Dayfell v0.38.27LIVE Download

From the camp

News

Announcements, dev logs and what's coming next. Get these by email or on your phone.

The Wiki Is live!

The Wiki is now live, and updated with each new release automatically. You can learn about every item in the game, every stat, and how every function works. No more wondering about best scenarios, it's already here, and ready for you to learn. While the game gets weekly updates, sometimes daily updates, the Wiki can be a great resource to see what's changed.

Co-Op is live!

We've got Go-Op mode active and ready. Version 3.0 was pushed today which allows you to play with friends and family! up to 4 players at a time. We may expand on this in the future, but we're currently working on a quest system that will allow us to launch quests on various parts of the world so you can unlock wearables, loot, and much more. Now you can just do it with your friends!

0.5.1 Upcoming Updates

With the release of 0.5.0 out and pushing us towards a larger map, we have a lot of smaller items we'll be tackling and hopefully releasing around the 11th of September. Sometimes we get lucky and things come out sooner than expected, but you can expect the following upcoming changes in the next release. We are posting this now in the event anyone submits a feature / bug request we can throw in with that update.
- You will be able to scrap nails for metal
- A new "log" will display in the setting menu so you can track the quests you've done, and what you earned.
- Currently you can hit zombies through walls, we obviously want to fix that.
- We will allow the crafting of nails.
- Weapons will be getting stats. Mostly, damage % based on your skill / level. Right now each item does roughly the same damage so their is no need for a gun over a crowbar, this will be changing in 0.5.1.
- Better zombie attack animations are on the way!
- When you wear clothes, your character will receive buffs for them, depending on what they are. For instance, a work jacket will increase your ability to withstand bites from zombies and give you additional HP.
- Once you equip an item from the bag, the bag will auto close and take you back to the game screen.

You can expect a few other QOL items to come with this release, but we're excited, and should have it up and running in no time.

Patch notes

Every update

What changed in each version of Dayfell. Grab the newest one, or an older build if you need it.

v0.38.30 Somebody Up The Tower Sep 21, 2026 Coming soon

Added

  • GUARD TOWERS. A platform on four braced legs with a magazine on the deck. Put somebody on TURRET duty and they climb up, load it out of camp storage and shoot what comes. It sees 300px where a turret sees 210 — height is the point of it — and it works the action faster than a motor does, because there is a person doing it.
  • AND THE GUN BELONGS TO THE BUILDING. You said before that tribe members should arm up but NO GUNS, and you also wanted people in towers shooting zombies. Those only look like a contradiction: nobody wanders the map with a rifle, they climb a tower, use the tower's gun, and come down carrying a machete again.
  • A TOWER WITH NOBODY ON IT IS A PLATFORM. No power, no watts — a ladder and a magazine and a pair of hands. That is the whole trade against a turret: cheaper to run, costs you a person for as long as you want it firing. Measured: full magazine, unmanned, forty ticks, zero rounds.
  • THE GUNNER GETS THE KILLS. They tally and they level for it exactly as they would for swinging at something — six kills off one tower took the test gunner to level 2.
  • AND THEY STAND ON IT. The tile is solid so they can never walk up; they are placed on the deck the way a sleeper is snapped onto a bed.

Fixed

  • A STATION WORKER NO LONGER ABANDONS THEIR POST. Anyone with a zombie inside 58px was pulled onto guard duty and went at it with a machete — including the gunner on a tower, whose tower then went dead the moment he stepped off it. The first run of the tower test measured exactly that: eight kills, all melee, not a round fired. Turret and tower crews hold their station now.
v0.38.29 Under The Topsoil Sep 21, 2026 Coming soon

Added

  • SUB-LEVEL ONE IS UNDER THE TOPSOIL, NOT IN A CAVE. Dig a shaft and you can still see the town over your head — the road you were standing on, the house you dug beside, the tree you are under — dimmed, with the earth between you and it, and the chamber you cut opaque beneath your feet. Dig deeper and it goes, and sub-level two and three are rock and dark exactly as before.
  • AND IT IS LIGHT ENOUGH TO SEE BY. One square down the light comes through the thin earth and the hole you made, so the shallow level reads without a torch. A real mine still does not: it gets blacker the further you go, and a torch or the goggles are still the price of admission down there.

Fixed

  • THE MINES, PROPERLY THIS TIME. Billy has asked for this four times and I answered the wrong question three of them — treating it as where USE goes, then whether digging drops you in. Both were movement. He was describing the VIEW: at one square down the world above you is the thing that tells you where you are, and without it the level was an unreadable black room. The renderer said in its own comment that below ground 'none of the world above applies', which is right for a mine and wrong for a trench.
v0.38.28 Where The Shots Land Sep 21, 2026 Coming soon

Added

  • A TURRET SHOWS WHAT IT COVERS. A ring when you place one, and again when you open its magazine, then it fades. It never did waste a round on something out of reach — but it never told you either, so a turret sitting silent while the dead walked past just out of range read as broken.
  • GENERATORS CAN BE WIRED FURTHER OUT. Hold on one for the cable run: STANDARD, EXTENDED, FAR, CAMP-WIDE, from 11 tiles to 37. Each step costs wire and parts and makes the tank drain faster, because a longer run is a heavier load. 176px covered a shed, which was right when a camp WAS a shed; a settlement has the generator in the middle and the turrets on the fence.
  • THE DEAD LEAVE SOMETHING BEHIND. About a third of the ones you kill drop 10-20 of something, and when they do there is always ammunition in it, often scrap or metal, sometimes planks. Clearing a street now pays for the rounds it cost.
  • PICK WHAT A GUARD CARRIES. Putting somebody on guard asks what they should take out of camp storage, by name, or nothing at all. They armed themselves best-first before, which is the right default and the wrong answer when you have one machete and four guards.
  • CHICKS ARE YELLOW AND HENS ARE WHITE. Whether a bird lays, breeds or can be taken was already decided by whether it is young — it just never showed. Now the pen reads from across the yard.

Fixed

  • THE OVERLAPPING BUTTONS IN THE CAMP MENU. The job grid's bottom row sits at y+102 and both sub-rows — ORGANIZE's modes, and the guard row added last release — were pinned at y+103, drawn straight through it. ORGANIZE had been doing it since 0.38.23 and got away with it because few people use that job; GUARD is the first job most people assign. The panel also asks for 182px and gets whatever the window allows, while every offset inside it assumed the full height, so it is laid out as a flow now: the grid takes the room that is actually there and everything below it is placed from where the grid really ended.
  • DIGGING A SHAFT PUTS YOU IN IT. Billy, twice: 'when I create a shaft, I should be ONE SQUARE below the surface.' The last attempt gave the shaft two ends and a menu, which answered the wrong half. You cut through the floor, the floor gives way, and you are standing one level down — not on the lip of the hole deciding whether to climb in. Going deeper is the same action again from where you already are.
  • A HOLE IN A SIDE WALL IS VISIBLE NOW. Every wall cell was painted as the same flat square regardless of which face it was on. On the south wall a chewed hole reads fine; on the east and west runs the building is a narrow strip and a square of rubble in it was invisible, because what your eye catches is the break in the OUTLINE and there wasn't one. Side holes break the outline, and a patch runs its boards with the wall instead of across it.
v0.38.27 Camp Rules Sep 20, 2026 Latest

Added

  • A RULES TAB IN THE CAMP SCREEN. Four switches that say how the camp runs itself, each with the consequence written under it in plain words. Until now every one of these was a constant buried in the code — they got up at 85% because a number said 85%, and they went out at night because nothing said not to. That is policy, not physics, and it belongs to the person running the camp. The rules live on the claim post, so they travel with the save.
  • SLEEP UNTIL HEALED. They stay in bed until they are fully back on their feet instead of getting up at 85% and walking straight into the next fight.
  • ONLY GUARDS OUT AT NIGHT. Guards keep their posts through the dark while everybody else turns in — the camp stops being unwatched at exactly the hour it needs watching.
  • STAY INSIDE THE CLAIM. Gatherers work the camp and nothing beyond it, including your own trees. Safer, and a lot slower — that is the trade.
  • DRAW A GUARD'S BEAT. Set someone to guard, open them up and press GUARD A SPOT, then press on the map where you want them watching and drag out how far they may stray. A ring shows you what you are giving them and every guard's beat is drawn faintly on the ground, so a camp of four reads at a glance. A guard with a beat ignores what is outside it, which is the whole point: 'everywhere' is the one instruction that guarantees the gate is unwatched.
  • OR POINT THEM AT A THING. Press on a piece rather than open ground — the turret, the gate, the generator — and that is what they guard and where they stand. Pull it down and the order goes with it rather than leaving somebody guarding a square of mud.

Fixed

  • A CAMP WITH NO NAME AND A DEFAULT SIZE FORGOT ITS RULES ON LOAD. The claim post only wrote its own tuple to the save when it had a custom size or a name, so a brand new camp dropped everything you had set. Caught before this shipped.
Download v0.38.27
v0.38.26 A Fence Is Not A Wall Sep 20, 2026

Added

  • SHOOT AND SWING THROUGH YOUR OWN FENCES. A chain-link fence wrote exactly the same collision as a steel wall, so nothing could tell them apart: turrets held fire at your own wire, and your people swung at the dead through a gate and connected with nothing. Fences, gates, sandbags, spikes, barbed wire, half walls and railings are see-through now, for everybody. Walls, doors and house shells still stop everything, so a building is still a building.
  • AND YOU AND YOUR CAMP WALK THROUGH THEM. Your own defences no longer pen you in — you and your tribe step over the wire, the dead do not. They never hurt you in the first place and they still don't.
  • TRIBE MEMBERS HAVE LEVELS AND EARN XP, and arm themselves before a fight or a job that takes them out of camp.
  • A MARKET BOX. Anything you put in it goes to the trader once a day and comes back as cash.
  • AN ASSAULT RIFLE, and medium and large magazines for it and the SMG.
  • AN ARROW FOR EVERY CAMP MEMBER WHO IS OUT, the same way a co-op player is shown.
  • REST CAN BE ASSIGNED FROM THE CAMP MENU, and they only rest in a bed now.
  • GUARD DUTY MEANS PATROLLING THE CAMP, not standing still until something arrives.
  • GATHERERS GO OUTWARDS AND KEEP GOING, and the band they work grows when it runs dry.
  • ORGANISERS BUILD BOXES when the camp needs more, and haulers empty the smelter and the bunk-house boxes into real storage.
  • A FINISHED BUILDING LOOKS LIKE WHAT IT IS, and carries the camp's name.
  • PLANKS STACK TO 500 AND 9MM TO 1000.

Fixed

  • THE TURRET YOU COULD NOT PUT AMMO IN. Two separate faults. A turret is a one-slot store, but it was only given its slot if it had been through a save — so a turret you had just built had none, and the ammo panel threw on its first line, every frame, and could not even be closed. And the panel was unreachable anyway: a turret needs power, so you build a generator beside it, and the generator had the longer reach and sat higher in the list, so USE switched the generator off instead. Both fixed, and a gunner can no longer break one by loading it.
  • THE CRATE AND THE DOOR. You could not open a door in a bunk house because it opened the chest, and you could not open the crates because it opened the nearest door. Same cause, opposite directions: whichever is nearer wins now, measured the same way.
  • THE BED THAT ATE THE KEYPRESS. In a finished bunk house you are never more than a step from a bed, so USE could only ever mean sleep — which is why the hammer would not patch a hole and told you about claiming land instead. A bed only takes the key if you could actually sleep in it.
  • AND THE BUNK HOUSE YOU WERE TOLD YOU HAD NOT CLAIMED. You marked it out and your people built it. A bed inside something you built counts, wherever it stands.
  • THE SMELTER. It took six jobs and now takes as many as you can feed it; a second smelter actually splits the work; and the readout tells you what is ready, what is left and how long until it is all done, instead of pinning full the moment one ingot finished.
  • METAL FENCE NO LONGER NEEDS A WORKBENCH AT THE TILE, only somewhere in the camp — which is what makes running a perimeter possible at all.
  • SETTLERS WHO SAID THEY WERE WORKING AND WOULD NOT LEAVE THE BUNKHOUSE.
  • THE MIND BENDER now counts planks in a box in your own bag, like it always claimed to.
  • BUILDING A HOUSE MAKES NOISE, and the dead can hear it.
v0.38.25 Nobody Stuck Anywhere Sep 20, 2026

Added

  • YOUR PEOPLE CAN GET PAST THINGS NOW. Inside your claim, a worker who has been jammed against something for a moment walks through it. They try a door first — walking through a wall you could have opened looks like a cheat — and it lasts a second at a time, then puts them down on solid ground. Outside your claim they are solid like everything else. A camp is the one place in the world where the ground is dense and keeps changing under them, and no pathfinder keeps up with somebody rearranging the furniture.
  • A SHAFT HAS TWO ENDS. Standing at the bottom of the one you came down, USE now asks: climb out, sink it deeper, or board it over. It used to be hard-wired to "up", which meant the one square you would ever want to dig deeper from was the one square you could not.
  • YOU CAN SEE THE SPRINKLER GO OFF. A spray that throws properly wide for a couple of seconds, a ring showing exactly how far it reaches, and a sound. Idling it just ticks over — and a row of them is finally out of step with each other instead of all snapping together.
  • MAIN-LINE QUESTS THAT PAY IN AMMO PAY 50 ROUNDS. It was six. The quest panel shows the real number.

Fixed

  • BOARDING YOURSELF IN IS NO LONGER THE END OF THE RUN. Barring a door from the inside sealed you in with no way back through it without a crowbar, and the save put you straight back in there. You can tear your own boards off with your hands now and get half the timber back. Barring from outside still takes a crowbar — that is the point of barring a door.
  • CAMP PEOPLE STUCK ON BOXES BESIDE THE CLAIM POST. The post is solid, so a box next to it lost the side they wanted to stand on — and when every side was gone the game handed back a solid square anyway and they pushed into the box for the rest of the game. It also checked whether a square was walkable against where YOU were standing rather than where THEY were, and picked a different side every frame so they turned back on themselves halfway there. All three fixed, and corners count as sides now.
  • THE BUILDER WHO STOOD THERE LOOKING CONFUSED. The name plate over a worker's head asks them what they are doing once per drawn frame — and that question was changing their mind. Sixty times a second against a brain that thinks twice a second, so the builder flipped between the box and the site and twitched on the spot. Watching him made it worse. Plates cannot change anything now.
  • MATERIALS QUIETLY CEASING TO EXIST. The same bug deleted a carried stack when you switched somebody to TIDY, and deleted a builder's load when a site finished while they were walking. Both put down properly now.
  • "NO TREES IN RANGE" WITH A FOREST RIGHT THERE. Gatherers work the band OUTSIDE your claim, and that band was measured from the post — so on a large claim it was eight pixels wide and on a huge one it was empty, making wood and stone impossible forever, and growing your camp made it worse. Measured from the edge of the claim now, so there is always a full band around you however big you build.
  • EVERY GUARD ATTACKING THE SAME ONE ZOMBIE. A zombie somebody is already on counts as further away rather than off limits, so a crowd gets shared out and a lone one still gets swarmed. They ring their target instead of standing in one another's shoes, and let go of a corpse at once.
  • ZOMBIES STUCK IN FENCES. A zombie could not chew the thing it was standing IN — every check started seven pixels out, so the fence around it was invisible. It can now, and anything genuinely wedged is put back on real ground after a couple of seconds. Your own people get the same treatment if the world closes over them.
  • A WORKER SHUT INSIDE A HOUSE CAN OPEN THE DOOR. Only doors you built worked before; a door hung on a house you cleared was a wall to everybody but you.
  • BUILDINGS LOOK LIKE BUILDINGS. Every blueprint was a wide shallow shed. Bunk house, kitchen, game room, storehouse, infirmary and workshop are 7x7 now, the mess hall 9x9, the showers 5x5 — all odd-width so the front door actually centres. And the middle of a room was a single row, so a table and chairs came out in a line like a bench; they ring the table now and face it. The kitchen seats four.
v0.38.24 Everything You Reported Sep 20, 2026

Added

  • A WATER KEEPER. A butt you stand outside that fills from the sky — fast in rain and storms, slowly in snow while it melts, and a trickle even on a clear day from the dew, so a dry spell leaves you short rather than stranded. One press does whatever there is to do and says which: tops up your watering can, fills any empty canteens you are carrying, and gives you a drink. It refuses to be built under a roof rather than letting you put up one that quietly never fills. Beside a pond it simply stays full.
  • A way to close a mine shaft. Hold on a shaft under your feet and you get the choice: climb down, or board it over for four planks and a handful of nails. A camp standing on a colander after an afternoon of prospecting is now something you can do something about. Dig there again if you want it back.

Changed

  • A kitchen is a room now, not a wall of appliances. One stove, one sink, one fridge, three stretches of worktop, two cupboards — and a table with chairs in the middle of it, because this is where the camp eats. It was lining every remaining square of every wall, which in a big room came out at fourteen counters and six cupboards and nowhere at all to sit.
  • Registers, store shelves and the glass drinks coolers are drawn like the rest of the world. All three were among the oldest art in the game — a flat rectangle with a second flat rectangle on it — so next to a shaded fence or a smooth item they read as placeholder. They have one light on them now, the same one everything else uses: a lit worktop edge and a till with a screen you can read, shelves whose front edges catch the light and throw a shadow on what is under them, and a cooler with a real sheen across the glass so it looks like a case you can see into rather than a box painted dark blue.
  • Eggs and muck go into your boxes. They were dropped on a random square inside the pen and left there — one at a time, among the animals, with nothing to tell you it had happened. A pen running two days was thirty single piles on the floor of somewhere you have no reason to walk. They go in a box like everything else a camp produces, and fall on the ground only when there is nowhere to put them.
  • And the camp screen stopped promising muck the pen cannot produce: it was counting the whole herd, chicks included, and a chick mucks out nothing.

Fixed

  • The plate over somebody's head, and the panel you get walking up to them, say what they are DOING rather than what you told them to do. Billy reported this twice, and the second time was after it was “fixed”: 0.38.22 put it right on the camp screen roster and left the two readouts he was actually looking at still printing the assigned job. Assign somebody to farming with no plots in the camp and they say NOTHING TO TEND; put them on a turret you have not built and they say NO TURRET TO MAN.
  • The mind bender works. It is meant to let you build out of what is in your boxes rather than only what is in your pockets, and it was wired correctly everywhere that mattered — except that the list of boxes it searched was the loose wooden boxes from before 0.28. Every container you actually use now — the wood box, the metal locker, storage shelving, a barrel, cold storage — is a piece of building and lives somewhere else entirely, so the bender was faithfully searching a list your storage moved out of two dozen versions ago and finding nothing, every time.
v0.38.23 Your People Build It Sep 20, 2026

Added

  • Named buildings, put up by your crew. BUILDINGS is the first thing in the build menu now: bunk house, kitchen, mess hall, game room, shower block, storage building, infirmary, workshop. A blueprint is FREE to place — what it does is post a bill of materials. The materials have to be in your camp boxes, and a settler on the new BUILDING job carries them over an armful at a time. The building can only be as finished as it is supplied: deliver two fifths of the planks and it stops at two fifths and tells you how many it is short. You watch it go up, and the people doing it say which leg they are on — fetching, carrying, or building.
  • And you can work a site yourself. Stand in one and USE: whatever it is short of that is in your bag goes down, and then you start swinging, faster per second than a settler but with your own hands and your own time. Day one works with nobody but you.
  • A finished building is a real building AND it counts. The bunk house comes out as walls, a roof, a door, a floor and ten beds — a sealed base, so it has warmth and shelter like anything else you build — and on top of that it holds two more people. The game room is the biggest lift to camp happiness there is; the showers are close behind. The infirmary doubles what an hour in bed is worth. The workshop makes every bench in camp a quarter quicker. A kitchen and a storehouse each make the whole camp work faster.
  • Camp happiness, written as six things you can fix rather than one number you cannot. Food in the larder, a bed each, everyone well, something between them and the night, light after dark, work worth doing — each with what it is short of, and the buildings on top. The happier the camp, the more likely somebody walks in at dawn looking for a place; when they do you are asked whether to take them on.
  • ORGANIZE, as a job, with three ways to do it: tidy the boxes, one type a box, or sort and label. They move one stack per trip and they walk it, so a camp full of boxes takes them most of a day — which is fine, because it is their day. A labelled box is named for whatever is mostly in it, and says so honestly when it is mixed.
  • A hunting rifle you can feed. It shipped last night with loot drops and nothing else while every other gun in the game has a bench recipe, a press batch and a place on the trader's table. It has all three now, and rifle rounds turn up in more places.
  • Medium and large shotgun magazines. Five shells becomes eight, or twelve. The medium is a bench job; the long tube wants a fabricator, because a tube that long has to be true or it jams.

Changed

  • RANGED is worth having. Six per cent gun damage a point instead of four, and COMPOUNDING — ten points is not ten sixes, it is seventy-nine per cent, and every point you put in is worth more than the one before it. It also speeds your reload and clears a jam quicker, which is the part you actually feel: damage is a number you infer, four seconds of standing still with a rifle while something walks at you is not.
  • Steel and copper ingots are worth what they cost to make. Seventy-five to buy, fifty to sell. They had no price entry at all, so a bar that costs a smelter an afternoon — or a trip underground and back — was being bought off you for ONE.
  • Settlers lie down in the beds. They walked to a bed and then stood on it all night like somebody waiting for a bus. They lie along it now, on their back, head on the pillow, turned to match whichever way the bed runs.
  • The camp screen tells you what each person has actually got done — what they produced, what they killed, what they delivered. Counted where the work lands rather than where it is ordered, so it is what arrived and not what was attempted, and it follows them when they change jobs.
  • Gas stations have a canopy over the pumps, the way every filling station does: a coloured fascia with the name on it, a lit underside, and columns you walk between. Four pumps standing out in the rain was not a gas station, it was four pumps.
  • The rifle, its ammunition and both magazines are drawn in the same smooth art as every other item in the bag, in your hands as well as in the menu. A rifle round is taller and narrower than a 9mm with a long shoulder, so you cannot grab the wrong one at a glance.

Fixed

  • A settler could take materials out of a box and then lose them. If the place they were carrying something to went away mid-walk, the load was simply dropped from memory — and the items ceased to exist. Twice, in two different new jobs, the same mistake. What is in somebody's arms goes back in a box now, or on the ground where you can pick it up.
  • One unreachable target no longer stops the whole camp. A job that could not work out where to stand threw an error, and an error in that loop kills every settler's turn for that frame, silently, every frame. They forget the target and look again.
v0.38.22 Fences, Floors And A Rifle Sep 20, 2026

Added

  • A hunting rifle, and the right mouse button to look down its scope. Seventy-four damage, five rounds, and two hundred and forty pixels of reach — which is worth nothing on its own, because the screen only shows you about a hundred and eighty. So holding the right button halves the world scale and leans the camera out along the line you are aiming: twice the ground, a shot that lands where you point it, and half your walking speed while you are looking through it. Let go, change weapons or get on a bicycle and it drops on its own. It is in gun racks, sheds, armouries and safes, and it is the loudest thing you can carry.

Changed

  • Fences stand up. Every fence the world generates is drawn standing — the pickets along a front garden, the chain-link down a road, the corrugated panels behind a shop. The three you can build were drawn flat, lying on the grass like a dropped ladder, and a run going north read as a row of pillars rather than a fence. Wood is post-and-rail now, steel is see-through chain-link, metal is a rusting panel, and all three have a shadow at the foot and a top you can see over.
  • Concrete is poured rather than laid. It shared its pattern with cut stone, and cut stone means a joint every eight pixels in both directions — so a warehouse floor came out looking like grey bathroom tile, and the bigger the room the more obviously wrong it got. It is one continuous surface now with saw-cut control joints on a coarse grid, a float finish you can only just see, and the occasional hairline crack. The apron outside is the same change: the speckle that made a big pour shimmer like static is gone.
  • The KITCHEN preset is a kitchen. It walked a five-piece rotation round the wall, which in an eight-by-six room gave you nine counters, eight cabinets and five stoves — and never once a fridge, because cold storage needs a workbench nearby and the rotation quietly handed its square to the next stove every time it was refused. One stove, one sink, one fridge, and counters and cupboards for the rest. And every piece faces into the room: the rotation was hard-coded to zero, so the counters along the south wall had their backs to you and the cabinets on the side walls faced the wall they were hung on.
  • The survivor is slightly larger, and he walks in every direction. Walking towards or away from the camera had no animation at all — one boot sat a single pixel higher than the other, and two frames of the four were the standing frame, so half the directions you can walk in were a static sprite with a bob on it. The legs scissor now, the way the side-on view always has.
  • Settlers say what they are doing rather than what they were told to do. The roster showed the job you assigned, so somebody stood in camp with nothing to cut still read as GATHERING WOOD. It now says ON GUARD, CUTTING WOOD, NOTHING TO FIGHT, NO TREES IN RANGE, ASLEEP, RESTING UP or AWAY FROM CAMP — and there is a CALL BACK TO CAMP beside each of them, and one at the top that calls in everyone who has wandered off.

Fixed

  • A crash while sheltering underground at night. Asking what building to gather under has three possible answers and one of them is “you are below the world”, which has no building in it; the next line read a field off it anyway, and the siege tick did it again every fourteen seconds for as long as you stayed down there.
  • A room that stops being sealed now says so. Taking a wall out to put a window in is a perfectly reasonable thing to do, and the roof, the floor and the warmth all went away in silence while you did it — so it looked like the window had destroyed the building. It says THE ROOM IS OPEN and counts the loose ends the moment the seal breaks, and goes quiet again as soon as you close it.
v0.38.21 A Door To The Camp Screen Sep 20, 2026

Changed

  • The camp screen has doors. It arrived yesterday reachable only from the G key, which on a phone is no way in at all — so it is back in the bag as a CAMP tab, and MANAGE THE CAMP is the first thing the claim post offers when you use it. The G key still works; a shortcut is a shortcut to something, not the way in.
v0.38.20 Running A Camp Sep 20, 2026

Added

  • A camp screen, on G or from the claim post, with four pages. PEOPLE is the roster by name — what everyone is doing, how they are keeping, and every job assignable from there rather than by walking up to each person in turn. STOCK is the larder and every pile in the camp's boxes with what it is worth. ANIMALS is each pen, its feed and water and what it is waiting on before the next one is born. LAND is the crops, the benches, the power, the beds and what stands between the camp and the dark.
  • You can sleep. A bed has only ever been a place for somebody else to live; now, after dark, somewhere you have claimed, with nothing close enough to eat you, you can put your head down until half five. It costs a night's hunger and thirst and you wake up mended — which is what makes a fence and somebody on guard worth building.

Changed

  • A rotor airframe is worth what it should be. It had no price at all, so the trader paid two for the one thing in the game you cannot make. It costs 150, it sells for 150, and it is the one part the trader pays full price for.

Fixed

  • Mending something no longer restocks it. The hammer put a smashed cupboard back together AND refilled it, so a cupboard could be emptied, smashed, mended and emptied again for as long as you had nails. Repairing mends; only time restocks.
  • Pressing USE at a bed does something about the bed. It used to reach past it for whatever else was within a couple of tiles — a cupboard, a fence post, anything — and act on that instead.
  • Somebody you hire far from home actually arrives. They were being sent to a list that is only ever read when a map is loaded, and out in the open world a map is never loaded twice — so you walked back to camp and they were not there.
v0.38.19 The Thing You Clicked On Sep 20, 2026

Changed

  • A hole in a wall is a hole you can get through. Breaking into a building took out one eight-pixel square and then told you THROUGH! — and across the forty buildings of one town district, thirty-nine have a spot where the wall runs six squares deep. You chopped, the game congratulated you, and you walked into the wall. The break now carries through the thickness of the wall and takes a square to the side with it, so what you open is a doorway rather than a keyhole. It stops at the far face: a swing cannot tunnel the length of a warehouse.

Fixed

  • Right-clicking opens the thing you clicked on. Everything clickable was tested in a fixed order — cupboards before crates, crates before cars — and the first one whose box contained the click won, however far off-centre it was; an unsearched container is given a deliberately wider box on top of that. Measured in one town district: of the hundred and forty-one spots where a click lands inside two things, the old order opened the wrong one seventy-three times. It is the nearest one now, every time.
v0.38.18 The Camp Screen Sep 19, 2026

Added

  • A CAMP tab, next to QUESTS. Everything about the place you have built, on one screen: how many settlers live there and what each of them is doing, how many beds you have, what is in the larder and how many days that lasts, every pen with its head count and what it is waiting on before the next one is born, what the animals produce in a day, the beds that are planted and the ones that want water, the benches with work finished on them, and what your stores would fetch at a trader. Press G, or open your bag and pick CAMP.

Fixed

  • The place you are standing in has a name again. Every cabin, outpost, water tower and campsite in the country carries one, and the line under your health bar has never been able to read it — it compared where you are against boxes measured from the corner of the wrong map, so it always fell back to the name of the region. Walk into SUGAR SHACK and it says so.
v0.38.17 People Live Somewhere Sep 19, 2026

Added

  • There are people out in the world to take on, and they live at places. A campsite has somebody in it, and so do the outposts, the cabins, the ranger stations, the monasteries, the motels, the farms, the rest areas and the lodges — one to three at the ones people would shelter in, the odd lone figure at a mill or a lighthouse, and nobody at all at the military bases, the bunkers, the research stations and the landfill, because those are where it went wrong. Walk into a place somebody is living in and you are told so.
  • The people at a place are the same people when you go back. Their names, their trades and where they stand come from where they live rather than from a roll, so the two at the campsite you passed last week are still the two at that campsite.

Changed

  • You can shoot from a helicopter. The attack key was switched off while flying. Rolling still is — there is nowhere to dive to.

Fixed

  • Survivors turn up. One survivor per save was the real number: the roll that puts somebody in a stretch of country only ever ran once, when the world loaded, and crossing into new country never asked for anybody again. Measured before the fix — twelve regions walked, one person found; after it, twenty-three.
  • A crowd of people you never spoke to stopped any more from arriving. The limit on how many unhired survivors the world may hold counted everybody you had ever walked past, including the ones standing in country miles behind you. It counts who is actually around you now.
  • You can hit a vehicle. A car, a van or a helicopter had hit points and no way for you to take any off — an axe swung into one did nothing at all. A pickaxe or a sledge takes one apart properly; a bat barely marks it.
  • A helicopter nobody is flying comes down. Altitude was only ever touched by the person at the controls, so one left in the air — after a death, or a save made mid-flight — hung there for the rest of the game.
v0.38.16 The Hammer, And A Town Worth Walking Into Sep 19, 2026

Added

  • A claw hammer. Craft one out of a plank, two scrap and two nails — no bench — and it fixes the nearest broken thing within a couple of tiles for what the materials cost: a damaged build piece, a hole chewed through a house wall, a smashed streetlight, a fence, a wrecked vehicle. Putting a house wall back was not possible before at all.
  • Factories. There were warehouses and depots and a recycling plant — places things are stored — and nowhere in the world anything was ever made. A cannery with a silo and a rail spur, a shut foundry with the pour floor still in it, and a packing plant now stand out in the country, and every kind of town can have a works of its own.
  • Every town gets something tall. A tower was guaranteed only from a medium city up, and fifteen of the twenty-five cities are small ones.

Changed

  • A town has three times the businesses in it. A small town drew four to six landmarks and spread them across nine districts, so most districts had none and the centre had one. It draws nine to thirteen now, a large city thirty-eight to forty-eight — about three a district.
  • Cities are dangerous. They were on seven of the dead by day against the open country's twenty, which made a city the safest place in the game: three times emptier than the field you crossed to reach it. A city centre is now busier than anywhere, the suburbs are quieter than the centre, and the works and the warehouses sit in between.
  • A helicopter climbs. Full altitude lifted it twelve pixels off its own shadow — less than one tile — so a hundred metres up looked the same as sitting on the skids. It now stands a good two and a half tiles proud of the ground, drifts while it hovers, and throws a shadow that spreads and fades as you go.

Fixed

  • Survivors can open doors. A shut door is a solid cell and the only thing in the game that ever opened one was your own USE key — so every door in the world was a wall to everybody who is not you, and a room you build around somebody starts with its door shut. They open them now, and leave them open.
  • Holes chewed in a house are painted where the hole is. The exteriors moved to three times world resolution in 0.38.4 and the hole painter kept scaling on top of that, so on one cottage the rubble landed forty pixels away from the gap, on a different wall, at three times the size.
v0.38.15 Doors, Walls And The Way Back Sep 19, 2026

Added

  • A door you hang in a side wall is cut clean through the roof above it, so it can be found from outside instead of being invisible.
  • A charge opens a house wall. It only ever knew about things you had built yourself, so one set against a building blew up, hurt everything standing near it and left the building without a mark. It takes out about six cells now — a hole you can walk through — and it tells you that is what it is for when you set it.

Changed

  • A room's door goes on the south wall. It used to go on the side you were standing on, which sounded right and could not be drawn: the elevation only exists on the south, so a door anywhere else was placed, walked through, opened and shut by USE, and drawn by nothing at all. South is also where every house in the world puts its door.
  • The eaves are measured from the wall rather than from the room, so they are the same depth on all four sides and the same depth as a generated house's. They were eight pixels proud on the north and west and flush on the east, which is why a building hung off its own top-left corner.
  • A workbench reaches across your camp instead of six squares. Building the far side of your own base no longer means carrying the bench there.
  • A zombie that can see you now asks whether it can actually reach you. Every siege it had ran only on the branch where it had LOST you — fine for a house, useless for a fence you can see over — and catching sight of you cleared the mark, so one that had settled in to chew stopped the moment you came into view. And the chewing plays an attack now, so what you see is what is happening.

Fixed

  • Everything you built keeps its collision when a chunk is rebuilt. Fly far enough that your camp leaves memory, come back, and the walls were still drawn, still saved and completely solid-less — you and the dead walked through the lot. Trees you felled and trees you planted were both put back on a rebuild; nothing ever did it for your walls.
  • Furnishing a room no longer un-builds it. The size test counted room squares and left out the furniture standing in them, so every crate, wardrobe and counter shrank the building by one — and a small one simply stopped being a building, roof and floor and warmth with it.
  • Saplings look like saplings. The three ages went into the tree's own drawing in the last version and never ran once, because trees are handed a single shared full-grown picture before that drawing is reached.
  • A rock standing inside something you built is cleared when its chunk comes back, instead of reappearing in the middle of your wall.
  • Standing a step too far from water with a can in your hand says so, instead of saying nothing at all.
v0.38.14 A Room In One Drag Sep 19, 2026

Added

  • ROOM is the first thing in the build menu. Drag out the rectangle you want and the whole shell goes up at once — four walls, a door on the side you are standing on, and floor throughout. A six by five hut used to be fifty-two separate placements. It is one drag.
  • The ghost prices the room while you are dragging it: how big, how many pieces, and exactly what it will cost. You find out you are forty planks short before you spend anything instead of after.
  • Four kits — wood, reinforced, metal and steel — each with its own wall, the door that belongs with it and the floor that goes under it. And four presets: an empty shell, a bunkhouse, a store room or a kitchen, furnished as it goes up. A bunkhouse on a six by five puts seventeen beds in.
  • UNDO takes a whole room back, materials and all, rather than one plank sixty times. Drag a second room against the first and it shares the wall instead of building a second one an inch away.
  • A shaft can be seen from the surface. The hole, the spoil turned out of it and two boards over the lip — it has been lit from below since the mines shipped and nothing ever drew it from above.

Changed

  • Build mode tells you whether what you have made is a building: ROOFED and how many squares, or how many open ends it still has. Every gap is marked in the world with the wall that is missing from it, so you can walk over and plug it. It reads from inside as well as outside.
  • Four hundred pieces a map was five rooms with nothing in them. It is fifteen hundred now, which is about twenty-one rooms — measured at the new cap, a camp that size costs 58KB of save, three milliseconds to work out and does not drop a frame.
  • Doors stand out. A player door gets a lit frame, a lintel across the head and a pale step at the foot, which is the part you pick out from across the street.

Fixed

  • A door you hang in an existing building can now be seen. The flag was set, saved, restored and swung by USE, and no painter in the game read it — so hanging a door changed nothing you could look at. A doorway has three states now, drawn in that building's own door art.
  • Side walls stood a full thickness proud of the end wall at nearly every corner. Corners are square.
  • Every district of a city carries its ten jobs. The chain was gated on whether that particular block had a nest or the trader in it, so eight districts out of nine generated nothing at all — stand anywhere in Coldwater and there was no work. The reward is keyed on the city now, so one town pays once.
  • Camp members no longer work for nothing. Anything they could not fit in a box was being destroyed rather than put down, so a wood gatherer with no box near the claim post felled trees all day and the logs ceased to exist. It goes on the ground now, and you are told why.
  • A rock or a pile of rubble inside a room used to punch a hole through the roof and the floor around it.
v0.38.13 Ten Jobs A Town Sep 19, 2026

Added

  • Every town now has ten jobs of its own, built out of what is actually standing in it — its nests, the places that are boarded up, the landmark nobody finished going through, what the block is short of. Finish all ten and you keep 10% more health and your energy goes 10% further, for the rest of the game. It stacks to ten towns: twice the health, and every swing costs half what it used to.
  • A way into the mines. Stand on open ground with a pickaxe or a jackhammer in your hands and press USE. The shafts, the depth and the things living down there have all been in the game since 0.30 — there has never been a way to start digging one.
  • Two more jobs for the camp. A HUNTER goes out after wild animals, takes them where they stand and carries the meat and hide home — never your own livestock. A COOK works the pot, keeps the fire in from the wood in your boxes, and puts what they make in the fridge if you have one.
  • Hurt people stop working. Below a quarter health they break off, take a medkit out of camp storage if there is one, and sleep it off until they are back on their feet.
  • Gunpowder you can make, out of manure, coal and scrap. Ammunition has always been the one thing you could only ever find.

Changed

  • Trees grow up in three stages you can actually tell apart — a sapling is a whip with a few leaves on it, a young tree is a thin trunk with a tight crown, and only a grown tree gives wood. Take a young one out and you get the seed back, and it says so.
  • More people out in the world, and they look like different people: sixteen builds instead of six, and what somebody looks like is now about who they are rather than what job they do. Two fellers no longer look like the same man.

Fixed

  • A guard's weapon no longer stretches across the county while they are fighting.
  • A camp job you cannot do is no longer one you can be given — the button says what the camp is missing instead of quietly doing nothing.
v0.38.12 Somebody Else Can Fetch It Sep 18, 2026

Added

  • Two more jobs for the people in your camp: GATHERING WOOD and GATHERING STONE. They walk out to the treeline or the nearest outcrop, work it, and carry what they get back to a box. Two new kinds of survivor turn up to fill them — a FELLER and a QUARRIER.
  • A feller puts a seed back in every stump they leave. Two days later it is a tree again, so the job keeps itself going instead of stripping the ground round your camp once and stopping.

Changed

  • Gatherers work outside your claim, not inside it. The nearest tree to a camp is the one you are living under, and nobody on your payroll is going to cut that down.

Fixed

  • Nothing spawns inside your claim any more. Zombies already kept out of it; the wildlife never did, so a camp that had stopped producing the dead was still producing deer and boar inside the fence.
v0.38.11 Stairs That Go Somewhere Sep 18, 2026

Changed

  • You can hire a survivor anywhere, as long as you have a claim post and a spare bed somewhere in the world. Whoever you take on sets off for the camp on their own and you find them at the post when you next go back — the panel tells you where they are headed.

Fixed

  • Clearing a nest now finishes the job that asked for it. A town's nests are its main chain, and none of those steps have ever been completable: the job named the nest by one name and the world knew it by another, so the counter never moved and the marker never pointed anywhere.
  • Stairs that said DN and went nowhere are gone. Every building in the county has a single floor, so every stairwell in the world was a flight of steps down to nothing with a label on it saying so — fifty-four of them, and not one working staircase anywhere. Any that remain tell you the truth about which way they go.
v0.38.10 A Place Of Your Own Sep 18, 2026

Added

  • A door for a house you did not build. Craft one at a bench, stand in the doorway of anywhere you have cleared, and hang it. USE swings it after that — open to come and go, shut to close the place up. Shut, there is no way in, so they come through the walls instead of walking in the front.
  • Sprinklers. Craft one at a bench, or find one out in the world: five percent after level twenty, ten after thirty, twenty after forty. It holds two watering cans and waters the beds around it on its own. Stand it within reach of a lake or a river and it fills itself, for good, and the farm runs while you are away.
  • Fifty kills makes you permanently harder to tire out — every swing, roll and turn of the pedals costs ten percent less. Two hundred and fifty makes it fifteen. It is given, not bought, and if you are already past either one you will be told the next time you load.

Changed

  • New bins and dumpsters, drawn in the same style as the rest of the street.
  • The doorstep of a house you have opened answers again. Walk up to any building you have been inside and USE does something with the door: hang one, bar it, or swing the one you hung.

Fixed

  • You can build a second storey on a house you took over. The test for whether the floor below was roofed only ever counted roofs you had built yourself, so every building in the world that you did not put up said ROOF THE FLOOR BELOW FIRST while you stood on its roof.
  • The watering can says what actually happened. Standing at the water it used to answer NOT THIRSTY whether the can had filled, was already full, or was not in your bag at all.
v0.38.9 The Look Of The Place Sep 18, 2026

Added

  • Report a bug from inside the game. There is a beetle next to the pause button; tap it while the problem is on screen and it sends a picture of exactly that, along with everything about your game I would otherwise have to ask you for.
  • Vehicles you can tell apart. Saloons, SUVs, pickups, vans, box trucks, taxis, police cars, ambulances, a tractor and an eighteen-wheeler, instead of one rectangle in nine colours.
  • Boats. There has always been one moored by the water; it was drawn as a car.
  • Every item in the game redrawn at four times the detail. A hundred and forty-nine of them, and they look the same in your hands as they do in your bag.
  • Trees for all four seasons, and street lights that look like street lights after dark.

Changed

  • The dead can tell you are behind a wall. Sight still will not go through one, so hiding indoors works — but from close by they know you are there, and on a horde night they know from further away than they can see. Expect to be found.
  • They will chew through whatever is actually between you and them. A fence, a car, a hedge: before this they could only bite a house wall or something you had built, and walked into anything else for ever.
  • Houses are drawn at three times the resolution, so roofs, gables and dormers are clean lines rather than staircases.
  • New rocks, benches, fences, bushes, hydrants and street lights, all in the smooth style.
  • More kinds of building, including shopfronts, so a street is not the same house eight times.

Fixed

  • Typing no longer plays the game. Letters that happened to be hotkeys were swallowed before they reached the box you were typing in.
  • Roof dormers no longer run the whole depth of the roof with a window stranded at the top.
  • A house no longer gets both a gable and a dormer crowded onto one small roof.
  • Text in the quest tracker fills its box instead of stopping half way across, and long lines are no longer cut off.
  • New artwork actually reaches the world. Several releases of it were being drawn at the old resolution and then magnified, so the detail never arrived.
Download v0.38.9 · 7.2 MB
v0.32.0 What You Left There Sep 18, 2026

Added

  • The jackhammer. It does for the ground and for metal what the chainsaw does for wood, and sinks a mine shaft about twice as fast as a pickaxe. It is louder, so expect company.
  • Powered tools now have their own fuel tanks. Filling the jackhammer no longer drains the chainsaw, and the chainsaw finally shows you how much fuel is left and how many spare cans you are carrying.
  • Map pins. Right-click anywhere on the world map, or hold your finger there on a phone, and give the spot a name. You get eight, and they show up as arrows the same way a co-op partner's do.
  • Quests and jobs are marked on the map. Every job you are holding, not just the one you are tracking. A step that is not about a place, like chopping four trees, points you at the nearest thing that would satisfy it.
  • Snow settles on the ground through winter, banks up over the first couple of days and thaws at the end. Trees and bushes stand bare with snow along their limbs.
  • Snow waters your crops, the same as rain.

Changed

  • Weight is gone. If you have an open square, you can carry the thing. Packs hold 24, 33, 44 and 55 squares, every point of strength gives you three more, and a full stack of anything is still one square, so the deepest stacks are the ones that pay.
  • Text size, night brightness and frame cap now work on a phone. All three were desktop-only, which is backwards: a phone is where you need them most.
  • Clearing a nest now actually quietens the streets around it. The reward was being decided by which nests happened to be loaded, and there are always a couple loaded, so it never arrived.
  • Crops survive an ordinary winter night. They now die at minus ten rather than minus four, which was a mild frost and made a winter field impossible.
  • It cannot rain below freezing any more. When the hour is too cold, the rain turns to snow, or in the dustbowl and the cinders to nothing at all.

Fixed

  • Trees you plant stay planted. They were never being saved at all — the world rebuilt itself from scratch every time the ground reloaded and took them with it. The same fix keeps felled trees felled, mined rocks mined and broken things broken.
  • A nest you cleared stays cleared. Walking one screen away and back used to bring it all the way back, full roster and full health, ready to be fought again for the same reward.
  • The wagon. It no longer vanishes when you cross a boundary, your co-op partners can see it and watch it move, and a field whose only contents are your boxes is never quietly forgotten.
  • Things you build in another region stay built. In co-op the host was throwing away anything a guest placed beyond about half their reach, after the materials had already been spent.
  • Shops whose shelves stood outside the building. Sixteen kinds of landmark had a floor plan larger than the building around it. Every one of the game's 360 landmarks now fits inside its own walls.
  • Every gym in the world had its yoga mat sitting in the wrong place entirely, unreachable.
  • The pawn shop no longer refills itself while you are standing in it.
  • Naming a box indoors no longer drops a phantom ceiling over you.
  • Feeder and trough settings are no longer wiped by a co-op sync.
  • Two different items were both called COPPER ORE, and one of the two SMELT COPPER recipes could never be made. There is one of each now, and anything you are holding is converted.
  • Co-op partners can see each other's box names.
  • Drinking from a river, the trader's stall and hireable strangers all work again after the world moved to chunks.
  • The settings panel was unusable on a portrait phone — buttons off the edge, values under their own labels, a whole tab off the right-hand side.
  • Two icons sat off the line in every list.
Download v0.32.0 · 6.1 MB
v0.31.0 The First Ten Minutes Sep 17, 2026

Added

  • A tutorial for your first game. It waits for you to actually do each thing rather than letting you tap past it: walk, open your bag, equip a weapon, change a setting, open the quest log.
  • A combat knife, handed to you during the tutorial. It is yours to keep.
  • The wiki now opens in a panel inside the game, with a button to open it in your browser instead.
  • The tour covers co-op, your account and cloud save, and the site.

Changed

  • The tutorial fits what you are playing on, and says tap or click accordingly.
  • It only runs on a new game, and you can skip it at any point.
  • Opening the wiki pauses the game, so nothing reaches you while you are reading, and puts you back where you were when you close it.

Fixed

  • Links now open properly on Android. The app had no way to hand a web address to your browser at all, so the wiki's OPEN IN BROWSER button did nothing.
Download v0.31.0 · 6.1 MB
v0.30.0 Down There Sep 17, 2026

Added

  • A search bar in the craft menu — type a name like "katana" or an ingredient like "nails" and the list narrows as you type. Searching an ingredient shows everything that uses it, from any tab.
  • You can dig underground. A pickaxe and a moment standing still sinks a shaft, and the same hole takes you back up. Three levels down, one shaft at a time.
  • Mining. Rock comes out a cell at a time, level with you, and a half-dug seam stays half-dug until you come back for it. A pickaxe is the tool for it; anything else works badly rather than not at all.
  • Four ores that only exist down there — coal, iron ore, copper ore and sulphur. They sit in the rock against the open, so you see the edge of a seam from a passage. Deeper is more of it and better of it.
  • Smelting: iron ore and coal make steel, copper ore and coal make copper.
  • Dwellers. A new zombie, underground only, that hits harder and takes more than a walker — and is born with a fuse. It hisses for the last two seconds, then goes off for three blocks in every direction and takes the rock with it. It can open the wall you were hiding behind, and it kills whatever else was standing near it. The deeper you go the more of them there are; the bottom level is nothing else.
  • Demolition charges. Set one where you stand, five seconds, and it cuts a room-sized hole through rock. It damages buildings too, yours included.
  • Pipe bombs. Thrown, with a real arc — they bounce off walls, blink for the last second, and go off where they land.
  • Your eyes adjust underground, so a shaft is somewhere you can see. A headlamp is still far better, and daylight falls down the first shaft you dig.
Download v0.30.0 · 6.1 MB
v0.29.2 Everything Back Where It Was Sep 17, 2026

Fixed

  • YOUR BASE IS BACK. If you built somewhere before the world lost its lines, it went missing the first time you walked anywhere. Nothing was ever deleted — what you build is stored against the patch of ground you built it on, in that patch's own numbers, and in a world with no patches those numbers pointed at a spot eight kilometres away in the corner of the map. Your walls never moved; the meaning of the numbers did. Every piece of ground now claims what you built on it the first time it loads, and your old record is left untouched in the save besides, so nothing is thrown away either way.
  • Saving no longer writes the whole world over the record of wherever you happen to be standing. This is the half of the same problem that could have cost you the base rather than merely hidden it, and it is closed.
  • TRASH CANS, CRATES AND DUMPSTERS ARE VISIBLE AGAIN. They are the few things that paint themselves fresh every frame instead of being drawn once and remembered, and they were painting themselves at the spot they were made rather than the spot they stand.
  • SMASHING SOMETHING LETS YOU WALK THROUGH IT. A bush, a car or a bin you had broken left an invisible wall exactly where it had been, and cleared the way somewhere else entirely instead.
  • THE MAP SHOWS YOU WHERE YOU ARE. It was adding how far you had walked to where you already were, which put the marker off the bottom-right corner of the world, in the black.
Download v0.29.2 · 6.1 MB
v0.29.1 Put The Trees Back Sep 17, 2026

Added

  • ORGANIZE, in every box. It merges the part-stacks of the same thing that build up as you throw gear in and take it out again, and then it groups like with like — which is the half that matters for boots, coats, weapons and everything else that does not stack. Nothing that does not stack can be tidied by any amount of stacking, and that is what this is for.

Fixed

  • MOST OF THE WORLD WAS INVISIBLE. In 0.29.0 the trees, lamp posts, bushes, benches, fences, signs and notice boards were all still there — you could walk into them, chop them and search them — but they were not drawn. Every static thing in the game is painted once into its own small picture, and that picture is pinned to a spot the moment it is made, which happens before the ground it stands on knows where in the world it sits. Moving the world's ground into place moved the thing and its footprint and left the picture behind, about eighty thousand pixels off the side of the map. Houses, rocks and street lights are drawn from their own position rather than from a saved picture, which is exactly why those three were the only things you could still see. Measured: 4,864 of them adrift at once, the worst by 92,161 pixels, and nothing on screen.
Download v0.29.1 · 6.1 MB
v0.29.0 No Lines Sep 17, 2026

Added

  • THE WORLD HAS NO LINES IN IT. The game used to load one region at a time — 128 metres square — and crossing the edge of it swapped the whole world out. That is gone. The ground you are standing on and the eight squares around it are all awake at once and the set follows you, so you can walk the full 8.7 kilometres from one corner of the map to the other and never cross a boundary, because you never reach the edge of what is loaded.
  • AND YOU CAN DO IT TOGETHER. There is no longer any such thing as being in a different region from the person you are playing with. You can split up, walk a kilometre apart, loot different towns and come back, and neither of you is dragged anywhere. The host holds the ground everybody is standing on, so what your friend chops, searches, breaks or builds a kilometre away is as real to you as what is under your feet.
  • A guest no longer downloads the host's map to join. The world is built from a seed, so joining hands you the seed and you build the same streets yourself — which is why walking off the edge of what the host has seen now works at all.
  • Walk into ground your friend went over yesterday and it is the way they left it: the shelves they emptied are empty, the walls they broke are broken, the doors they opened are open.

Changed

  • A horde night pays DOUBLE XP for every kill. Crafting, searching and quests pay what they always did — this is for the fight.
  • Your co-op partner gets the horde the way you get it: the banner, the shake and the noise, not a line of small text in the corner. Join at two in the morning and you are told what you have walked into. You are both told when it lifts.
  • Die in someone else's world and you wake up at the claim post, the same as the host, instead of on top of whoever was standing over your body.

Fixed

  • NESTS COULD NOT BE BROKEN. Not by anyone, not with anything, not since they were added. A nest only accepted a hit from someone standing on an upper floor of the building it is in — and a nest is always on the ground floor, so the check could never pass. Every swing and every shot anybody has ever taken at one did nothing. Measured before the fix: a pickaxe, point blank, twenty hit points to twenty.
  • Everything you build was keyed by a number that ran out of room in a world this size. Past eight kilometres east the key wrapped round onto another square, which put roofs in the wrong place — one was measured 57,352 pixels from the hut it belonged to — and confused the game about which of your own buildings you were standing in.
  • When your co-op partner names a box, you can see the name. Naming it never left their machine. The same hole was under the feeder's animal picker and is closed with it.
  • Fast travel no longer leaves your horse, your cat and whoever is walking with you behind.
  • Blood lands on the ground again, and stops throwing an error when it falls outside a building.
  • Two things in different parts of the world could share a name, which in co-op meant the host and the guest could be looking at the same id and seeing different trees. Everything is named per chunk now, identically on both machines.
Download v0.29.0 · 6.1 MB
v0.28.2 Your Friend's Crate Sep 17, 2026

Fixed

  • Anything a friend built was subtly not the same object as the one you build yourself, and for a crate, locker, fridge, wardrobe or shelf that meant it had no slots at all on the host's side. Four faults came out of that one, and all four are gone.
  • Opening a box a friend built showed a blank screen. It had nothing in it to show.
  • Putting something into a box as a guest handed it straight back to you while your own screen had already taken it out of your bag - so you kept the item and the box kept a copy, for ever. That is closed.
  • Guests could open a box and take out only what they had put in themselves. A box is a box now: anyone in your world can take anything out of it.
  • Friends could not see the name you gave a box.
  • Equipping a weapon destroyed the one you were holding if your bag was too full to take it back. It goes on the floor at your feet instead, and says so.
Download v0.28.2 · 6.1 MB
v0.28.1 Walk Together Sep 17, 2026

Added

  • Anyone can lead. Walk into the edge of a region as a guest and the group goes with you, as long as the host is walking at that same edge too - whoever is in front takes everybody through. If the host is somewhere else, you are told who you are waiting for and how far off they are, instead of being refused.

Changed

  • Crossing a region line in co-op no longer moves you. You come out where the ground says you come out - the same distance along the line you were walking at - so your friend is still beside you on the other side rather than standing on top of you. Every crossing used to put every guest on the host's exact spot.
  • A crossing is silent for a guest now, the way it already was for the host: no place name, no chime, no pause. If you were away across the field when the group crossed, you are told once, quietly, so you know the ground moved rather than thinking the game slipped.
  • A guest crossing uses the region it had already built ahead of itself, and keeps the one behind, so the far side of the line still draws. It used to rebuild the region from nothing on the frame it arrived.

Fixed

  • A guest who was sat in a vehicle when the group moved stayed marked as driving it, with the vehicle a region behind them.
Download v0.28.1 · 6.1 MB
v0.28.0 Something To Keep Sep 16, 2026

Added

  • Chickens and pigs. Fence a piece of ground, build a FEEDER inside it and tell the feeder which animal lives there — the fenced ground around it is the pen. Buy chicks and piglets from the trader and walk them home.
  • Feed goes in the feeder — corn, potatoes, tomatoes or a sack of feed — and water goes in a WATER TROUGH, filled from your watering can. Let either run out and they stop laying, then start losing condition, then die. The feeder tells you which of the three you are in.
  • Chickens lay eggs into the pen. Two grown, fed animals with room to spare will produce a third. Eggs fry at a pot for far more than they are worth raw.
  • Manure. Your animals leave it, you spread it on a crop plot, and that plot grows half again as fast for two days — so the crops feed the animals and the animals feed the crops.
  • The dead will chew through a fence to get at your livestock. They are quieter than a person, so a pen is a reason for the ones nearby to come rather than something that pulls a whole street.
  • A CHECK FOR UPDATES button in the pause menu on Windows and Mac. It finds, downloads and restarts without closing the game first, and it saves before it restarts.

Changed

  • You start at full health, hunger and thirst. A new character used to begin a quarter of the way to being hungry.
  • The hunger and thirst warnings are addressed to you — YOU ARE THIRSTY rather than THIRSTY — and the panel grows to fit them.
  • Pressing USE on a workbench, a smelter, a fabricator or a pot opens the CRAFT screen rather than your inventory.
  • The category buttons on the craft screen work. Tapping TOOLS or GUNS at a bench now actually changes the list, and AT THE BENCH stays there to go back to.

Fixed

  • Friends could not use your storage. Anything a guest put into your crate, locker, fridge or shelf went in and nobody was told, so the slot looked unchanged on their screen. A vehicle's boot refused everything a guest put in it outright.
  • Taking something out of a box as a guest now empties the slot straight away instead of leaving it looking full.
  • Fencing an area gave you floorboards and a roof over it, and counted as shelter from the weather. A fence makes a yard now.
  • A crop plot, a bench and a rock you mined inside your claim no longer come back three days later.
  • Hunting XP was awarded for animals that died in your pen overnight or starved while you were away.
  • A fuel pump could drop an item that does not exist.
Download v0.28.0 · 6.0 MB
v0.27.2 Your Own Roof Sep 16, 2026

Added

  • Arrows at the edge of the screen point to the friends you are playing with — green if they are on your floor, blue if they are on another, red if they are below you.
  • Everyone in the game is told when one of you goes down.
  • Hovering an item you are holding in the bag now shows you what it is, the same as one sitting in a slot. Equipped gear says so, and tells you how many more of it are in your pack.

Changed

  • Nothing regrows inside your claim. Containers you have emptied stay empty, anything you broke stays broken, and a rock you mined stays mined — so the building you moved into stops restocking itself around your furniture. Outside the claim the world comes back exactly as it did.
  • A job that asks you to kill zombies counts every zombie. It used to name a kind and mean it, so clearing a street of eleven dead could still leave the board wanting six. Jobs already on your list are rewritten when you load your save.
  • A watering can holds twenty.
  • Right-click a container to take the whole stack. Holding to take a stack is for phones now, so a slow mouse click no longer empties the shelf.

Fixed

  • Nobody but the host could see animals. Deer, boar, bear, rabbits, horses and cats existed only on the host's screen — on every platform, since hunting shipped — so a friend hunting with you was following you into an empty field.
  • The host dying during a horde skipped everybody's clock four hours forward, ending the night, the horde and the day for players who were alive and fighting. One player's death no longer moves anyone else's world.
  • The desktop builds were missing a file they load at startup.
Download v0.27.2 · 6.0 MB
v0.27.1 Ask First Sep 16, 2026

Added

  • The game tells you when a new version is ready — on the title screen, the moment you start it, rather than tucked away where you would have to go looking. It asks before it downloads anything, shows you how big it is, and shows you how far along it has got.
  • Choose Download and it fetches the update and restarts itself into the new version when it lands. Choose Not Now and it leaves you alone and asks again next time.

Changed

  • Windows and Mac only download what actually changes — the game itself, about 7 MB, rather than the whole 100 MB package every time.

Fixed

  • Playing with friends over the new direct connection could hang on OPENING YOUR WORLD and never finish. The game now introduces itself to the server in the shape the server is listening for.
  • A connection that opens but never answers is now treated exactly like one that was refused — it falls back to the older, slower route instead of waiting forever.
Download v0.27.1 · 6.0 MB
v0.27.0 The Nest Sep 16, 2026

Added

  • Nests are real places now. A hole broken through the floor of the building with something growing round it - the dead climb up out of it, and they do not stop coming until you destroy it. A pickaxe tears it open fastest, an axe next, and a bat will get there eventually.
  • Hunting. Deer, boar, bear, rabbits, lizards, horses and cats, each with their own nerve - a deer runs before you are in swinging distance, a bear does not run at all. Skin them with any knife, cook the meat at a fire, cure the hides to leather at a bench.
  • Tame a horse with food and ride it: 1.85x walking speed and no stamina cost.
  • Thirty more kinds of building to find - mall, high school, university, bowling alley, arcade, nightclub, data centre, ice rink, shooting range, recycling plant and more.
  • Districts have their own character. Downtown, commercial, residential and industrial streets look and stock differently, so a large city stops reading as one street repeated.
  • You can break a building's wall yourself. A pickaxe gets you into anything, and the hole stays.
  • A claim post stops the dead spawning within twenty tiles of your camp. They can still walk in - it clears the ground, it is not a ward.
  • Hunger and thirst warnings now stand on screen for as long as they are true, with the number beside them, instead of one message you can miss.
  • Gas stations have pumps, and the pumps have fuel in them.
  • A fuel gauge under your level bar whenever you are in something that burns it, and altitude instead when you are flying.
  • Helicopters can land.
  • Right-click turns a piece while you are building, crop plots included, so rows can run either way.

Changed

  • Every house layout was rebuilt. Houses are bigger, and every room in every one of them can be reached from the front door - checked against 530 real houses before a layout is allowed into the game.
  • Clearing a nest in a city is a main quest now rather than a job off a board.
  • Vehicles reverse instead of turning around, move diagonally, take damage from what you hit, and drive from one region into the next.
  • A bicycle is faster than walking rather than slower. Motorcycle storage is eight.
  • Metal lockers hold thirty, wood boxes sixteen, and a full pack reaches fifty-five slots. Inventory squares are smaller so more fits on screen at once.
  • A build refusal tells you what you are short of instead of reciting the whole recipe.
  • You sit on a bike or a cart properly now, angled with the way you are travelling.
  • Almost everything indoors can be broken, and it takes longer than it did.
  • Text size, icon size and panel size follow one setting across the whole interface.

Fixed

  • The dead follow you into buildings. If they were chasing you, heard you or saw you, they come through the wall instead of losing interest at the door.
  • Furniture can be placed against the walls of a house you have claimed - and chewing through a sofa no longer takes the wall behind it with it.
  • The black corner where four regions meet.
  • Cities had no trees and no rocks at all.
  • Buildings had no windows. Every one was being drawn off the edge of the picture.
  • Street lights and bins standing in roads and doorways.
  • Ponds in the middle of roads, lakes overlapping one another, and being offered a drink while standing on dry land.
  • Walk out of a region and back and it is the same dead standing there, at the health you left them.
  • Zombies spawning stuck behind the furniture inside a nest.
  • A cart or a car could not cross into the next region, and could not get past a parked car on the road.
  • Planting a tree swung your weapon at the same time - which sometimes dug the sapling straight back up.
  • Crop plots tile edge to edge instead of leaving a strip of lawn between every row.
  • The pause menu wrote NEW GAME through the middle of your own stats.
  • The money counter was too small to read, the weather line ran out of its box, and the camp chip's writing did not match the box around it.
  • Sound kept playing on a phone after you closed the game.
  • On a phone you can move your aim around the fire button, and build with the right side to place and the left to confirm.
  • Windows Properties reads the right version.
  • A set of stairs that said it went nowhere, and a building with no door.
Download v0.27.0 · 6.0 MB
v0.26.3 test Sep 15, 2026

Added

  • zombie hordes
v0.26.2 Nothing locks you in Sep 15, 2026

Changed

  • The world is open from the moment you start. Nothing has to be finished before you can walk out of the first town.

Fixed

  • Starting a new game and walking to the first exit said you had to finish the town's quests before you could leave. The open world has never been meant to work that way - the first map was the last place in the game still holding you.
Download v0.26.2 · 5.9 MB
v0.26.1 One world, and cities you can edit Sep 15, 2026

Added

  • Every player now shares the same world. The map you explore is the map everyone else is exploring - the same cities in the same places.
  • City districts can now be opened and edited in the world builder, so cities can be hand-finished and given their own quests.

Changed

  • Starting a new game puts you in the shared world. A game already in progress keeps the world it was started in - nothing you have built is lost.
  • The launch update check is lighter: it fetches the hand-built maps first and downloads edited city districts a few at a time in the background.

Fixed

  • Edited city districts could not be saved at all - the server rejected both their name and their size.
Download v0.26.1 · 5.9 MB
v0.26.0 The World Became A Campaign Sep 15, 2026

Added

  • Every city now carries a recommended level, shown on the map and warned about at the gates — advice, never a lock.
  • A large city in every tier, so each one has a finale to work towards.
  • Seventeen new kinds of quest objective: building, power, farming, cooking, camps, vehicles, defending a place, escorting someone, and more.

Changed

  • The world is laid out in five bands of roughly equal size instead of rings that got bigger the further out you went.
  • Cities are spread 8/6/5/4/2 from the middle outward, so the early game has somewhere to go and the outer world stays sparse.
  • A city is now as dangerous as where it stands, not how big it is — a large city near the start is big, not brutal.

Fixed

  • One city in every world had its quest board sealed inside a boarded building and could never have been played.
  • Arriving in a large city could drop you inside a building with no door.
  • Every city is now checked, every release, for a reachable board and reachable front doors.
Download v0.26.0 · 5.9 MB
v0.25.3 Sep 15, 2026

Changed

  • A doorway is now the same width from both sides — the opening cut into the outside wall and the door you see from inside the room measure from one number.

Fixed

  • The Windows build would not start: the auto-updater file was missing from the package.
  • The game now starts even if the updater is missing.
  • Houses in a neighbouring region were not drawn at all near a region boundary.
v0.23.1 Say What You Mean Sep 14, 2026

Added

  • SET AS GOAL: pin a recipe and carry what you're still missing on the right of the screen while you scavenge
  • CRAFT ALL, and hold the craft button to keep going
  • A basket on the bicycle, and a RIDE / STORAGE / MOVE menu when you hold on any parked vehicle
  • MOVE picks a vehicle up and puts it down anywhere in build reach, so it can leave the house it was built in
  • SAVE TO CLOUD in the pause menu, a save when you quit, and a line saying how long ago it saved
  • The season is shown under the clock, and your camp's crew count sits beside your money

Changed

  • Rivers are drawn as rivers: one continuous shape with a bank, a deep middle and wadeable edges, instead of a chain of boxes
  • Fences are drawn as runs, with corners, end caps and posts, and they join to each other and to gates
  • A house you build has a proper roof with a ridge, slopes and overhanging eaves
  • Doors open twice as wide, reach three squares, and refuse to close on top of anyone
  • Zombies besiege your walls as a state rather than a roll, so a whole rank bites instead of one of them, and hordes now count
  • Zombies follow you across a region boundary instead of being deleted at the line
  • A workbench opens the workbench list, a smelter the smelter list, instead of all 46 recipes
  • Riding sets a seated pose instead of running the walk cycle
  • The crop plot is out of the build menu: a hoe is how you dig one
  • The watering can is placed like a seed, so you can see which plot you are watering
  • Shelter tells you when it is helping, and shows a pip while it is

Fixed

  • The north side of some regions was very laggy and skipped frames. Rivers were costing eighty times what they should
  • On phone, the game never said why a piece or a seed would not go down. It does now
  • TEXT SIZE only changed menus, and did nothing at all on phone. It now applies to everything on screen
  • Searching and loading banners drifted off-centre at wide view distances
  • Traders multiplied: six visits to a place left six stalls stacked on each other
  • The craft list would not take the scroll wheel until you clicked an item first
  • You were drawn behind crops, beds, campfires, storage boxes, spikes and sandbags instead of in front of them
  • A hotbar pin vanished when you ran out, so it never filled itself back up
  • Closing a door while standing in it trapped you
  • The overheating hint told you to find water, which did nothing. It now says what actually helps
Download v0.23.1 · 5.9 MB
v0.23.0 What You Build Is A Place Sep 14, 2026

Added

  • A siege. After dark the dead come for the building you are in — pressure builds through the evening, peaks in the small hours and eases before dawn.
  • A home you fully enclose is a real building: a floor under your feet, a roof that fades as you step in, warmth, shade, muffled noise, and nothing spawns inside it.
  • Mechanical and electrical parts come out of anything you break that has machinery in it.
  • The Mind Bender. Found only, never made — carry it and a bench reaches into your boxes for you.
  • Bushes can be cut down, with anything you are holding.
  • Seeds are placed with a ghost, the way you place a box — pick the square before you spend the seed.

Changed

  • Shelter is a fraction of the weather now rather than a few degrees. No roof is no protection, a fully enclosed home halves the cold and the heat, and a powered AC or heater takes away the rest.
  • An ATM pays out one time in five instead of nearly half, and pays far more when it does.
  • Mechanical and electrical parts cost more and take longer at the fabricator. Salvage is the fast way now.
  • The craft list names what you are short of, and says when you own it but left it in a box.
  • A cut bush stays cut.

Fixed

  • Rain and snow fell on you indoors — in generated houses as well as your own.
  • Twenty-four pieces of furniture declared themselves breakable and were not: a copier, an arcade cabinet, a vending machine, a compressor, a jukebox, a projector, a bench saw, a transformer, a server rack and more.
  • Zombies could spawn inside a base you had walled, doored and lit.
  • A guest planting a tree more than a few steps away lost the seed and grew nothing.
Download v0.23.0 · 5.8 MB
v0.22.0 The People You Keep Sep 14, 2026

Added

  • Survivors you can take in three ways — meet one in the world and pay them, free somebody locked in a nest you just cleared, or build a camp worth moving into and watch people turn up on their own.
  • Beds. Your camp holds as many people as you have beds for it, up to thirty.
  • Five jobs: guard the walls, farm the plots, haul what gets dropped, work a bench, man a turret. A manned bench finishes its queue sooner and a manned turret feeds itself from your storage.
  • Take one with you as a partner — they fight beside you and cross into the next region with you.

Changed

  • Food is what really limits a camp: nobody moves in unless you can already feed the people who live there.
  • A panel in camp shows how many live there and how many days of food are left.
  • Camp members die for good, and the dead can reach them — a camp is something you can lose.

Fixed

  • Camp pathing had no limit on how many people could work out a route in the same frame, which cost a frame whenever several asked at once.
  • A camp member could get stuck forever on something lying where nobody can stand.
Download v0.22.0 · 5.8 MB
v0.21.0 Two Barrels And A Dark Night Sep 14, 2026

Added

  • 9mm SMG — feeds from the 9mm you already have, and empties a thirty-round magazine in three seconds.
  • Pump shotgun and 12-gauge shells — seven pellets, murder up close, a rude noise far off.
  • Nightvision goggles — they lift the night, leave you half blind in daylight, and charge on a drone dock.
  • All three craftable from the start at a workbench.

Changed

  • Build costs spell their materials out instead of saying MTL and SCR.
  • Parked vehicles show on the map, wherever you left them.
  • The rotor airframe turns up in five places now, and from level 12 rather than 26.

Fixed

  • Quitting while driving left you sitting in a vehicle that would not move when you came back.
  • The build ghost's tooltip was drawn 800 pixels away from the ghost.
Download v0.21.0 · 5.8 MB
v0.20.0 The Open Road Sep 14, 2026

Added

  • Vehicles — bicycle, motorcycle, golf cart, car, pickup, SUV, van and helicopter.
  • Find a wreck and repair it, or build one at the bench.
  • Friends ride along, and whoever gets in first takes the wheel.
  • Cargo in the boot, so a run home carries more than your bag.
  • A zoom control on phone as well as desktop, labelled by how much ground you can see.

Changed

  • Fuel is tight on purpose — a car's tank is about six minutes of driving. Nobody drives everywhere.
  • A vehicle stays where you park it, takes damage you repair, and the dead will chew on it.

Fixed

  • The zoom ladder used to collapse two or three of its steps onto the same view on a phone.
  • The steps are worked out from your own screen now, so every one of them shows you something different.
Download v0.20.0 · 5.8 MB
v0.19.0 What Keeps Sep 14, 2026

Added

  • Food goes off now, and each kind at its own pace — a tin of beans keeps for months, a tomato for days, and whatever came out of the pot for barely one.
  • Cold storage: a powered box that stops everything inside it ageing. Unpowered it is just a box, which is the first time the generator running dry costs you something you will miss.
  • Farming. Break ground with a hoe, plant potatoes, corn, tomatoes or cotton, and keep it watered with a watering can.
  • Crops keep growing while you are somewhere else — worked out from the clock, so a farm gets on with it while you are three regions away. Rain waters them for you.
  • Raw cotton spins into cloth at a bench. Cloth has only ever been something you find; a camp can make its own now.
  • A hoe and a watering can, either crafted or bought from the trader.
  • Seeds turn up in sheds, stores, toolboxes and workbenches, and the trader stocks them.
  • Two more things for the pot: a vegetable stew and a tomato soup.

Changed

  • Walls are thin. They look like walls now instead of crates, and they work out which way to run from the walls already beside them — a corner turns the corner.
  • Every wall and door can be turned with the TURN button. Before this, only doors could.
  • A door sits in the wall line and swings out of the way when it is open, so the way through is clear ground.
  • Boots show on your character. Running shoes, work boots, steel toes and feather boots all look different from each other and from bare feet.
  • The name above a box is about a third the size it was, so it no longer covers the box it is naming.
  • Eating something that has turned feeds you less. Eating something that has gone off gives you a bad stomach for a few minutes.
  • Food already in your bag or your boxes opens fresh — nobody loses a larder to this update.
  • The wiki has stopped claiming to know how many hits a weapon takes to drop something. That depends on your MELEE skill, what you are wearing and what you are buffed on, so it lists what each weapon is actually good for instead.

Fixed

  • A combat knife was drawn as a baseball bat in your hands. So were the fire axe and the chainsaw — every melee weapon looks like itself now.
  • The USE button stayed greyed out while you were standing at a crop plot.
  • The game's small font had no letters in it, so anything that tried to use it drew a blank.
Download v0.19.0 · 5.8 MB
v0.18.1 Hot-Fix Sep 13, 2026

Changed

  • A few things were changed that allowed the android version to close completely.
  • A splash screen with news and updates has been added.
  • A proper login appears now on the initial startup
Download v0.18.1 · 5.8 MB
v0.18.0 The lights go on Sep 13, 2026

Added

  • You now see access to the full world map that you can zoom in and out on when you open it. On a desktop you can use the scroll wheel, on a phone you can use the controls.
  • Copper ore now show on the map.
  • Rivers now show on the map
  • Rivers now show on the map
  • lakes now show on the map
  • buildings that have your claim flag now show on the map
  • A generator with a switch and a tank are now available in game.
  • The generator will power up to 900w, it powered whatever is close to it within a certain range.
  • We've added a fully integrated weather system with 4 seasons.
  • Dustbowl is where you'll find heatwaves, though they can technically appear anywhere.
  • Winter snowstorms have been added.
  • Steel walls have been added with higher hp.
  • Steel doors have been added.
  • Steel fence has been added.
  • Automated turret has been added that requires 9mm ammo that you load into the turret.
  • An automated drone that follows you around and can fire on zombies has been added. It too takes 9mm ammo.
Download v0.18.0 · 5.8 MB
v0.15.0 Put It On Sep 13, 2026

Added

  • Benches, smelters and fabricators hold a queue — put a job on, walk away, and it keeps working while you are gone
  • A smelter: it burns wood like a campfire, and turns copper ore into ingots and scrap into steel
  • A fabricator: a bench with better tools on it, for mechanical and electrical parts
  • Copper seams out in the world from tier 3 onward — rock with orange and green in it, and they only pay ore to a pickaxe
  • Five new materials: copper ore, copper, steel, mechanical parts, electrical parts
  • A bar on every working bench, so you can see from across camp when something is ready to pick up

Changed

  • Crafting at a station takes time now. Work gloves take 15% off it and a tool belt another 20%, and the two stack
  • Handwork is untouched — planks, nails, wire, blocks and bandages are still made where you stand, instantly
  • Cooking is still a bar you stand and watch, on purpose
  • A bench will not come down while your work is still on it
  • Materials go in when you queue a job, so a queue is not free to stack up

Fixed

  • Co-op no longer bounces. Everything the host sends is buffered and played back smoothly instead of being chased at — a zombie walking a straight line now looks like one
  • Co-op hits land. Your swing draws its impact immediately, and the host rewinds to where you actually saw the zombie before judging it — about one swing in four used to be thrown away against a runner
  • Co-op talks over a real socket where the server allows it, and falls back to the old way where it does not
  • Connection numbers, under Settings > Display while in co-op: transport, round trip, jitter, how far behind you are seeing
  • A guest lighting the host's campfire burned its own planks and lit nothing. Fires and benches belong to the host now, and a guest can use them properly
Download v0.15.0 · 5.7 MB
v0.14.6 Something Hot Sep 13, 2026

Added

  • A CAMPFIRE you can build. It goes down cold — feed it planks or logs and it catches. A plank burns for four minutes, a log for twelve.
  • A COOKING POT. Set it beside a lit fire and you can cook at it. On its own it is just a pot.
  • Three things to cook: COOKED BEANS (42 hunger against 25 raw), SOUP, and STEW. All three keep you warm for five minutes after you eat them.
  • A COOK tab in the craft screen, and everything in it is made from things you could already find.

Changed

  • Cooking takes time, the same way searching a cabinet does, and a bite interrupts it. The ingredients go in when you start — so cook somewhere you are not about to be jumped.
  • A lit fire throws light, and at night the dead lean toward it. A fire you leave burning is a fire they find.
  • Recipes can now ask for something other than a workbench. Every existing bench recipe works exactly as it did.

Fixed

  • Raw food is untouched. Nothing you already eat got quietly worse — cooking is worth doing because what comes out of the pot is better.
  • A fire remembers how long it has left to burn when you save and come back.
  • A fire built before this update loads cold, which is the right answer for one nobody has fed.
Download v0.14.6 · 5.7 MB
v0.14.5 Thirty-Two to the Metre - GUI overhaul Sep 13, 2026

Added

  • Everyone in the game redrawn at four times the detail all four survivors and all ten kinds of infected. Faces you can actually read, jackets with sleeves, legs that walk.
  • Thirty-two pixels to the metre. The world is exactly the size it was and everything in it carries four times the art.
  • Ground textures at four times the detail tarmac, grass, pavement, gravel, water, sand and snow.
  • Desktop keeps four regions loaded around you instead of two, so turning back the way you came is instant now.

Changed

  • The ground is drawn as you reach it instead of the whole region being painted before you get there. Dayfell now holds about half a megabyte of ground where it used to hold fifty.
  • The map view is drawn from the world itself rather than from a shrunk photograph of it, so it reads more clearly at a glance.
  • Character select cards are taller to fit the bigger survivors.

Fixed

  • Walking out of a city no longer drops a frame. The worst frame on a twelve-second walk went from 25 ms to 7.
  • The stutter when a fresh stretch of ground came into view is gone.
  • The four survivor classes were losing their shading — JELI, SCOUT, TANK and MAGPIE now shade properly in every direction.
  • A soft-edged patch of ground was being redrawn far more often than it needed to be, which was the last thing still costing whole frames.
Download v0.14.5 · 5.7 MB
v0.14.4 Fifty Places Sep 13, 2026

Added

  • Fifty new places to find, each with rooms of its own. Twenty-six out in the country: a sawmill, a drive-in, a water tower, a rail depot, a grain elevator, a lighthouse, a boatyard, a truck stop, a mine head, a civil defence bunker, a garden centre, a winery, a golf club, a mountain lodge, an observatory, a dam, a substation, a transfer station, riding stables, a meat packing plant, a water works, a fairground, an abbey, a field station, a work camp and a rest area.
  • Fourteen new city landmarks: a cinema with a screen and rows of seats, a playhouse, a museum, a post office, a courthouse, a city hall, a bus depot, a train station, a hotel, a brewery, a telephone exchange, a multi-storey car park, the public baths and a sports ground.
  • Ten small shops on the street: a laundromat, a bakery, a barber, a pawn shop, a tavern, a funeral home, a dentist, a vet, a print works and a radio station.
  • Forty-three new pieces of furniture to search or walk round: pools, loungers, showers and hot tubs; closets, cupboards, steel and glass cabinets, chest freezers and pantries; new desks, a teller's window and a judge's bench; cinema seats, a screen, a projector and a popcorn machine; a bar and a back bar; museum cases; conveyors, vats, server racks, wine racks, barrel stacks, a chill rail and horse stalls; a barber's chair, a bank of washers, a dentist's chair and a telescope.
  • Two to five things to find in every wilderness region: a camp somebody left, a load off a lorry, a breakdown, a fly-tip, a woodcutter's pile, a supply drop, a roadblock.
  • Twenty-five cities, up from fifteen.
  • Tree seeds. Most felled trees drop one, and a planted seed grows into an ordinary tree over two in-game days.
  • Boxes can be named, with a small label above the lid.

Changed

  • The world is one continuous map. Walking from one region into the next never asks, never loads and never pauses.
  • One map screen instead of two: always centred on you, eight zoom steps from 64 m across to all 8.7 km, on the wheel or +/-.
  • The camera only stops at the edge of the world. Everywhere else there is always ground past the border, so walking to a region edge no longer feels like a wall.
  • A city district holds about three times as many buildings, and no block is a bare car park any more.
  • A felled tree leaves clear ground - no stump - and nothing grows back on its own, so replanting is how a forest comes back.
  • The wiki says how often you run into a thing instead of listing the maps it appears on.
  • Floors match the building: marble in a courthouse, checker tile in the baths, concrete in anything with a roller door, dirt in a stable.

Fixed

  • The stutter when crossing into a new region. Twelve seconds of walking: worst frame was 607 ms, it is now 9.
  • The invisible wall at a region border, where the camera stopped following you while you carried on walking to the top of the screen.
  • Quest items count when you pick them up, not only when you take everything in the container.
  • Two buildings on one street could share a name, which made "clear the nest at ..." meaningless.
  • Apostrophes in building names printed as question marks.
  • A landmark near where you arrived had every resident on every floor deleted - a ten-storey tower opened with three in the lobby and nine empty floors above them.
  • The world map said 92.2 km across when the world is 8.7 km.
  • Thirty building names ran together into one unreadable word on the map screen.
Download v0.14.4 · 5.7 MB
v0.14.2 The Way Out Sep 13, 2026

Added

  • THE TRADER SELLS THINGS AGAIN. There has been a stall with a full shop behind it since the beginning, and USE never once checked for it — it checked boxes, doors, stairs, lifts, containers, the notice board, signs and water, then said NOTHING TO USE HERE while you stood at a shop. The only way in was tapping the stall itself, which on a monitor meant a shift-click. It is on USE now, and the button lights up for it. Wood, logs, nails and an axe are all on the shelf from level one.
  • BREAK A TREE WITH ANYTHING. An axe still fells one in four swings for three logs. Anything else takes twelve and pays one — and says AN AXE WOULD MAKE THIS JOB A LOT EASIER, once, not twelve times. Rocks work the same way, because a pickaxe costs two planks and had exactly the same problem. Nobody is locked out of the crafting tree any more.
  • A FIRE AXE YOU CAN MAKE. It has been in the game since the beginning with no way to build one. A bench, four metal, four scrap — and it chops trees now, which it never did.
  • A CHAINSAW. Not a swing: you hold it down and it RUNS, cutting everything in front of it several times a second, burning fuel while it does. Damage per bite is under a machete on purpose — the number that matters is how often it lands. The real cost is the noise: a running chainsaw is the loudest thing anybody in this game will ever hold, and everything within two hundred feet comes to look.
  • FUEL, which the chainsaw drinks. Craftable, buyable, and in every shed, toolbox, workbench and army crate in the world.
  • FOUND IN THE RIGHT BUILDINGS. A five percent chance, in any container in any building that is not somebody\u2019s house, of turning up fuel, a fire axe or the chainsaw itself. Scavenging and anything you wear that helps you find things both raise it, and a site that already leans industrial or emergency doubles it \u2014 the fire axe really is likelier in the fire station.
  • A METAL LOCKER at the bench: twenty slots against the wood box\u2019s twelve.

Changed

  • A BOX NO LONGER LOOKS LIKE A WALL. It has an overhanging lid, inset sides and a shadow, which nothing else in the build menu has \u2014 a wall is part of the floor plan, a box is a thing standing on the floor. Its hit points came down to sixty against a wood wall\u2019s two hundred and sixty, so a line of boxes is a bad wall and the panel says so.

Fixed

  • YOU CAN LEAVE NORTH BEND. Every map is sealed at its edges so you cannot walk off the world, and an exit is the one thing meant to go through that seal \u2014 nothing ever punched the hole. It did not show while the hand-built maps kept their exits inside the playfield; then 0.14.0 put North Bend\u2019s two new roads hard on the map edge and sealed all three of its exits. The zone said WALK THROUGH TO TRAVEL and there was a wall in the way. Exits cut through the border now, with walkable ground leading up to them, and there is a test that walks a character out of every exit on every map so it can never quietly reseal.
  • The tab buttons in the TAB screen were drawn at one scale and clicked at another, so every tab after the first sat to the left of its own hitbox and STATS and BUILD had to be clicked well to the right of where they appeared. Introduced in 0.14.1 with the new text size setting.
Download v0.14.2 · 5.7 MB
v0.14.1 Housekeeping Sep 13, 2026

Added

  • TAKE SOMETHING OFF THE HOTBAR. Hold a slot to unpin it, or right-click on a monitor. A shortcut pointing at something you have run out of clears itself, unless it is the weapon in your hands.
  • ZOMBIES EAT THE SPIKES. Barbed wire and both spike rows block now instead of being walked over, so the dead stop and chew them like a wall, take the damage back on every bite, and are KNOCKED BACK off them. Nothing in the game had ever pushed a zombie before.
  • THE WOOD BOX IS A BUILDING MATERIAL. It has its own STORAGE category in the build menu and costs one wood box, so the recipe did not change. You get a ghost, a reason when it will not go there, any floor of anything you have built, picking it back up in one tap, and repairs. There is a metal locker at the bench too, twenty slots instead of twelve.
  • A PACK FINALLY ADDS POCKETS: 20 / 28 / 36 / 44, where every tier used to give twenty-four.
  • DISPLAY SETTINGS. Text size is its own control now, separate from how much ground you can see — which is the fix for everything on a monitor looking enormous. Plus six view steps instead of three, night brightness, a frame cap and fullscreen, split into DISPLAY / SOUND / CONTROLS.

Changed

  • PERK POINTS COME SLOWER. A main quest paid two points, every one; it pays one per two now, and a new character starts with three points instead of five. Jobs keep the one-per-three they had. A save from before the change keeps everything it already earned.
  • THE TAB SCREEN IS ROUGHLY TWICE THE SIZE, because forty-four slots do not fit the old one. Eleven columns, and the loot and storage screens went with it.
  • EVERY ITEM REDRAWN TO ONE SET OF RULES. There were two unrelated art systems in there and the sixteen oldest icons — beans, water, the bat, the bandage, most of what you pick up in the first ten minutes — were flat pixel maps with no light source. One box, one light from the top left, one baseline: every icon is the same size and stands on the same line.

Fixed

  • Spikes and traps used to be walked straight over for a tick of damage a second and never once got fought. Their hit points came down hard at the same time, because a trap that blocks and is as tough as a wall is just a better wall for less wood.
  • The view setting went from three steps to six, and older saved settings are remapped to the step with the same number of rows rather than silently changing your view.
Download v0.14.1 · 5.7 MB
v0.14.0 The Open Road Sep 13, 2026

Added

  • THE OPEN WORLD. 68 by 68 regions of 128 metres each — 75.8 square kilometres, and a genuine 45 minutes to walk across. Regions are generated from the world's seed the moment you reach one, so the far side of the map costs nothing until you stand in it. Walk out of North Bend by NORTH HILLS or RIVER ROAD, the two exits that have said COMING SOON since 0.9.
  • SEAMLESS CROSSINGS. Each edge of a region is one long boundary rather than a gate, and crossing keeps you on the line you were walking, so heading due north for ten minutes goes in a straight line. No prompt: you cross one every forty seconds, and a box asking permission at that rate would turn a long walk into seventy button presses.
  • FIVE BIOMES, WHICH ARE FIVE DANGER TIERS. Greenwood, The Flats, The Dustbowl, The Cinders and The Blight, each its own colour, so you can read what you are walking into before you are in it. Danger rises with distance from North Bend.
  • TIER CURVES INSTEAD OF ONE MULTIPLIER. Health, damage, speed, numbers, experience and loot each scale differently. A tier-5 brute hits hard enough to warn you and never hard enough to one-shot you, and nothing in the world outruns you — retreat is always a move. Zombie stats do not follow your level: the tier is the difficulty, your level is the answer.
  • FIFTEEN CITIES. Seven small, four medium, four large, each a block of regions with streets, pavements, crossings, parks, car lots, building sites and allotments. Large cities get skyscrapers you can see from a long way out.
  • NESTS. A boarded building thick with the dead, given out by the trader as the city's main work: CLEAR THE NEST AT so-and-so. You meet the swarm in the street first, you get a briefing at the door telling you roughly how many are inside and what you are carrying, and backing off costs nothing. Inside they wake in waves that tighten as you dig in. Clearing one quiets the whole district.
  • CITIES THAT ARE NOT EACH OTHER. Twenty kinds of landmark — hospital, police, fire, school, day care, playground, church, library, bank, grocer, hardware, garage, filling station, motel, warehouse, gym, armoury, clinic, car dealer, animal shelter — and every city draws a different set. Seven of the fifteen have a police station. Each type has several named versions that differ in size, height, material and contents, so two fire stations are not the same fire station.
  • ROADS THAT GO SOMEWHERE. A real network joining every city to its neighbours, arriving from several directions, staircasing across country the way roads do, with junctions, bridges and the traffic that never got out. Follow one far enough and you arrive somewhere.
  • LAKES, RIVERS AND STREAMS. Continuous across region boundaries, with wadeable shallows round every lake and bridges where a road crosses. Stand at the edge and USE to drink — still water is worse for you than running water, and purifier tablets take the risk away.
  • PLACES OUT IN THE COUNTRY. About one wilderness region in six has something in it: ten different log cabins, ranger stations and fire lookouts, farms, grain stores, auto salvage yards, quarries, relay huts, roadside chapels, motor courts, camps — and, past the third tier, a military base you find rather than are sent to.
  • BUILDINGS THAT GO UP. Towers and apartment blocks of five, seven and ten storeys, with a floor, a crowd and something to search on every one, plus stairs and a lift. Zombies take the stairs and never the lift, so the top of a tower is a place worth reaching.
  • A WORLD MAP. Press M twice. One cell per region coloured by danger, with the roads, the cities you have found and your own trail through them. Tap anywhere for a bearing and a walking time.
  • EIGHT NEW THINGS TO FIND: a canteen you fill at any water, purifier tablets, field rations, a combat knife — the fastest thing you can swing — rope, a fishing rod for later, and road flares.

Changed

  • A CITY NEVER LOCKS YOU IN. Walk out with its main chain unfinished and it asks once: you still have active quests in the region, are you sure you wish to move on? Yes, I'll be back, or No, I'll stay. It asks once per town, because the second time is nagging.
  • SAVES SURVIVE HUNDREDS OF REGIONS. A region you merely walked across leaves no record; the rest are capped with the oldest dropped first, and anywhere you built is never dropped. Everywhere you have been is remembered in full. Four hundred regions of walking costs 17 KB.
  • FAST TRAVEL IS A LIST OF PLACES, not a list of fields — the hand-built towns and the centre of any city you have found.

Fixed

  • Zombies placed on the upper floors of a building no longer walk down to the ground the moment the map loads. That rule was written when the only way upstairs was to follow somebody up it; it emptied all ten floors of a tower into the lobby in a fraction of a second.
  • Arriving somewhere with no walkable ground under the arrival point — the middle of a lake, for instance — now puts you on the nearest solid ground instead of leaving you standing in deep water.
Download v0.14.0 · 5.7 MB
v0.13.5 A Fair Fight Sep 12, 2026

Changed

  • Every melee weapon hits for about half what it did. At level 13 with a few MELEE points and a pair of gloves the sledgehammer was doing 107 damage against a walker's 100 health — a one-shot, which is not a fight. Sledgehammer 78 to 40 and lead pipe 46 to 20, with everything else scaled to sit between them in the same order it was already in: pickaxe 5, axe 6, bat 15, crowbar 17, machete 26, fire axe 32.
  • So a walker at level 13 now takes two hits from a sledgehammer, three from a machete and five from a bat, instead of one, two and three.
  • Energy per swing came down with the damage. A longer fight should be a fight, not a stamina problem — a bat costs 6 a swing now rather than 9, a sledgehammer 11 rather than 17.
  • Guns were deliberately left where they are. Ammunition is what balances a pistol, not damage, and halving them would have meant emptying a magazine into one walker.

Fixed

  • The Windows icon. Dayfell.exe was showing Electron's logo in Explorer, on the desktop and in the Start menu, and the Properties dialog called it "Electron 32.2.0, by GitHub, Inc." The game window always had the right icon; the file itself never did, because renaming electron.exe does not change what is inside it. Both are ours now, and the build stamps them on every release from here.
  • Jeli Studio made this game. The old company name is off the Windows file details and out of the macOS bundle.
Download v0.13.5 · 5.6 MB
v0.13.4 The Long Road Sep 12, 2026

Added

  • Level 100. The cap was 50. The curve gets much steeper near the top — about 800 XP for level 10, eleven thousand for level 50, forty thousand for level 100 — while the first dozen levels feel exactly as they always did. XP earned grows too: one per cent a level, plus whatever you are wearing or drinking.
  • Money. Scavenged cash, out of tills, wallets, glove boxes and safes, and off anything that had payroll on it. It weighs nothing. Die and somebody carries you home to your claim and takes fifteen per cent for the trouble.
  • A trader. One fixed pitch on every map — a trestle table under a tarp with a lamp burning on the corner — with eight things on it that change at dawn. They buy as well as sell, at about a third of the asking price, which is what finally makes a wagon full of scrap worth wheeling back.
  • Pick who you are. Four survivors — JELI, SCOUT, TANK and MAGPIE — each with their own look, their own bonuses and their own kit in hand on the first morning, plus five perk points to spend before you begin. You cannot change survivor later, so a second run is a different game.
  • MAGPIE, the fourth survivor. Thin and hooded, dressed in whatever fit, a crowbar through the belt. Scavenging and stealth, and a pair of work gloves to start with.
  • Zombies that run. After dark, anything that gets eyes on you may come at a run instead of a shamble — five per cent on your first night, better than a third of them by the cap. How fast depends on what it is: a sprinting walker cannot quite catch you, a sprinting runner can.
  • Weapons that are actually different. Every weapon carries damage, swing time, energy per swing, reach and knockback, and the bag shows all of it, including what the swing is worth at your level with your gear on.
  • A fire axe. A real axe for a real problem: 60 damage, slow, heavy knockback. TANK starts with one.
  • Two bigger bags you can build. A patched rucksack and a hauler frame — 64 and 88 kilos against the hiking pack's 45.
  • Street furniture comes apart. Street signs, pole signs, billboards, flagpoles, bollards, bike racks, barbed wire, tyre piles and shipping containers all give metal to a pickaxe; concrete barriers, planters and fountains give stone; sandbags give cloth.
  • A searcher's kit. Work gloves, a tool belt and a scavenger vest: search faster, find more, carry more.
  • Friends, in the game. The same friends list as dayfell.com, in the co-op menu — add someone by player name, see who is online and what level they are, and invite them straight into your world. A friend request emails them as well.
  • Suspensions. An account can be put on hold for a while instead of deleted, with the reason and the end date emailed to them and shown plainly when they try to play. Their save is left alone.

Changed

  • An axe does 11 damage to the living dead and a pickaxe 8. They are for timber and rock. A bat does 34, a lead pipe 46, a crowbar 38, a machete 52, a fire axe 60 and a sledgehammer 78.
  • One per cent more damage a level, melee and guns alike. Double by the cap, which is the trade for a night that is seven times heavier up there.
  • A tap moves one, holding moves the stack. TAKE ALL and STOW ALL on the box screen.
  • Searching is no longer a flat 1.8 seconds. Practice takes up to a third off, work gloves and a thermos take more off again, and being hurt, spent or carrying a full bag slows you right down. Level buys more finds per search and better odds on the rare end of every table.
  • Stacks, population, the call and the horde were all carried out to level 100 rather than rescaled onto it — level 11 is still the level 11 it was, and the cap is now seven times the population instead of 3.8.
  • New arrivals come in closer as you climb, and the things across the street are navigating towards you rather than bumping along a wall.
  • In co-op the call can now be heard by any player, not only the host.
  • A bite is something you can see coming: half a second of rearing back, a lunge, and a mark where it lands.
  • Equipping something from the bag puts you back in the game instead of leaving the bag open over the fight.
  • The weight readout moved to the foot of the bag, clear of the tabs, with a bar. Your cash sits on the vitals panel.
  • The trader's table, your cash and the survivor you chose all ride in the save and in the cloud save.

Fixed

  • The death screen said YOU WERE BITTEN whatever had happened. It now says what actually killed you — a walker, one of the cops, the Brute, acid, a bloater, or simply running out of food or water.
  • The medical log in the North Bend clinic. It was always in there, in a records cabinet flat against the reception wall, with nothing at all pointing at it. The quest now names the floor and the cabinet, the cabinet is marked once you are inside the building, and the chain can no longer dead-end even if the cabinet goes missing.
  • Tapping a car anywhere but the back bumper started scrapping it with the boot still full. The whole car opens the boot while there is anything in it, and only scraps it once it is empty.
  • A job that says SEARCH CONTAINERS now counts the containers you search, not only the ones you manage to empty.
  • The STATS tab's perk-point badge covered the weight readout on a phone.
Download v0.13.4 · 5.6 MB
v0.13.3 The Lit Street Sep 12, 2026

Added

  • Music. A quiet 80s-synthwave bed under the whole game: one title track and three variants each of day, night and boss, picked at random when the state changes. It sits well under the sound effects on purpose. SETTINGS has a MUSIC control — OFF, QUIET or LOUDER — and QUIET is where it starts.
  • Light draws them. Standing in a street lamp, by a campfire or wearing a headlamp makes you visible from more than twice as far after dark. Cutting a light post down really does make that corner quieter.

Changed

  • An idle zombie is no longer a pure random walk. With nobody in sight it leans, weakly, towards whoever is out there and towards whatever is burning — hard when you are close, barely at all across the map. Over one night a walker 600 blocks away closes about half the distance on its own, and one pressed against a wall works along it instead of standing there pushing.
  • A brute in the room, or a horde night, switches the music to something with more teeth.

Fixed

  • Settings were written on every change and never read back, so relaunching quietly reset the lot — the view step, the sound toggle, the control layout. They stick now.
Download v0.13.3 · 5.6 MB
v0.13.2 Room To Carry Sep 12, 2026

Added

  • Searching now opens the drawer instead of emptying it. You see everything in there and take what you want, a stack at a time, with a TAKE ALL button if you want the lot. What you leave stays put — and you still cannot smash something you have not emptied.
  • A second energy drink inside two minutes makes the screen refuse to sit still. One can is just a buzz.

Changed

  • Stack sizes grow with your level — ten per cent a level, compounding. A medkit stack goes from ten to over five hundred by the top, nails and ammunition end up in the hundreds, and the run home to empty out becomes a choice rather than a chore. Weight is untouched and still the real limit.
  • A pistol is drawn as a pistol now: a small sidearm held at the hand, pointing where you aim, kicking back and flashing when it goes off. It used to be drawn by the same routine as a baseball bat.
  • R says what happened — it reloads, or it tells you the magazine is full, or that there is nothing in your hands to reload.
  • A bullet goes where it is pointed. Anything the line of travel passes through is hit, nearest first. It used to pick the nearest zombie in a wide cone, so somebody a step off to one side soaked a shot you had lined up on something behind them. A thumb still gets aim assist; a mouse gets almost none, because you are aiming it yourself.

Fixed

  • Searching a full container used to dump what it could into your bag and bounce the rest, and you found out what was in there by reading the toast column afterwards.
Download v0.13.2 · 209 KB
v0.13.1 A Harder Night Sep 12, 2026

Added

  • A WHAT'S NEW screen. It opens by itself the first time there is a version you have not read, tells you if a newer build is out, and afterwards sits on the title screen as a button.
  • The call: after dark, every so often, everything within a radius simply decides to come and find you. Both the radius and the odds climb with your level — about a screen away at level 1, a hundred blocks at the top.

Changed

  • How many zombies a map holds now follows your level instead of being a flat number per map. Maple Hollow at night: 15 at level 1, 30 at level 11, 84 at level 50. Level 1 is lighter than it used to be; the top end is nearly four times heavier.
  • Daylight grows more gently than night, so the day is still the window you get work done in.
  • A town fills up inside a single night now, instead of trickling in one zombie every eight seconds.
  • Hordes come far more often. At level 11 it went from one night in fifteen to about one in five, and late game is about one night in two.
  • Standing still after dark no longer makes you harder to see. Use cover and the dark instead.
  • Stacks are much deeper: ten medkits instead of two, ten bottles of water, twenty bandages, forty planks. Weight is still what stops you — this just stops a full bag of half-stacks.
  • The population ceiling went from 132 to 170 so North Bend can reach its numbers at high level.

Fixed

  • You could sit in front of a campfire all night at level 11 and nothing would come. Nothing ever pointed a zombie at a player it had not already seen, so a quiet, motionless night in the open was a night alone.
Download v0.13.1 · 205 KB
v0.13.0 The Long Night Sep 12, 2026

Added

  • A claim post you can build: plant it and that is where you wake up on that map. Putting down another moves home rather than adding a second, and it shows on the minimap.
  • Gunsmithing at the workbench. A new GUNS tab: strip a rusty 9mm for parts, rebuild one into a clean pistol, tune that into a prestige, and craft suppressors.
  • Hand-loaded 9mm. Six in the bag from brass and powder. Sixty per cent of shots leave a casing worth picking up, so the bench tops you up between runs.
  • Gun parts, brass casings and gunpowder turn up in police stations, army trucks, lockers, safes, benches, toolboxes, sheds and car trunks. Powder is the one thing you can never make.
  • Eating, drinking and patching up now show a labelled bar that drains.
  • A MENDING chip in the HUD while a bandage is doing its work.

Changed

  • The wagon is red. A proper little red wagon, in the bag and on the ground.
  • Melee makes noise. Every connected swing carries, scaled to what you hit: a bat on flesh is quiet, a pickaxe on sheet metal carries further than searching a drawer. Stealth perks and quiet boots now count for all of it, not just searching.
  • Zombies hear through ceilings and walls. Muffled, not blocked — and one that hears you upstairs comes and finds the stairs.
  • Zombies climb. They take one flight at a time, keep after you while you are up there, and wander back down when you have gone. An upper floor you can only reach by lift is still safe.
  • Eating and drinking take a moment: water about a second, a can of beans three, a medkit four. It is spent when the bar runs out, so an interrupted drink is not wasted — but a hit, a swing or a roll will interrupt you. Walking will not.
  • Bandages, painkillers and medkits mend you over the following seconds instead of all at once. A second one is refused while the first is still working.
  • Moonshine looks like moonshine. The world sways and doubles behind itself while it is up, easing off at the end.
  • Dying sends you to your claim if you have one, and the death screen says so.

Fixed

  • Upstairs was total invisibility: no zombie could hear or see you the moment you left the ground floor. It can now.
  • A building was perfect safety at night, which quietly undid the hordes. It is not any more.
  • Swinging a bat, chopping a tree, mining a rock or smashing a car was completely silent. Searching a drawer was the only thing in the whole game that made a sound.
Download v0.13.0 · 201 KB
v0.12.0 Make Good Sep 11, 2026

Added

  • A wagon you can build and pull behind you 16 slots, four wheels and some metal. Unhitch it anywhere; it slows you by 25% and zombies will chew it if you leave it out.
  • Wheels to scavenge, off tire piles, cargo and anything that used to drive.
  • Nails can finally be crafted one scrap makes eight.
  • Fences come down a panel at a time: a pickaxe through chain-link, an axe through wood.
  • Hover any item with a mouse to see what it is and what it does.(Windows &Mac)
  • The quest you are on now shows down the right-hand side on desktop.
  • A NOTES journal in the quests tab keeps every note, sign and job you have read.
  • A loading screen when you change maps, instead of a frozen picture.

Changed

  • The building preview follows your mouse and tells you why a square will not take a piece.
  • Pieces that need a workbench are marked in the build list, and a bench shows the ground it covers.
  • Safes take six seconds to crack instead of three.

Fixed

  • Four buildings could not be entered at all furniture was sitting in the doorway. Every building on every map is now checked, and a doorway is kept clear at build time.
  • Smashing a streetlight left an invisible block behind. Every breakable now clears and restores exactly the space it occupied.
  • Eight cars could not be broken and had empty trunks. Every car on every map is now a real car.
  • Six buildings on North Bend stood in the road, and 64 props including two police cars sat inside walls on route 9, and windwell city.
Download v0.12.0 · 193 KB
v0.11.2 Bulbs And Elbow Room Sep 11, 2026

Added

  • Light bulbs, duct tape and cloth rags to scavenge — pure crafting stock, no stat effects.
  • Bandages can now be made: two rags and a strip of tape gives you two.

Changed

  • A headlamp is now a light bulb and two scrap metal, instead of metal, scrap and wire.
  • Floodlights need a bulb as well.
  • You can place building pieces ten squares out instead of three and a half, so a wall goes down in one pass.
Download v0.11.2 · 185 KB
v0.11.1 Room To See Sep 11, 2026

Added

  • A VIEW setting on PC — CLOSE, NORMAL or WIDE. Normal now shows about a third more ground than before.
  • Hover a slot on the bottom bar and press E to use it. The wheel and 1-8 still work.
  • Categories on the crafting screen: ALL, TOOLS, GEAR and PARTS, with a scrolling list behind them.

Changed

  • Messages down the left, the prompts in the world and the searching banner are all noticeably smaller on a monitor.
  • Crafting rows are taller and no longer run into each other, and the panel is wider on PC.

Fixed

  • The weight readout no longer sat on top of the BUILD tab.
Download v0.11.1 · 185 KB
v0.11.0 The Bar Sep 11, 2026

Added

  • The bar along the bottom now has eight slots instead of three.
  • Anything can go in it — weapons, tools, planks, ammo, not just food and meds.
  • On PC the mouse wheel runs along the bar and the wheel button uses whatever it lands on.
  • Number keys 1 to 8 reach straight for a slot.
  • LOAD FROM CLOUD, on the title screen and in the pause menu: pull your online save down on either device without restarting the game.

Changed

  • The bar shows the slot numbers and what the wheel is sitting on.
  • Your old three pinned items carry over into the first three slots.
Download v0.11.0 · 185 KB
v0.10.1 Horde Night Added Sep 12, 2026

Added

  • Additional zombie types have been added to night time.
  • Horde nights are completely random, and will spawn on any given night.
Download v0.10.1 · 181 KB
v0.10.0 new map Sep 12, 2026
v0.9.0 building update Sep 12, 2026

Added

  • full building updates are completed.
Download v0.9.0 · 161 KB
v0.8.0 New Items Sep 11, 2026

Added

  • LEATHER GLOVES — +6% melee damage.
  • HEADLAMP — a light cone at night, head slot, no armor. Changes how night plays.
  • BANDOLIER — body slot, +3 kg and ammo weighs nothing while worn.
  • SUPPRESSOR — a 9mm attachment that cuts gunshot noise by 60% and 10% of the damage.
  • TWINKIES — +10 health, −5 thirst. As specced.
  • COOKIES — +3 health, −10 thirst, 2 min of +10% speed. As specced.
  • BEEF JERKY — +16 hunger, −8 thirst, 3 min of +10% melee damage.
  • THERMOS OF COFFEE — +8 thirst, 3 min of +25% energy regen.
  • ENERGY DRINK — +18 thirst, 90 s of +12% speed, then 30 s of −15% energy regen as it wears off.
  • CHOCOLATE BAR — +12 hunger, 60 s of +8% speed.
  • INSTANT NOODLES — +24 hunger, −12 thirst. Cheap bulk calories.
  • CANNED CHILI — +22 hunger, +5 health.
  • VITAMINS — 5 min of doubled natural health regen.
  • ADRENALINE SHOT — rare. 30 s of +25% speed and free rolls (no energy cost). The "get out of a horde" button.
  • MOONSHINE — +20 health, 2 min of +15% melee but −20% gun accuracy.
  • CIGARETTES — 3 min of −15% zombie sight, costs 5 health. Trading health for stealth.
  • FEATHER BOOTS — −10% noise, −5% carry weight. Exactly as you specced.
  • RUNNING SHOES — +6% move speed, no armor.
  • STEEL-TOE BOOTS — +6% armor, −3% move speed.
  • WORK BOOTS — +3 kg carry, quiet middle ground.
  • 9MM PISTOL (RUSTY) — 28 damage, base. Wider spread, and a 1-in-12 chance to jam (a jam costs you a second to clear, which is a lot with a runner closing).
  • 9MM PISTOL — +6% damage (30), tight spread, no jams.
  • 9MM PISTOL (PRESTIGE) — +20% damage (34), tightest spread, faster follow-up shot.
  • 9MM ROUNDS — ammo, stacks of 30, light. Found in police cruisers, military crates, safes and lockers.
  • Gunfire is loud: every shot pulls zombies from about twice the radius searching does, scaled by your STEALTH. That's the balance against melee being free.
  • Your RANGED stat multiplies all three, so at 10 points the prestige 9mm hits for ~47.
Download v0.8.0 · 149 KB
v0.7.0 Stats Builder Sep 11, 2026

Added

  • A new character base stat system has been created for all new builds. You will be able to start off with base stats and increase them throughout the game.
  • Speed stat allows you to adjust your speed by 2%
  • Strength stat allows you to increase 2KG for every point you spend on strength.
  • Melee gives you a +4% base stat increase for every point you use on melee. A bat at 5 points, hits 20% harder than one without.
  • Ranged gets a 4% increase per point.
  • toughness gets a 5HP increase per point, over 100.
  • Endurance gets a +5 stamina increase over base and a +4% regen.
  • Scavenging gest you better loot findings, every 5 points counts as one level increase in loot finding.
  • Stealth gives you a -3% zombie sight and noise rang per point.
  • You access stats from your bag menu next to quests now.
  • Earning points is done by completing main line quests. 2 points per quest, and 1 point for every side quest you complete.
Download v0.7.0 · 145 KB
v0.6.1 Bug Fixes Sep 11, 2026

Fixed

  • Zombies can no longer be hit through walls
  • The missing radio for the first quest has been corrected and you can actually collect it now.
  • when searching boxes in any quest, you no longer get credit unless the box is actually looted.
Download v0.6.1 · 141 KB
v0.6.0 Assets and multi level Sep 11, 2026

Added

  • 79 new objects have been added to the game. Cars, trucks, buses, wrecks, all lootable.
  • 81 kinds of furniture have been added (also all lootable).
  • pet food, pills and energy bars added as new loot objects.
  • 16 new base buildings have been added.
  • we've added multi level support in buildings, so you can go up stairs, or elevators (depending on the building type).
Download v0.6.0 · 141 KB
v0.5.0 Map Growth Sep 9, 2026

Added

  • New map: Route 9, a highway with a gas station, diner, motel row, rest stop, abandoned campsite and a police checkpoint
  • Walk through a map exit to travel between maps, or use Fast Travel from the map screen
  • 6 new Route 9 story quests with new quest items, a riot helmet, padded vest and sledgehammer to earn, and a Brute at the checkpoint
  • Each map remembers what you've looted, chopped and broken
  • New maps now arrive from dayfell.com without an app update
  • Co-op friends follow the host between maps
Download v0.5.0 · 101 KB
v0.4.1-alpha Quests Sep 1, 2026

Added

  • A new side job quest system has been created.
  • A new main quest system has been created giving the overall game some sort of story to play towards.
  • a new notice board outside the Hollow Market with 3 fresh jobs every in-game day, plus notes you sometimes find while searching. You can hold up to 3 at once.
  • Job types: kill a certain zombie type, night kills, scrap metal, smash wood, chop trees, break rocks, deliver supplies to the board, search a specific house, or clear a zombie nest in a house.
  • Rewards: XP scaled to your level, plus gear:
  • weapons: crowbar, machete (level 3+), sledgehammer (level 6+, also breaks rocks and metal);
  • wearables, which block damage: hard hat 8%, work jacket 10%, padded vest 16% and +5 kg carry, riot helmet 18% (level 7+);
  • or supplies.
  • Wearables: there are new head and body slots in the bag; tap a slot to take the item off. Your hat shows on your character, and friends see it too.

Changed

  • First Night: survive until Day 2.
  • Scavenger: search 10 containers.
  • Arm Up: get an axe.
  • Static: find the radio in the market back room. It picks up a broadcast pointing to the Boarded House.
  • The Boarded House: Craft a crowbar (new recipe: 2 metal + 2 scrap) and pry the door open.
  • Break Through: kill the Brute, a huge mini-boss (900 HP, with its own health bar) waiting at the north barricade. Beating him unlocks Route 9, which opens when Map 02 is built. The reward is a machete.
  • Co-op: everyone keeps their own quest progress, saved with their character. Kills count for whoever lands them, the Brute counts for everyone nearby, and the opened Boarded House is the same for the whole group.

Fixed

  • A pre test on 0.3.2 had an issue where the quest overlay was taking up too much of the phone. This has been fixed and the question now shows as a blinking marker.
Download v0.4.1-alpha · 89 KB
v0.3.1 Quality Updates Aug 21, 2026

Added

  • A new XP system has been created. You now earn XP for searching items, killing zombies, and crafting. This will now affect your level. The higher the level, the more dangerous the world.
  • Your username now appears on screen with your level at all times.(This is in testing, and location may change)
  • Breaking wood and metal. Tap the object and your character walks over, equips the right tool and breaks it. (In order to break things in the world like cars, chests, you must have already emptied them before you can break them.)

Changed

  • Thirst caps energy. Below 25 thirst, your energy maximum slides from 100% down to 50% at empty. The capped part of the bar shows red.
  • Hunger slows energy regeneration. It starts dropping below 80 hunger: at 40 hunger regeneration is about half speed, and at 0 it's 15%. The energy bar dims while it's slowed.
  • Loot stays gone. Once a container is emptied, it stays empty for 3 in-game days, then refills with a new random roll. Higher levels get more items, better odds on medkits, pipes and metal, and bigger stacks. Some items only appear from certain levels. In co-op, loot is rolled for the lowest-level player.
  • repeated pickups stack into one message ("+3 METAL"), and the website account page now shows your level and XP.
Download v0.3.1 · 77 KB
v0.3.0 Co-Op Aug 19, 2026

Added

  • Co-op for up to 4 players. Open your world to friends and survive Maple Hollow together.
  • Join codes. Tap Host My World to get a 4-letter code; friends tap Join and type it in.
  • Your gear goes with you. Your bag, weapons and vitals come with you into a friend's world, and come home when you leave.
  • Colored jackets and name tags for each player, so you can tell who's who.
  • Friends on the minimap, plus a light around each player at night.
  • Shared world. Zombies, loot, trees, rocks, dropped items and wood boxes are the same for everyone.
  • Zombies go after the nearest living player. Friends can pull a horde off you.
  • More players, more zombies. The horde grows with each friend who joins.
  • Accounts. Create one or sign in from the title screen or the Play With Friends menu.
  • Cloud save. While you're signed in, progress backs up to dayfell.com about every minute and whenever you leave the app.
  • Pick up on a new phone. Sign in and the newest save loads automatically.
  • Respawn next to your host if you go down in a friend's world.
  • Co-op code in the top bar shows the join code and player count. Tap it to see who's playing.
  • The host needs to keep the game open. If the host switches apps for more than about 45 seconds, friends are sent back to their own worlds.
  • Everyone needs a free account to play co-op.

Changed

  • New title screen button: Play With Friends. The footer shows who you're signed in as.
  • The pause menu has a co-op option: host, see your code, or leave.
  • While hosting, the world keeps running when you pause, so your friends aren't frozen.
  • The game now needs internet permission, but only for accounts, cloud save and co-op. Solo play still works offline.

Fixed

  • The game loop could stall on slow phones if a frame fired before everything had loaded.
Download v0.3.0 · 73 KB
v0.2.2 Name Change and website Aug 7, 2026

Added

  • Phone: the app is now called Dayfell under its icon and in your app list.
  • Title screen: the logo reads DAYFELL, with "dayfell.com" in the bottom corner.
  • Pause menu now reads "Dayfell v0.2.2".
  • Download file is now named Dayfell-v0.2.2.apk.
Download v0.2.2 · 57 KB
v0.2.0 Persistent Saving Aug 1, 2026

Added

  • Lighter materials: logs and stone are now 0.8 kg each, planks 0.5 kg and scrap 0.4 kg.
  • Bigger stacks: logs, planks, stone and scrap stack to 20, and nails to 99.
  • Bigger bag: 30 kg to start, and 45 kg once you find the hiking pack.
  • Clearer message: when you can't pick something up, it now tells you why, for example "TOO HEAVY 29.9/30 KG · USE A WOOD BOX" or "NO FREE BAG SLOTS". The weight number in the top-left panel turns red when you're close to the limit.

Fixed

  • Upgrading your versionf rom the website will not require a new game to be created
v0.1.2 Chop Chop Jul 30, 2026

Added

  • You can now chop down trees
  • You can now break stone blocks
  • Stone blocks have been added to the game

Changed

  • Zombies now hear you within 4 tiles if you are choping down a tree or a stone.
v0.1.1 Crafting Jul 22, 2026

Added

  • You can now access a crafting menu where you can craft axe, pickaxe, boxes, and planks.

Changed

  • adjusted weight of wood from chopped down trees to make mechanics better
v0.1.0 Settings Menu Jul 14, 2026

Added

  • A settings menu has been added that lets you modify controls for phones, you can now one click walk to locations from the mini map, or the main map.
v0.0.1 Version 1 - Release Jul 8, 2026

Added

  • Explore: a suburban street at dusk with the full game controls on screen: health and stamina bars, day clock, minimap, joystick, quick-item bar, and Attack / Use / Roll / Bag buttons.
  • Inside a house: the roof lifts off when you walk in. Searching a cabinet takes a couple of seconds and makes noise.
  • The bag: a grid inventory with a weight limit and equipped slots. The last row stays locked until you find a bigger backpack.
  • Region map: the chain of maps, with Map 01 open and the rest locked.
  • Map: one neighbourhood with three streets and a park. Eight houses and the Hollow Market can be entered; the ninth is boarded up for now. You can also search outdoors: trash cans, crates, car trunks and a dumpster.
  • Bag: 20 slots and a 20 kg limit. You can eat, drink, heal, swap weapons and pin items to the quick bar. A hiking pack in the market's back room gives you 4 more slots and 10 kg more
  • Survival: health, stamina, hunger and thirst. A full day takes 24 minutes of play, and nights get dark with streetlights.
  • Zombies: four kinds. They follow you through doors, and you fight them with a bat or a lead pipe you can find.
  • Saving: the game saves itself, and Continue on the title screen picks up where you left off.
  • When you die, you wake up at the start and keep your bag. I picked the gentler option since we hadn't settled this yet.