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Update notes via Steam Community

Hey survivors!

The next major update for Not Quite Dead is getting closer.

With the amount of new content, progression changes, map work, vehicle improvements and fixes that have been added, the next update will officially be released as Version 0.2.0.

A big part of this update is about making the world feel more complete and giving players a stronger sense of progression as they explore the island.

Here’s a look at what I’ve been working on.


🗺️ A Bigger and More Complete World

A large part of my recent development time has been focused on the map.

Several areas of the island are being expanded, reworked and filled with more things to discover.

Recent work includes:

  • Expanding and polishing the southern regions

  • Continued work on the desert

  • Expanding the forested area in the southwest

  • Adding more buildings and points of interest

  • Adding more loot locations

  • Filling areas that previously felt too empty

  • Improving biome transitions

  • Replacing and improving terrain materials

  • Removing problematic rock collisions

  • Removing unnecessary trees and objects

  • Improving playable-world boundaries

  • General FPS and map optimization

The goal is to get the main island into a much more complete state with 0.2.0.

After that, I can continue improving individual areas over time without needing another huge map overhaul.


🧟 Regional Zombie Levels

One of the biggest new systems in 0.2.0 is regional zombie progression.

Instead of enemies everywhere having roughly the same difficulty, zombies can now have different:

  • Levels

  • Names

  • Health

  • Damage

  • Regional variants

The further you travel into dangerous parts of the island, the stronger the enemies become.

Current regional progression

Starting / Northern Region
Level 1–5

Intermediate Region
Level 10–15

Dangerous Region
Level 15–20

Desert / Endgame Region
Level 30–40

A standard Level 40 zombie can reach approximately 6,000 HP.

This means entering the desert with beginner equipment should be a very different experience from fighting zombies near the starting areas.


⚔️ More Meaningful Gear Progression

This new system also gives existing equipment much more purpose.

As enemies become stronger, players have more reasons to improve their gear through:

  • Better weapons

  • Weapon upgrades

  • Weapon mods

  • Better armor

  • Better preparation before entering dangerous regions

I specifically chose regional difficulty instead of scaling zombies directly to the player's level.

I want players to actually feel stronger when returning to an easier area.

At the same time, seeing a dangerous region ahead should give you a reason to prepare before entering it.


🎁 Stronger Zombies, Better Rewards

I’m also working on making higher-level zombies more rewarding.

The basic idea is:

Harder zombie = better loot.

Early-game zombies keep their normal rewards, while higher-level regional zombies can provide larger quantities of common loot such as:

  • Ammunition

  • Materials

  • Cash

  • Common survival resources

Rare rewards and special currencies remain much more controlled so the economy does not get completely destroyed.

This part is still receiving final balancing and testing.


🏜️ The Desert Is Becoming a Late-Game Region

The desert is no longer being treated as simply another visual biome.

With the new progression system, it is becoming one of the island’s most dangerous areas.

Players can expect:

  • Level 30–40 zombies

  • Much higher enemy Health

  • Increased damage

  • Different zombie names and variants

  • Better rewards

  • New loot locations

  • New points of interest

  • New vehicle content

The goal is for the desert to feel like an area you prepare for, not somewhere you casually visit immediately after starting a new game.

I’ve also adjusted the visual direction of parts of the southern map so the desert fits the overall world better instead of turning the entire game into a full Mad Max-style wasteland.


🚙 New Vehicles

New wasteland-inspired vehicle content is also being introduced.

One of the new vehicles is the Road Hog, built on the existing vehicle architecture with its own setup and handling.

I’ve also been working on vehicle-specific improvements such as:

  • Multiplayer wheel animation

  • Remote steering visuals

  • Suspension behavior

  • Vehicle handling polish

  • Additional vehicle information for players

A Nitro system has also been under development for certain vehicles and is still being tuned and tested.


🚁 Helicopter & Vehicle Persistence Improvements

A lot of work has gone into vehicle persistence and save/load behavior.

This includes improvements to:

  • Helicopter position persistence

  • Helicopter Health and Fuel restoration

  • Vehicle identity

  • Multiplayer vehicle restoration

  • Runtime-created vehicle persistence

  • Destroyed vehicle handling

A particularly important fix is that destroyed vehicles should no longer simply return alive after reloading the game.

If a persistent vehicle is legitimately destroyed during a run, the save system now has better handling for keeping that vehicle destroyed.

This is one of those improvements that isn’t flashy in screenshots, but matters a lot in a survival game.


🎒 New Equipment

Several new wearable items have also been added.

These include:

  • New backpacks

  • New military helmets

  • New hats

  • Wearable equipment fixes

  • Improved sizing for some existing cosmetics

I want to continue adding more equipment variety in future updates as well.


🔫 Weapons

The game already has a much larger weapon selection than it did previously, including:

  • Assault rifles

  • Pistols

  • Sniper rifles

  • Semi-automatic rifles

  • Automatic weapons

  • Multiple weapon variants

Combined with the existing upgrade and weapon-mod systems, the new enemy progression gives these weapons much more room to matter.

More weapon types are planned, but I don’t want to rush a large batch of new weapons into 0.2.0 simply for the sake of increasing the number.

I would rather add them properly in smaller updates afterward.


🛠️ Fixes & Quality of Life

0.2.0 also includes a lot of smaller fixes and improvements.

Recent work includes things such as:

  • Helicopter persistence fixes

  • Vehicle save/load fixes

  • Destroyed vehicle persistence

  • Multiplayer vehicle improvements

  • Remote wheel-animation fixes

  • Molotov damage and damage-zone fixes

  • Inverted mouse setting save fix

  • Boss fixes

  • Tutorial text improvements

  • Additional vehicle instructions

  • Easier trailer connection

  • Increased stone rewards from mining

  • Environment collision cleanup

  • World optimization

  • AI balancing

  • Enemy-spawner improvements

  • General multiplayer and gameplay polish

There are many smaller changes behind the scenes that together should make the game feel more stable and polished.


🔮 After Update 0.2.0

Once 0.2.0 is released, I want to return to smaller and more focused updates.

Some ideas I’m considering for future patches include:

  • Randomized armor protection stats

  • More weapons

  • More equipment

  • Bleeding

  • Bandages stopping bleeding

  • Broken bones

  • Splints

  • More vehicle improvements

  • More map polish

  • Additional points of interest

These are future ideas, not promises for 0.2.0.

For now, the priority is finishing and polishing the content already included in this update.


❤️ Thank You

Update 0.2.0 is one of the largest updates I’ve worked on for Not Quite Dead so far.

The biggest goal is to make the world feel more connected:

Explore harder regions → fight stronger enemies → find better rewards → improve your equipment → push farther into the island.

There is still some final map work, balancing and testing to finish, but 0.2.0 is getting very close.

Thank you to everyone who continues to play, report bugs, leave feedback and support the development of Not Quite Dead.

There is still a lot I want to improve, and your feedback continues to help shape the game. ❤️

– Mazxz

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