Épisodes

  • Evac Is Coming Together + Massive Map Test Footage
    Apr 20 2026

    The new map is finally in active testing, and evacuation is getting very close behind it.San Francisco North is now playable internally in an early blockout state. It’s massive compared to everything before, with long travel times, dense street grids, and tons of viable base locations. Right now it’s being used for co-op playtests to dial in pathfinding, performance, and overall flow before it’s ready for players.Civilian evacuation is not live yet, but it’s close. All major systems are being built and tested individually, including intake, staffing, buses, helicopters, and zone management. The full pipeline still needs to be connected, with research and final flow logic being the last major steps before an experimental build.There’s already a lot of depth in how it’s shaping up. Security teams patrol automatically, overpopulation can trigger militia attacks, and evacuation planning now depends heavily on layout, timing, and protection. It’s a much more involved system than before and is being tuned carefully before release.There are still bugs and limitations being worked through. Guard targeting issues, damage inconsistencies, UI clutter on large maps, and edge-case problems with civilians and pathfinding are all being actively fixed during internal testing.Next up is finishing the remaining systems, connecting the full evacuation loop, and pushing an experimental build once it’s stable. The goal is to get it into players’ hands soon, but only when it’s ready.

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    2 h et 8 min
  • Civilian Evacuation Gets Real + Massive Map Expansion
    Apr 20 2026

    This update pushes the game closer to full civilian evacuation, with major systems finally coming together.New civilian variants are being finalized and added, including scientists and security units, with player feedback directly shaping their design. These will start appearing in gameplay very soon as the team prepares for full-scale testing.Balancing is getting a serious pass, especially for juggernauts, vehicles, and mid-game upgrades. Expect changes to survivability, splash damage, and new upgrade paths that make armored playstyles more viable.A huge map expansion is underway, with a massive mainland area entering early experimental testing soon. It’s far larger than anything before and will be rough at first, but it’s key for performance testing and future gameplay scale.There are still issues being worked through, especially with bus pathfinding, collision, and AI behavior. You’ll see edge cases like vehicles getting stuck or choosing inefficient routes as these systems are refined.Next up is finishing bus AI, implementing intake systems, and bringing the euthanization and security structures fully online. Once stable, a public experimental build is planned.

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    1 h et 33 min
  • You Can Lose Everything to Civilian Rebellion
    Apr 20 2026

    This update completely changes how you manage civilians, with new systems that can help you survive—or tear your run apart.The new evacuation system introduces transport buses, overpopulation mechanics, and autonomous security teams you can hire and equip. Managing flow between zones now matters, and poor planning can lead to chaos fast.Militia uprisings are now a real threat. Kill too many civilians or tank your reputation and armed groups will form, escalate, and attack your base with increasingly dangerous weapons.This build also includes map updates, improved pathfinding, early co-op support for evacuation, and major balance work on combat and AI behavior. Some bugs remain, especially with buses, pathfinding, and UI quirks, but they’re actively being worked on.Next up is finishing the evacuation systems, refining AI and balance, and pushing the first playable build for wider testing.

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    2 h et 14 min
  • Civilian Evac Overhaul, New Map, and Militia System
    Apr 3 2026

    A massive shift is coming to how you survive and control the city, and it changes everything about mid to late game.Civilian evacuation is getting a full overhaul with intake systems, zone routing, and automated transport. Buses, depots, and population flow now define your strategy, letting you move thousands efficiently while managing capacity and safety.New and reworked maps are rolling in, including a standalone island map and major upgrades to existing locations. Environments are being rebuilt for smoother gameplay, better navigation, and more meaningful combat spaces.On top of that, new systems like DNA collectors, martial law controls, and a full reputation system are being added. Push too hard, and armed civilian militias will form and fight back dynamically across the map.There are still active bugs and edge cases, especially with population transfers and pathfinding, as these systems were implemented very recently. Expect rapid fixes as testing continues.Next up is completing evacuation flow, adding militia AI behavior, and pushing toward a playable large-scale city map with early opt-in testing.

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    2 h et 25 min
  • Civilian Evacuation Is About to Flip the Entire Game
    Mar 23 2026

    Civilian evacuation is finally coming—and it’s set to reshape how every match plays.The new system introduces full zone-to-zone population control, letting you move, contain, or eliminate civilians depending on your strategy. Buildings now matter more than ever, with purge and condemn mechanics directly affecting reputation and long-term stability.DNA gameplay is being overhauled with drops, collectors, and faster gathering. Scientists now play a bigger role, and this system lays the groundwork for future upgrades and progression tied to infection control.New maps are rotating in, including a refreshed island and another standalone map arriving soon. Weapons continue expanding with fresh additions, while vehicle balance and time-to-kill values are being tuned across the board.There are still rough edges. Infected birds need polish, some AI behaviors are inconsistent, and DNA collection has a few bugs. These are actively being worked on before release.This build isn’t out yet, but it’s right around the corner. Next up is buses, full evacuation intake, and major system polish heading into April.

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    2 h et 39 min
  • Huge Civilian Evacuation System Revealed + Calypso Update
    Mar 23 2026

    A massive new gameplay system is coming, and it completely changes how you fight the outbreak.Calypso is nearly ready for release after a public playtest exposed several pathfinding and gameplay issues. The level itself is functionally complete with dense hills, cities, and defensive chokepoints designed to create new base-building strategies and flanking routes. Once the remaining issues are fixed, the map will roll out to experimental first before a full release.Legacy locations are also returning as standalone scenarios. A smaller island operation called Iron Wake is being converted into a pandemic map where players deploy from a carrier and push inland. Another island map is also planned, giving players quick one-to-two-hour sessions while the larger northern city region enters a longer development cycle.Combat pacing has been heavily rebalanced based on player feedback. Early attack waves now ramp up more slowly with far fewer special infected on the first days. Juggernauts have been nerfed, weapon damage has been adjusted, and new anti-air defenses like SAM and Avenger systems help counter airborne threats. Some visual issues with bird targeting and a rally-point bug are still being fixed during the current experimental testing phase.The biggest reveal is the new civilian evacuation system. Players will build screening checkpoints, isolation cages, evacuation zones, and euthanization facilities while managing staff shifts and security. Early in a match you won’t know how to detect infections, forcing risky decisions until DNA research unlocks scanners and better detection tools. Poor management can lead to outbreaks inside your own camps, while proper logistics allow you to move civilians between zones using bus depots and helicopters.Next up is finishing the evacuation system, expanding research mechanics, and preparing the groundwork for infection spreading across islands. Once those systems stabilize, development shifts toward new factions, civilian groups, and additional large-scale mechanics.

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    1 h et 48 min
  • Major Power Grid Overhaul and New Balance Lead Announced
    Mar 23 2026

    This episode focuses on major gameplay changes that reshape how matches flow from the opening minutes to the late game.A new dedicated balance lead has joined the team to focus entirely on weapon impact, doctrine costs, and time-to-kill across the entire progression of a match. The goal is to make infantry builds viable into the mid and late game so players aren’t forced into armor or air strategies just to stay effective.Power generation has been heavily redesigned to introduce real logistics into base building. Guard towers and turrets now rely on a functioning power grid, meaning generator placement, expansion planning, and infrastructure protection matter far more. A single breakthrough can knock out power and shut down defenses, forcing players to recover and rethink their strategy.Several technical improvements are also underway. Vehicle and helicopter pathfinding fixes are being tested, network optimizations have reduced bandwidth usage significantly, and new operator weapons are being added. Some vehicle movement bugs and targeting issues are still being tracked while the team prepares the next round of fixes.The episode also outlines the early concept for civilian evacuation systems. This was only a high-level plan, with the full detailed design discussion scheduled for the following week as development prepares to move into that phase.

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    2 h et 6 min
  • Power Rebalance, Faster Multiplayer, and Calypso Progress
    Mar 8 2026

    This week’s update changes how matches flow from the first minutes all the way into late game, with a major rebalance to pacing, base planning, and multiplayer performance.Treasure Island and Half Moon Bay got important zone updates, including redrawn layouts and higher turret limits per zone. The goal is to open up base building again while keeping defenses tied to smarter placement instead of easy spam.Power is now a much bigger part of the strategy. SOCs draw power, more structures have meaningful energy costs, and tier 2 and tier 3 generators matter far more. Supply depots were also streamlined to handle ammo and fuel together, which should make frontline logistics cleaner without removing the need for infrastructure.A lot of work went into network optimization too. Projectiles were shifted to client-side prediction to cut replication cost, reduce bursty traffic, and improve large co-op sessions. Save and load support was expanded for more systems as well. A few issues are still being tracked, including client crashes when leaving a match, some muzzle flash desync on clients, and a handful of save/load exceptions for specific strike abilities.On the content side, two new operator weapons arrived for testing, the MP5 and the MDR, with more on the way including a new LMG. Calypso also made major progress this week, with layout work, roads, compounds, and combat spaces coming together ahead of broader playtesting.Next up, the focus is on wrapping remaining save/load work, fixing multiplayer edge cases, improving mid-to-late game performance, and pushing Calypso toward a playable release. After that, attention shifts to pathfinding, AI behavior, and the next major systems planned for March.

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    1 h et 41 min