mass. I did not restack GunVM. I did not change Rotwood B22–B24 or yBase.
0.16.66
Online is $5/month to run the servers. The fort on your machine is free.
Solo, Creative, Recruit, and anything that never hits the live relay stay free. No timer. No subscribe wall.
Online (Quick Match, private co-op, rooms, presence, the websocket) gets 30 minutes of free connected play per account, or per this device if you have not signed in. Signing in does not reset a trial already used here.
After that the relay refuses the connect until a $5 USD / month Stripe subscription is active. Failed payment: honest error. Solo still works.
0.16.65
Rotwood’s north window is glass until you smash it
B24 (Rotwood north, x=94, z=23) was boards over night trees. Same groundHeightAt path as B20–B23 (baseY ≈ 1.02, pane at 2.64). Smash leaves punch + fangs + sill shards. Perimeter seal stays at z 22.5. Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.64
Rotwood’s second east window is glass until you smash it
B23 (Rotwood east, x=116, z=12) was boards over night trees. Same groundHeightAt path as B22 (baseY ≈ 1.30, pane at 2.92). Smash leaves punch + fangs + sill shards. Perimeter seal stays. B24 Rotwood north and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.63
Rotwood’s east window is glass until you smash it
B22 (Rotwood east, x=116, z=-14) was boards over night trees. Same groundHeightAt path as B20/B21 (baseY ≈ 1.75, pane at 3.37). Smash leaves punch + fangs + sill shards. Perimeter seal stays. B23–B24 Rotwood and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.62
Rotwood’s second west window is glass until you smash it
B21 (Rotwood west, x=70, z=12) was boards over night trees. Same groundHeightAt path as B20 (baseY ≈ 0.63, pane at 2.25). Smash leaves punch + fangs + sill shards. Perimeter seal stays. B22–B24 Rotwood and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.61
Rotwood’s west window is glass until you smash it
B20 (Rotwood west, x=70, z=-16) was boards over night trees. dressBrokenWindow now takes the same groundHeightAt the boards use (baseY ≈ 1.02, pane at 2.64) so the dirty glass sits on the ridge, not at a flat 1.62. Smash leaves punch + fangs + sill shards. Player-only / perimeter seal stays. B21–B24 Rotwood and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.60
Stormwater Annex’s east window is glass until you smash it
B25 (Stormwater Annex east, x=34, z=9, baseY DECK_H 3.4) was boards over an empty sill and header. It now uses the raised dressBrokenWindow height from 0.16.59 so the dirty pane sits in the parapet gap, not in the slab. Smash leaves punch + fangs + sill shards. Player-only seal stays. Rotwood B20–B24 and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.59
Rooftop Deck’s north window is glass until you smash it
B19 (Rooftop Deck north, x=4.5, z=13, baseY 3.4) was boards over an empty sill and header. A ground-height pane would have sat in the slab. dressBrokenWindow now takes an optional height; this opening uses 3.4 so the dirty pane sits in the parapet gap. Smash leaves punch + fangs + sill shards. Player-only seal stays. B20–B24 Rotwood, B25 Stormwater, and Wick openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.58
Quartermaster’s west window is glass until you smash it
B18 (Quartermaster west, x=-14, z=9) was boards over an empty sill and header. Smash left the West Range court and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B17 / Parade east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B19+ (deck, Rotwood, Wick) openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.57
Muster Yard’s east window is glass until you smash it
B17 (Muster Yard east, x=34, z=17) was boards over an empty sill and header. Smash left reeds / night water and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B16 / Parade east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B18+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.56
West Range’s north window is glass until you smash it
B14 (West Range north, x=-16, z=13) was boards over an empty sill and header. Smash left yard grass and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B13 / B15 / B16 / Parade east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B17+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.55
West Range’s west window is glass until you smash it
B13 (West Range west, x=-30, z=3) was boards over an empty sill and header. Smash left night ground and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B12 / B15 / B16 / Parade east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B14 / B17+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.54
Muster Yard’s second north window is glass until you smash it
B16 (Muster Yard north, x=19, z=22) was boards over an empty sill and header. Smash left yard grass and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B12 / B15 / Parade east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B13 / B14 / B17+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.53
Parade Ground’s east window is glass until you smash it
Parade east (id 3, x=30, z=-10) was boards over an empty sill and header. Smash left a dark hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B12 / B15: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B13 / B14 / B16+ yard openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.52
The Keep’s south window is glass until you smash it
B12 (Keep south, x=-4, z=-39) was boards over an empty sill and header. Smash left a dark hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B11 / B15: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. Parade east (id 3) and B13 / B14 / B16+ are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.51
Munitions’ south window is glass until you smash it
B10 (Munitions south, x=14, z=-31) was boards over an empty sill and header. Smash left night ground and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B9 / B11 / B15: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B12–B14 / B16+ and Parade east (id 3) are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.50
Muster Yard’s north window is glass until you smash it
B15 (Muster Yard north, x=-5, z=22) was boards over an empty sill and header. Smash left yard grass and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B9 / B11: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B10 / B12–B14 / B16+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.49
Munitions’ east window is glass until you smash it
B9 (Munitions east, x=30, z=-23) was boards over an empty sill and header. Smash left a hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B8 / B11: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B10 / B12+ and the yard openings are still sill and header.
Live host-quit on 0.16.48: remaining player stayed in the Guardhouse and was told YOU ARE THE HOST. skipOpening Creative does not leave the cold-open card up. Cuffs are still a near-lens mass. I did not restack GunVM.
0.16.48
The Keep’s west window is glass until you smash it
B11 (Keep west, x=-14, z=-34) was boards over an empty sill and header. Smash left night trees and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B8: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B9 / B10 / B12+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked. Live host-quit was not walked this pass.
0.16.47
Parade Ground’s north window is glass until you smash it
B8 (Parade Ground north, x=24, z=-5) was boards over an empty sill and header. Smash left a hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B7: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B9+ openings are still sill and header. Parade east (id 3) was not dressed this pass.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked. Live host-quit was not walked this pass.
0.16.46
Motor Pool’s south window is glass until you smash it
B7 (Motor Pool south, x=-22, z=-25) was boards over an empty sill and header. Smash left a hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3–B6: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B8+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Wick window seals were not walked.
0.16.45
Motor Pool’s west window is glass until you smash it
B6 (Motor Pool west, x=-28, z=-10) was boards over an empty sill and header. Smash left a hole and a rebuild prompt. It now uses the same authored pane as Guardhouse / B3 / B4 / B5: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B7+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM.
0.16.44
Barracks’ south window is glass until you smash it
B4 (Barracks south, x=-12.5, z=-13) was boards over an empty sill and header. Smash left a hole and a rebuild prompt, no pane. It now uses the same authored glass as Guardhouse / Muster east / Radio Mast west: dirty pane while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B6+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM.
0.16.43
When the host leaves, you are told you are the host
Two-tab host-leave kept doors, power, the remaining player's perk, and their Refit. A late joiner saw the same world. The leave roster still painted SURVIVOR LOST over YOU ARE THE HOST in the same tick. Promote now holds that line: YOU ARE THE HOST / someone dropped out — the fort is yours.
B4 / B6+ openings are still sill and header. Cuffs are still a near-lens mass. I did not restack GunVM.
0.16.42
Radio Mast’s west window is glass until you smash it
B5 (Radio Mast west, x=-5, z=-19) was boards over a dark hole. After smash you looked at grain and a rebuild prompt. It now uses the same authored pane as Guardhouse and Muster Hall east: dirty glass while boarded, punch + fangs + sill shards after smash. Player-only seal stays. B4 / B6+ openings are still sill and header.
Cuffs are still a near-lens mass. I did not restack GunVM. Host-leave was not walked this pass.
0.16.41
Hold hides the Muster plate. Looking at the Cache uses the Cache
G33 hid door plates only while the cold open was still marked active. The moment the breach ended, HOLD THE GUARDHOUSE still showed HOLD F TO OPEN MUSTER HALL [650] on the spawn Cache. Hold and signal now drop door candidates the same way opening does. The door still opens if you already started the hold; the card still waits.
A door used to beat The Cache by a fixed rank even when you were looking at the crate. Cache is the same rank as a door now. Aim still drops the crate if you look away.
B4+ openings are still sill and header. Cuffs are still a near-lens mass. I did not restack GunVM.
0.16.40
Muster Hall’s east window is glass until you smash it
B3 (Muster Hall east, x=6) was boards over an empty sill and header. Smash left a hole you could see Parade Ground through, with no pane, no rust frame, no shards. It now uses the same authored glass as the Guardhouse smash-ins: dirty pane while boarded, punch + fangs + sill shards after smash. Player-only storey seal from 0.16.38 stays. B4+ openings are still sill and header.
I did not restack GunVM. Cuffs are still a near-lens mass.
0.16.39
The Cache is rust on spawn, not party pink
The crate well kept a magenta emissive (#ff2ad4). The idle glow sprite was a pink disc. Pack art stamped a party-pink seam photo on the well and Box.reset put magenta back on every Deploy. Those are copper / rust now. Cache Clearance HUD was already rust in 0.16.27; the crate itself was not. Relocate burst is rust, not magenta.
Restart no longer shrinks the crate to 1×. It keeps the 1.68 field scale.
Cuffs are still a near-lens dark mass. B3+ openings are still sill and header. I did not restack GunVM.
The deploy onboarding gate waits for the briefing class on a load-scaled budget. A 10s visibility wait was dying while #firstrun was already on screen. Wick’s second spool is advanced the same way as the 0.16.33 dark-spool: write the timer and call update, because SwiftShader cannot bank the sim time.
0.16.38
Smashed windows still stop you. Zombies hunt after the climb
0.16.37 turned the window gap into a height-aware collider and killed that collider on smash so a climber could come through. The player uses the same walk test. After smash there was nothing left at the opening, including on the deck where the gap sat at grade height while you stand at 3.4m. Every window and shutter now keeps a player-only storey seal that smash does not disable. Climb still lerps outPt → inPt and ignores that seal. I did not re-art B3+ openings; they stay sill and header.
Zombies that finished a climb dropped to 42% speed with no facing, and walkers dead-stopped on a whim. Orbit sat them at 2m, outside swing range. They now leave the sill in chase, aware, and walk in. Stuck recover is 0.7s and steps to last clear floor in the same room, not through a wall. Window scrape is 0.72s. Basement smash-ins are actually in the spawn pool. Creative still caps at 6 alive. I did not get a before/after of a zombie frozen on a door frame this pass.
0.16.37
Smash-ins break. Zombies go through the hole
Guardhouse glass was a dirty quad with crack lines. It looked broken and stayed sealed. It is intact until the shutter fails, then the pane punches a crawl hole, the mullion drops, shards sit on the sill, and the climber comes from outside through the frame.
Basement smash-ins were a solid steel box and a glass slab in the hull cut, with a full-height collider. Spawn points sat inside the room, and the portal went straight to chase. The frame is hollow now. Scrape still shows a silhouette on intact glass. On breach the pane and watcher go, the gap collider dies, and the zombie climbs from the night side through the opening.
Window gap colliders used a spans field nothing read, so the opening was an invisible wall. The gap is height-aware now and is disabled after a smash. Sill and lintel stay. Other surface windows without authored glass were not restaged.
0.16.36
Hatch look-down is a dark sheet, not a yellow lamp
A polish fitting hung in the pit shaft at the water. Looking down from grade with the flashlight off still blew the flood to a yellow disc. That lamp is gone. The hatch shot is a dark sheet with crates. It is still a plane, and the halls past it are still greybox.
0.16.35
Pit water is dark with rings, not a white disc
Looking down at the flood blew out to a cream lamp. A light sat under the water, the wake ring was unlit cream, and the flashlight catch was additive white. Those are gone. Hatch-from-grade and shin-height shots show a dark sheet with ripple rings. It is still a plane, not a volume, and the halls past the pit are still greybox.
0.16.34
Hip cuffs no longer look through to the floor
The short first-person cuff was an open tube. Paper discs sat edge-on at the hip, so you saw the Guardhouse floor down the sleeve. The cut is a closed leather cylinder now, and the partition rim is filled. Hip and look-down shots are dark leather, not a hole. It is still a dark mass close to the lens, not a tailored jacket.
Last stand at the Muster Yard south gate was driven with the real down function: pistol crawl, no extract hold, no door or shop. That path was already in 0.16.33; this build only proves it. The HUD name Rotspur-9 on last stand is the pistol’s name, not a leftover SMG.
0.16.33
Last stand cannot extract, hold keeps its order
Downed is a pistol crawl. Doors, shops, power, and the station gate will not take a hold. The Cache claim still works, and the gun is still in your hands after a revive.
Buying Muster Hall during Hold the Guardhouse no longer jumps the card to Radio Mast. The first-minute opening hides door plates so the shutter keeps the prompt. If Muster is already open when round 1 clears, the card goes to the relay.
A frag or barrel at your feet in the pit uses your real height. It used to measure from y=0 and miss you by a storey.
Refit hold resets if you swap guns mid-charge. Game-over POINTS is the live wallet, same number as pause SCORE. The health readout no longer boots as 100 before a run exists.
A background tab still sends the seat heartbeat, so a hidden host does not freeze the room. Camp Wick’s win line is its own; Grey Lantern no longer talks about the Rotwood flare over that bird.
A second tab (or a cached zombie model) no longer throws during boot and leaves the splash up. The Guardhouse corpse was naming a const that had not been created yet.
Guardhouse walls are stained concrete again. Last night’s cream plaster islands and blank charcoal boards are gone. Both smash-ins keep a rust frame, remaining glass, torn mesh, and shards on the sill.
0.16.32
Bolt pool, hound slots, cache cap
Verdigris / Kilnheart bolts and thrown nades reuse a 24 / 16 cap. A dead shot does not leave a mesh or collider behind.
A dying hellhound frees its pack slot the same way a zombie corpse does, so ten lingering bodies cannot block the next wave.
THREE’s in-memory file cache evicts after 48 entries if it is ever turned on. The service worker and the PWA install cache are not that cache.
Auto graphics can still step med → high when frames are cheap. It stops after four tier changes so bloom and shadow maps are not rebuilt all night.
0.16.31
Muster extract, first minute, named rooms
Extract is the Muster Yard south gate. Open every Ft. Rot door, then leave there. 0.16.30 said the gate was not in Muster — that line was wrong.
First minute is the torn shutter, not the radio. Muster Hall is 650. The frag plate is off the spawn walk. Something climbs at 5.2s.
Studio splash Skip only appears after a real video frame.
Guardhouse has plaster, a torn west window, and wood door leaves. The basement names three rooms: Pump Room, Drowned Hall, Window Alley. Water has a sheen and a lip. Still greybox.
Pause SCORE and HP match the live HUD. TIME is session wall-clock. The ROUND 1 banner hides on pause. FPS waits for a sample. Lobby ping says “Waiting for a reading…” then “No ping yet”.
Typo-join already live: a code that is not a room does not make you host.
0.16.30
Join means join, basement holes are holes
Typing a code that is not a room no longer makes you host of an empty game. Create still creates. Join fails if the room is not there.
Basement smash-ins are cut openings with boards and glass. They were sitting inside the hull wall.
The pit flood is greener and lit. From the top of the hatch it can still look like a dark plane.
Extract copy names the station gate. The gate is not in the Muster Yard.
0.16.29
Basement maze, pit water, seventeen doors
The Quartermaster hatch drops into a basement maze under the station — corridors and a flooded pit, not a second map.
The pit has a waterline. From the top of the hatch it can still read as a dark plane.
Ft. Rot has seventeen purchasable doors. Open them all and the lock breaks. That is the extract unlock.
0.16.28
Verdigris Cell, solid sleeves, honest hatch
The mystery-box Verdigris Cell is its own energy pistol — dual insulator rings, a horizontal cell, copper forks — not a stained Luger.
First-person sleeves are opaque leather. The open cuff is plugged in world metres; Mixamo wrist scale no longer turns the plug into a multi-metre blob.
Hip/ADS shrinks the forearm from the elbow so 1:1 jacket cloth is not sitting in the lens. Looking down still uses the planted 1:1 body.
The Quartermaster hatch is a hole you can see. The world pour no longer lids the pit and stair as a dark stain you walk through.
0.16.27
Containment chrome, not arcade neon
Last stand is cream stencil and emergency red — the bleed-out bar is no longer cyan.
Cache Clearance is rust and copper, not magenta. The ten-point window still shouts without looking like a party game.
Chatterbox pickup banner is spelled Chatterbox.
Look speed is the only touch-turn control. A leftover hidden multiplier no longer stacked on top of it.
Perk machines, Refit, stencils, and the Guardhouse table sit in charcoal, cream, and rust. Cola purple, lime, and cyan plates are gone.
On a compact phone the area map lives under Pause → Objectives. The in-match dial was already hidden; the pause plate is the map now.
0.16.26
Title and home fit the viewport
Title/home fits viewport with no scroll on desktop and phone landscape.
0.16.25
Esc closes Sign In, and Recruit stays teachable
Esc closes the Sign In card. You can leave the account gate without hunting a click target.
Recruit caps the living Rot at eight, and the round-2 resupply is guaranteed on the player — not a corpse.
An empty magazine with reserve left pulses the reload cue, same shout as the red mag count.
Installed PWA may rotate any way. Portrait phones are no longer locked to landscape.
The service worker no longer serves HTML as JavaScript on an offline code miss.
The round-change splat is a wash, not a wound overlay, so 100 HP no longer looks like a hit.
Climbing in through window B12 no longer drops you onto the refit bench.
Phone voice-over sits off the vitals stack.
0.16.24
Find your downed mate, and do not trap the dead on pause
Co-op: a downed squadmate now has a through-walls marker — their name, distance, and an edge arrow when they are off-screen. No more dying in the dark two rooms away.
Desktop: a Mouse look speed setting (20–300%). Pointer sensitivity no longer rides the FOV curve; touch and controller speeds are untouched.
Mobile: an empty magazine with rounds left pulses the touch reload button — the thumb-side twin of the red mag count.
Esc during the death fade no longer opens pause and freezes the match. Signal Lost still arrives.
Cache prompt uses the real interact glyph (F / E / USE), not a hardcoded F. Terminal chrome no longer claims Esc exits.
The screen-fade rule actually targets #fade. Deploy last night appears after quit-to-title in the same session, not only after a reload.
0.16.23
Deploy last night, and an honest lobby leave
The title screen offers returning players Deploy last night — the same soldier and the same night, one press. Solo keeps the full loadout walk for changing anything.
Leave lobby now confirms, like leave match and quit run: a mis-tap no longer drops your seat and the room code.
Play is free while entitlement is off: the sign-in card, Legal, and signup flow all say so, and a dead billing check can no longer fake a paywall.
Playtest polish: wrapped mastery callouts, stacked interact prompts, stencil door and extract plates, station light pools, calmer concrete and flashlight.
0.16.22
Hands rig and playtest fixes
First-person hands rebuilt on one survivor hand system: weapon-owned grip sockets, gun-scale hands, all thirteen weapons.
Creative mode is genuinely forgiving: gentler pressure, faster regen, kinder spawns.
Mystery box claim window pauses while you are downed, and a revive can no longer eat your rolled weapon.
Multiplayer lobbies and nameplates render again for every operator.
0.16.21
Fort unify drop
Training overlay is gone; HUD and touch controls hug the screen edges.
Home menu chrome plus a live operators pill from GET /presence.
PWA Fort Rot icons and manifest, plus homepage title, Open Graph, and JSON-LD. Footer links to Updates.
Mystery box 1.7x, hopping teddy, Verdigris about 10% of the box table, five-tier holographic Pack-a-Punch.
Six two-minute stims. Computers sit on desks. Stencils, glitter, and BIOHAZARD face the walk-up.
Longwind east Muster wall. Munitions bay reads as a military store.
0.16.20
FPS arms and Ripsaw Compact
First-person arms no longer paint a through-lens forearm shard over the gun.
Phone FPS readout stays dim and off the ammo stack and map toggle.
Ripsaw Compact is the live SMG name on the viewmodel map.
0.16.19
Hip gloves
First-person hip gloves sit on the grip sockets so the pistol reads as held, not floating.
Look-down still shows the world body, not a second pair of arms.
Public lobby list
Find-a-game lists public rooms only — key, seat count, round. No names.
Hosted-from-key rooms stay private. Empty public rooms do not show.
Fort Rot
The product on the wire is Fort Rot, Altstead LLC. Ft. Rot is the place in the file stamp, not the store name.
Player-facing weapons and perks use original names (Ripsaw Compact, Second Wind, and the rest of the board).