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Patch Notes
The latest fixes and changes to the game.

Patch Notes

Recent fixes and changes, newest first.

June 20, 2026

Login & accounts
  • “Remember me” now actually keeps you logged in. If you ticked “remember me” at login, you were still logged out and asked to sign in again on your next visit. Your saved login is now restored correctly when you come back.
Generators & power
  • Found gas cans can no longer be bone-dry. A fuel can you find now always has at least a little gas in it (minimum 5), instead of sometimes spawning completely empty.
  • Refuelling a generator now uses a can that actually has fuel. If you were carrying an empty gas can, refuelling grabbed the empty one first — it discarded it as “the empty fuel can” and added nothing, while the full can in your pack sat untouched. Refuelling now skips empty cans and pours from your fullest can first.
  • Refuelling no longer eats your gas can if the generator is gone. If the generator was destroyed, picked up, or unhooked just before you hit “refuel,” the game still consumed fuel from your can while the fuel went nowhere. You now keep your can and get a “the generator has been moved or destroyed” message instead.
  • Light switches now work in damaged and ruined buildings. Previously the light switch couldn’t be used at all once a building was even weakened. You can now flip the switch at any damage level — as before, the lights only actually come on if the building has power (or a running generator).
Buildings & repair
  • Repairing a building no longer wastes your toolbox on a lost race. If someone else repaired the building a split second before you, your toolbox still lost durability even though your repair failed. Now your toolbox is only used up when the repair actually goes through — just like energy.
  • The Reconstruction skill is now properly required for the final repair step. Without Reconstruction you can repair a building most of the way, but not the last step to fully repaired. A timing trick previously let players slip past this; the last step is now enforced at the moment your repair lands, so it can’t be bypassed.
Map & navigation
  • Fixed three buildings that had a phantom upper floor. Oak St. Orphanage, Jolly Juice Co, and Cedar St Video are single-floor buildings, but each had leftover data for a second floor — so the building could be described as having lights or damage on a floor you could never actually reach. The extra floor has been removed and these buildings now behave consistently with their real height.
  • Fixed SQL error that broke the map’s building-name search. Searching for a building by name returned a database error instead of results. Search now works and returns matching buildings (scoped to the current city).
  • Clicking a district on the map now works. District links — from search results, the city sidebar, and the map navigation arrows — were returning a 404. They now correctly open the district view.
  • The city map has been cleaned up. Building tiles now have consistent sizing, centered icons, and more readable names, and the zoom and pan controls work properly.
Gameplay
  • The Zombie Sense page no longer shows a blank screen if you’re not a zombie. Zombie Sense is a zombie-only page. If a human opened it, the game stopped with an empty white page instead of sending you back. It now returns you to the game, the same as the other zombie-only actions.
  • Looking outside now counts dead bodies correctly. When there was exactly one corpse on the street, the game said “There are 1 dead bodies.” It now reads “There is a dead body,” and correctly says “There are N dead bodies” for more than one.
  • Look Outside is now correctly limited to the first floor. Look Outside is meant for the ground floor only — on higher floors you lean out a window instead. The restriction was only applied in the menus, so it could still be triggered from an upper floor by other means; it’s now enforced when the action runs.
  • The building name shows correctly when a zombie exits a building. When a zombie left a building, the exit message had a formatting glitch that left a stray tag in the text. The building’s name now displays cleanly, the same as it does for humans.
  • Eating brains names the victim again. The “You eat …’s brains” message left the name blank. It now correctly shows whose brains you ate.
  • Taking ears records the right kill stats. A bug caused every ear taken to be logged with the wrong PK status, skewing the records. Ears are now recorded with the victim’s actual status.
Skills
  • The Surgery heal bonus now requires a hospital that actually has power. A Medic’s Surgery skill heals for more only in a powered hospital, but the check was too loose: flipping the light switch was enough, even with the fuse box destroyed or the generator out of gas — so the bonus applied in hospitals with no real power. It now checks for genuine power (an intact fuse box on the grid, or a generator with fuel), matching how the map decides a floor is lit. Without power, surgeons heal for their normal amount.
  • Medkit heals now report and credit the right amount. Using a medkit always showed the medkit’s full heal value, even when the target was nearly full and only a few HP were actually restored — and it could grant “house call” achievement credit even if the heal didn’t land (the target moved or was already healed). Medkits now show the HP actually restored and only count toward the achievement when the heal goes through.
Gadgets & equipment
  • Changing a gadget battery won’t downgrade it anymore. Swapping a battery (in a brain sampler, radio, GPS, etc.) installed your fullest spare even if that spare was weaker than the battery already in the gadget — so you could end up with a near-dead gadget and lose the better battery in the process. The swap now only goes through if a spare actually has more charge than what’s already installed; otherwise it’s left alone and you keep both batteries.
  • Lock codes with a leading zero now work. Locking a generator, radio, or computer with a code that started with 0 (like 042) dropped the leading zero when saving, so the code never matched on unlock and you were locked out of your own equipment. Lock codes are now stored exactly as entered.
  • Fixed a typo in a portable radio message. When you tried to broadcast or retune a portable radio that was off, the game said it was “no turned on.” It now reads “not turned on.”
Combat
  • Killing a human shows the proper kill message again. A bug in the combat code skipped the human-specific death messages when a human was killed, which could also cause the kill to error out instead of being reported cleanly. Human kills now display their correct flavour text.
  • Attacking doors as a human shows the right message. When a human tried to damage a building’s doors, the game showed a placeholder instead of the actual explanation. It now correctly tells you that humans can’t damage doors.
Stats & info
  • The stats page now counts lit buildings correctly. The building-status charts were over-counting “powered & lit” buildings: any building with a generator was counted as lit even when its lights were switched off. The stats now match what the map shows.
  • The stats page now counts ruined floors correctly. Completely ruined floors that still had power and lights were being counted as “powered & lit” instead of “ruined,” understating how ruined the city actually was. Ruined now takes priority, so a ruined floor always counts as ruined.
Holiday Events
  • Trick-or-treat now actually deducts the 1 HP from a bad trick. During the Halloween event, the worst trick result said you lost 1 HP but never took it. The HP loss now applies as described. (Getting a treat remains a free action.)