Unboard the windows

The 1.0 release comes out today and brings “more optimizations, polish, quality-of-life improvements, new content, new features, and new gameplay systems than ever before,” say developers The Fun Pimps, who must surely be tired.

Their summary is also putting it somewhat mildly. Thefull patch notesare enormous. The world generation has been beefed up, making it faster and, theoretically, resulting in more interesting worlds. A bunch of new “points of interest” will now appear, including new theatres, high schools and hotels. There are new zombie variants (though I think this is mostly a cosmetic thing, for example, a new type of nurse zombie and a “bowling alley” zombie). There are new animal and vehicle models, lighting has been overhauled, a “new and improved Dismemberment Gore System” will make things bloody in some fresh ways, and there are now various “challenges” to act as tutorials for new players (replacing an old system of quests). There’s a bunch more stuff besides this that I cannot face communicating to you, lest it add another decade to the clock.

I last played the horde-blasting starvation sim ten years ago, following its first shambling onto the scene. I liked it back then, enjoying thelonely log cabin defendingand simple nightly defenses of my new home (then getting absolutely destroyed by a much bigger swarm). I’ll be diving back in to let you know how it holds up after all this time. It’s possible a decade of half-hearted survival games has blunted the edge of my enjoyment of the genre. But I do like digging pits for zombies to fall into. Check back for fuller thoughts sometime next week.