by Dev Gibby in
Dev Patch Notes

Hey survivors!

This update focuses heavily on performance improvements, foliage and environment optimizations, and early prep work for vehicle spawning. We’ve also got more vehicle-related updates coming soon 👀 – thank you for sticking with us as we keep building this world one piece at a time.



🚙 Vehicle System Prep

We’re laying the groundwork for proper vehicle spawning and future driving systems.

  • Added 15 Vehicle Spawners across MainLevel!
  • Updated core spawner class to better handle vehicle spawning logic.
  • Added a child vehicle spawn point, giving us more control and consistency in where vehicles appear.

🌲 World & Foliage Optimization

Huge focus on performance and making the environment run smoother on all machines.

  • Small LOD tweaks to trees, objects, and skeletons.
  • Configured a new LOD group for large foliage and made LODs for big trees and some rocks much more aggressive. (Your GPU thanks you.)
  • Enabled density scaling on grass and small foliage meshes.
  • Removed collision from tiny dirt-pile foliage.
  • Grass and small non-interactive plants no longer cast shadows, helping performance in dense areas.

🎒 Inventory & Movement Changes

  • You can now move while your inventory is open, as long as you don’t have an external window open (like a world container).
  • Movement is intentionally slower while the inventory is open to keep things balanced.
  • Adjusted the jump logic so you can’t jump while your inventory is open (a side effect of the new movement behavior).

🔥 Hotter Coldbar

Made the coldbar a bit more “hot” by lowering its use cooldown from 1.5 seconds to 0.5 seconds. We stress-tested this by equipping/unequipping a bunch of items rapidly and didn’t run into issues, but we’ll still be watching it closely.


🧟 AI Performance Improvements

More optimizations to keep the hordes running without melting your PC.

  • Adjusted bone tick poses so they don’t update when the AI isn’t being rendered. (Doesn’t apply to characters using live retargeting.) Then we realized this doesn’t really work on the dedicated servers since AI needs to be rendered at all times. This resulted in a few hotpatches over the last couple of weeks. Oops & thank you for your patience!

Additional mesh-component optimizations like:

  • Disabled bone motion blur
  • Skipped bounds update during interpolation
  • Other tiny engine-level gains

All these micro-optimizations add up!


💾 Stability Fixes

Fixed a potential null pointer in the save backup system during testing. (We’re not sure it would ever crash in a real playthrough, but we added extra safety checks just in case.)


✨ Visual & Experimental Additions

Tested some new Niagara VFX for a possible anomaly event and upcoming world decorations. Nothing final yet, but the early results look spicy.

Lastly, more work on the coming cave update!


Known Issues (Targeted for Upcoming Updates)
Based on survivor reports, we’re actively investigating and working on the following:

  • BP_RangedAI still needs to be updated to use our new damage interface
  • Show Item Tooltips and Show HUD Buttons appear to have been disconnected and are not behaving as expected

Thank You, Survivors

As always, thank you for supporting ZSGO while we continue improving the game piece by piece. We’re a small part-time team, but updates like these wouldn’t happen without your feedback, bug reports, and encouragement.

More exciting stuff is on the way!!

Stay alert & drive safe,

– The ZSGO Team 🧟‍♂️

ZSGO developers meetup and smiling together.

Ever since I built my first PC to play custom zombie maps on 'Call of Duty: World at War,' I knew PC gaming would be a huge part of my life. My passion for zombies didn't just stop there—I grew up playing iconic games on my PlayStation 2 and 3, like 'Resident Evil 5,' 'Dead Rising,' 'The Walking Dead,' 'Fallout,' 'Bioshock,' and the 'Sly' series. However, once I switched to PC, there was no looking back; my PlayStations found their way into storage, and my heart stayed with PC gaming.

My love for survival games deepened with 'Arma 2: Operation Arrowhead’s DayZ' mod, where fate had me meet Dev Ear and Dev SuperPoggers atop the triple yellow in Cherno. A simple meetup on TeamSpeak turned into a lifelong friendship. We've traveled across states—from California to Florida—bonding over countless survival games like 'Rust Legacy' and 'WarZ.' Our adventures led us to run our own Rust servers and Minecraft communities, even tinkering with game development tools like Unity and Unreal Engine.

Our shared dreams and dedication have culminated in the creation of ZSGO, our ultimate zombie survival game. Bringing our collective expertise and creativity to the table, we're committed to crafting an unforgettable gaming experience that stands out in the survival genre.

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