Dear, Survivors 1.09.A Patch - Small fix for auto save implemented Thank you HZ Team

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Dear, Survivors 1.09.A Patch - Small fix for auto save implemented Thank you HZ Team
There has never been a better time to fight for the future of humanity. HumanitZ is 35% off in the Steam Summer Sale from June 25 to July 9.
Scavenge, craft, build, and battle the hordes solo or with friends in an open-world sandbox ended by a zombie outbreak. And we are just getting started. Also launching today is the 1.09 Patch, focused on bug fixes and improvements as we prepare to release the Experimental Branch in the coming weeks. This will be your first chance to try out our brand new NPC Recruitment System, but for now, enjoy this latest round of fixes! 1.09 Patch Notes: - Fixed server save file conflicts resulting in server data rollbacks - Fixed save file bloating issue regarding pickup cleanup timers
- Fix for mead crafting causing disconnects on dedicated servers
- Swamps Scenario fix for dismantling furniture coming back upon loading in
- Fixed Doc not remaining at camp after rescuing him
- Quest icons now clear on their own
- Adjusted multiple quests in the same location from overlapping
- Fixed zombie dogs from biting you inside a vehicle
- Fixed F6 invite function in FIXED camera mode
- Auto save turned OFF will no longer conduct auto saves
- Fixed auto-save upon dying issue
- Fixed various reported map/topography issues
- Fixed various reported issues of zeeks/bandits/animals spawning in or on things
- Fixed refueling of vehicles interaction on servers (latency issues not applicable)
- Fixed shooting and throwables issue when in towers…be mindful there is still a roof
- Fixed picking up a Bear Trap causing camera issues
Survive. Adapt. Endure. See the full 2026 Roadmap for everything on the way.
Grab HumanitZ while it is 35% off, and check out other great indie games on sale during the Summer Sale to add them to your collection.
Dear Survivors,
Welcome to the 1.09 update!
This patch is focused on bug fixes and quality of life improvements based on your reports and feedback. A huge thank you to everyone who continues to report issues and help us improve HumanitZ.
Fixes
• Fixed server save file conflicts resulting in server data rollbacks
• Fixed save file bloating issue regarding pickup cleanup timers • Fixed mead crafting causing disconnects on dedicated servers • Fixed dismantled furniture returning after loading in on the Swamps Scenario • Fixed Doc not remaining at camp after rescuing him • Quest icons now clear correctly on their own • Adjusted multiple quests in the same location to prevent overlapping • Fixed zombie dogs biting players inside vehicles • Fixed the F6 invite function in Fixed Camera mode • Auto Save turned OFF will no longer perform auto saves • Fixed auto save triggering upon death • Fixed various reported map and terrain issues • Fixed various reported issues with Zeeks, Bandits, and Animals spawning in or on objects • Fixed vehicle refuelling interaction on servers (latency related issues still apply) • Fixed shooting and throwables while inside towers (please note the roof still blocks projectiles) • Fixed picking up a Bear Trap causing camera issues Server Owners: Please restart your servers to pull the latest patch.
Thank you again for all the support and feedback. We continue to work hard on improving the game while preparing the Experimental Branch, where you'll be able to get your first hands on experience with our upcoming NPC Recruitment System stay tuned for that.
See you in the apocalypse!
HZ Team
Dear, Survivors!! The 2026 Roadmap is here! 🧟🚨📰
New updates, major features, ongoing development and a few dev spoilers for what’s coming next.
This is just the beginning! Regards HZ Team
Dear, Survivors We just added a new server patch. All server owners please restart your servers Thank you HZ Team
Update 1.05.A Hotfix Dear Survivors,
We found an issue with some older saves that could cause players to lose their horse or be unable to access their horse inventory. This has now been fixed.
If your horse does not return, please use the command /spawn horse and then use /adminw to return your saddle.
Sorry for the inconvenience.
Fixes:
• Fixed old saves losing horses • Fixed old saves causing issues with horse inventory • Fixed zombie respawn set to "Never" not respecting old saves • Horse pie menu fixes
Thank you, HZ Team
Hey Survivors!
We’ve just pushed a small hotfix focused mainly on addressing server disconnects when driving, along with the save-file data buildup that was contributing to server instability.
A huge shoutout to Piiruca, owner of the Wasteland Survival server, and MaKY, owner of the El Refugio server, for helping identify and report key details around this issue. Our community continues to be a massive force multiplier for HumanitZ, and we’re incredibly grateful for the love, patience, and dedication you continue to show the game.
A community that survives together, thrives together!
We also want to quickly readdress our previous comments around aiming for faster update cycles. We mentioned that we would do our best to work toward a roughly two-week update pace where possible, but with our current focus on fixes, improvements, QA, and new content, that turnaround is not always realistic or sustainable for a small team.
The faster updates were mainly something we wanted to push for during the move into 1.0, especially while there were issues that needed attention. Going forward, we want to make sure updates have the right amount of testing and polish behind them, rather than rushing to meet a fixed schedule.
This hotfix was not originally planned, but we felt it was important to get these fixes out as soon as possible. Our next full update is still a little further out, and we’ll have more news to share later this week, including the 2026 Roadmap which is almost ready to release hold tight.
Thank you again to everyone who has remained patient and supportive.
Regards, HZ Team Server Owners: Restart your server to pull the new patch Fixes:
Fixed compounding saved data causing server instability,
Fixed server disconnects while driving.
Potential fix for fuel UI interaction not working on servers.
Fixed instances where a save no longer shows up in the save list. Furthermore save files added to the save folder will automatically be detected.
Fixed various typos/UI discrepancies,
Fixed various reported map issues,
Fixed exploit allowing players to put vicinity items into character slots (i.e. grenade launcher ammo on shirt slot),
Fixed resources from reappearing when dismantling items and leaving the area/logging out,
Fixed reported items not being able to be dismantled,
Fixed barbed wire trap not causing damage and allowing people to walk on them (may need to dismantle and rebuild for changes to take effect on pre-built assets),
Fixed bandaging on a horse exploit to not use multiple bandages and acquiring all healing at once,
Fixed getting stuck in containers when pressing jump key during interaction,
Fixed Halloween Van spawn command,
Fixed zombies stopping all movement when climbing above sightlines,
Fixed house generators still working with alternator at 0%,
Fixed Auto-Sort overlap when adding roof storage to vehicles,
Fixed character crafting UI to update in real-time,
Fixed sway and muzzle rise of weapons while on horseback,
Fixed getting stuck when trying to emote while climbing on to the horse,
Fixed backpack UI cutting off bottom two rows when having Deep Pockets perk and talking to a trader,
Fixed scrap cars from returning on roadways after being dismantled
Fixed reloading on horse issue
Fixed UI overlap issue with auto sort button in all containers
Fixed reticle not changing when going from pause menu back to the game (and on horse)
Fixed berry bushes completely disappearing without harvesting.
Fixed Single Player/Hosted Multiplayer access and permission issues (Not able to build or you dont own this issues)
Fixed Sleeping Bags/Beds/Containers saying OCCUPIED when someone logs out or crashes when using them (takes 30 seconds for player data to unload to access)
1.04.X Hotfix Dear Survivors,
We realised with the 1.04 update there was a crash issue occurring around AI activity, mainly on death, along with a potential memory leak issue.
We’ve done our best with the info and crash reports provided by our awesome community, so a huge thank you to everyone who helped us track this one down.
We believe we have now fixed the crash and memory leak issue, but we are still actively testing on our side. If you do receive a crash after this update, please give us as much info as possible, including the crash report via our discord ticket system, to help us continue tracking additional issues.
The Build ID has been updated for this patch, so please fully restart your Steam client and make sure you’ve pulled the latest update so you can access servers.
Server Owners: Please restart your servers to receive the new hotfix.
Bug Fixes:
• Fixed potential crash linked to AI • Fixed potential memory leak
Thank you for your patience and support.
Yozza
1.04.B Hotfix Dear Survivors, Small client patch only (No server patch needed) - Fixed visual bug in character creator (skin issue) Regards Yoz
Patch Notes 1.04.A Good Morning, Good Afternoon, and in case we don’t see you later, Good Evening Survivors! Quick little fix for some reported issues over the past week. All the Best! Yoz Server Owners: Restart your server to pull the latest patch Patch 1.04.A Fixes - Fixed horse and vehicle exploit - Fixed new crafting duplication methods - Fixed zeeks attacking base walls
- Scrap Cars no longer respawning in areas they shouldn’t be - Tweaked structure health visual overlay to appear at 50% instead of 75% and range at which it is visible - Weapon Break ON/OFF functioning as it should be - Vehicle Muffler noise attenuation has been fixed - Sharpening Stones and duct tape now have their own animation sound - Resourceful building UI correctly reflects needing “1” of unique items instead of “0” - Rain collector-to-bottle ratio math recalibrated - Rain collectors now spoil in all slots instead of leaving the last one fresh - Standardized auto-sort icons between inventory, vicinity and containers - Prevented overlap of storage container renaming field preventing auto-sorting - Adjusted Ctrl-LClick holding function when transitioning items between container, vicinity and inventory - Check added for Doc not appearing after acquiring his Blood Bag quest for hosted multiplayer and dedicated server play - Small performance change to in game shadows
HZ Patch Notes 1.04 Hey Survivors, Another *cough* two weeks *cough*, another patch! As we mentioned last update, this patch is primarily focused on bug fixes. This is not the entire list of reported things on our docket as of now, but some high-target quick fixes we could get out in a timely fashion. Rest assured, we have everything tracked and are still pursuing them with aggression. We have added support for Private Server owners to disable Family Sharing in order to combat the unfortunate community members who willfully try to get around being banned or blacklisted from servers. We apologize for any inconvenience these players have had on your communities. Family Sharing will be on by default, it is up to the server owners to disable it. On Official Servers, Family Sharing will be disabled and everyone will need their own account. Server Owners: Please restart your servers to pull the latest patch Official Servers: There will be a full server wipe on all official servers Modders/Mod Users: Please remember mods are NOT allowed to be used on Official Servers. Also make sure your mods are updated before using them with the 1.04 patch and also remember we currently do not support Mods at this time so you use them at your own risk. Please do NOT log tickets for issues with the game if you are using mods. Changes/Quality of Life - Broom can now be repaired - Skill magazines now stack to a total of 5 - Adjusted various quest reward ammo values - Added stacking of items in the improvised fridge - Added upgrades to the player-crafted quarter walls - Removed grenade launcher ammo reward from the Apple Pie quest - Changed crossbow bolt reward to fire arrows for one of Mara’s quests - Completing search for Marty quest now rewards you with a funnel and hose - Horde Mode Wave Survival scenario zeeks will no longer spawn as crawlers - Removed horse use under water (Player and Horse will take damage from drowning) - Removed USE function of alarm clocks to prevent not acquiring the “Bell Ringer” challenge - Removed ability to add multiples of the same mod in vehicles. They never stacked functions anyways - Increased render distances of play-built structures in order to mitigate being killed in your buildings in PvP - Horde Mode Wave Survival scenario zeek pathing fixed to not get stuck outside the map boundary - Added mushroom icon to HUD when your graphics turn cartoony from eating mushrooms - Changed cooking station canned food icons to reflect opened cans instead of sealed - Increased quest reward sniper scope item durability from 50% to 100% quality - Players now take damage when crashing into walls/objects on horseback - Improved various black colored clothing from appearing tinted brown - Adjusted brightness of Camo clothing to not be as dark - Adjusted house generator fuel rates to last longer - Increased trowel spawn chance and locations - Reduced jack usage height by 50% Fixes Performance: - Fixed AI Event settings for private servers - Fixed various cheating and exploiting issues - Horde Mode Extraction Scenario Airdrops fixed - Fixed gun store and liquor store loot respawners - Nightmare achievements fixed (not retroactive) - Fixed admin panel issue of spawning incorrect items - Swamp Scenario time no longer changes as intended - Fixed reported crafted structures/benches from not decaying - Fixed an issue with calculation of days and not saving correctly - Fixed mead crafting from crashing the game and stealing materials - Using the /unstuck command doesn’t allow player to move about on the water floor - Fixed controller from not scrolling through Graphics settings - Fixed inability to scroll down in GRAPHICS settings using controller - Fixed an issue on controller when selecting CANCEL in exit menu from losing functionality - Pressing PAUSE and SHARE buttons together on the controller (Start and Select for us old timers) no longer locks your controls and now brings up the overlay dashboard you have active Audio & Visual: - Fixed reported map issues - Bread now has eating animation - Fixed various typographical errors - Fixed log storage replication issue - Fixed weapons mesh replication issue - Fixed various character preview issues - Fixed highlighting issues on reported items - Fixed clothing not having toggleable hoods - Fixed UI scaling of textboxes in reported areas - Fixed Survival Guide UI scaling on Steam Deck - Fixed day/night cycle issue when exiting bunkers - Fixed bald characters being shown in loading menu - Fixed character creator showing grey-rendering hair - Dark complexion characters no longer appearing white - Armor and and vests no longer clip into thicker clothing - Crafted spears no longer poke through the roof of vehicles - Fixed hand placement on .22 rifle when in crouched position - Fixed low-res rendering of character models in loading menu - Fixed visual bug when selling vehicle armor and tires to traders - Fixed one zeek walking around with a police hat stuck to his feet - Fixed NVGs from not working in bunkers unless a flashlight is in use - Fixed UI issue when opening map and inventory while mounted on a horse - Using the PLACE function no longer displays clothing in unrendered formats - Stone Campfire and Log Storage no longer receive snow decal when built indoors - Fixed Flamethrower not displaying the correct value when refilling and putting it away - Fixed vehicle additional storage preventing access to inventory rows when changing UI scaling - Fixed Resourceful UI not displaying correct number of required items due to half-integer values - Guns inside weapons rack no longer seen from the first floor of buildings when built on additional floors Animals, Bandits/Zeeks & NPC/Companions: - Fixed an issue where players were getting stuck in a holding weapon animation when dismounting horse - Horses despawning on entering bunkers, leaving render distances, or player dying fixed - Fixed Doc not showing up on servers or hosted multiplayer sessions after rescuing him - Zombies no longer visible on second floor when player is on first floor of buildings - Fixed issue where player would lose all items when mounting/dismounting horse - Players no longer get stuck when reloading weapon while mounted on a horse - Dog companion won't follow you into bunkers when placed in the dog house - Zeeks don’t turn invisible when moving between levels of buildings - Fixed players from using dog and horse find commands on servers - Horses no longer disappear when getting booted out of a server - NPCs no longer stay aggro’d to dead enemies/animals - Fixed zeek bite animation from happening when it dies - Fixed getting stuck in zeek bag when it disappears - Fixed traders from rolling an empty inventory - Fixed Dan’s escort mission issues Inventory & Crafting: - Emptying a stackable item will no longer delete the entire stack - Fixed sweetcorn planting issue - Fixed crop plot issue of adding additional seeds and not getting full yield - Fixed multiple canteen issues - Items no longer delete themselves when trying to pick them up in vicinity without a backpack on - Fixed orange crates respawning loot - Hacking device fixed to not work on player doors - Fixed multiple weapon/item deletion issues - Fixed items deleting in fireplaces when leaving render distance and returning - Fixed multiple issues with the improvised fridge - Consuming 10% of a food item in vicinity no longer duplicates the item - Fixed watchtowers from not taking damage - Fixed items disappearing when dying and having the Deep Pockets skill - Fixed an issue allowing players to bypass the hammer requirement for building structures - Fixed composter and farming plots from not taking full dirty water bottles - Fixed water barrel to accept dirty water - Fixed barbed wire wall upgrade ouchie boxes to cause damage appropriately Vehicles - Fixed APC refueling issue in multiplayer sessions - Fixed refueling a vehicle causing the first item in pockets to either be deleted or moved to your backpack - Fixed CTRL+LClick causing vehicle mods to disappear - Removed outdated fuel can items to prevent spawning in quests resulting in vehicle fueling issues Quests & Skills - Fixed quest rewards to give you appropriate numbers of unstackable items (i.e. 3 boxes of nails) - Fixed Famine and Drought skills reducing food/hydration values - Fixed the Resilient skill reverting to 100 health when sleeping On the Horizon As we were working on the Structural Support System, our resident builder BrombeerBert discovered some loopholes a couple days ago and unfortunately we did not have enough time to correct the issues, otherwise we’d have to delay the update another week. So, expect the structural support system to be added in the next update. In the meantime, anyone building skybases or bridges spanning the map will be banned from Official Servers. If you are not sure what the requirements are, please head over to
https://humanitzgame.com/official-server-rules/ to get yourself familiar with rules for online play. Our next update which you can expect our first big content drop since 1.0. We’ve had a lot of things on the back-burner we wanted to get into 1.0 but just didn’t have the time, so we’re chucking as much as we can into our 1.1 Update! As we navigate towards larger content drops, we will be spinning up the Experimental Branch over time for people to get in early and play around with the builds. The goal is ultimately for feedback and earlier fixes so those who jump in when it is ready will have a better, cleaner experience. Good luck out there, Survivors!
HZ 1.03.B Patch Notes
Survivors,
Another quick Hotfix!
- Fixed issue causing your vehicle to teleport to last known parked location when exiting on Huddson Bridge
- Removed Skeleton Hoodie and Pants from Trader inventory
- Removed balaclava from bandit loot
- Fixed Amateur Boxer grapple becoming frozen when having an item in hand
- Increased the render distance of vehicles spawning in to combat fast drivers from crashing into them
- Changes to landscape material to gain some more performance
Server Owners: Please restart your server to receive the new patch
Attention Mods Users! You will potentially receive Fatal Errors or see anomalies when loading into your games or sessions. We know it is fun to play with mods, but please allow time for the modder creators to update their mods. If you want to continue to play without issues, you will need to delete your mods folder, turn OFF Steam Cloud Sync for HumanitZ, and load your game. Just deleting or turning off the mod will not be enough as there are residual files that get added to the directory and re-downloaded. Thanks for the support and feedback, stay safe out there! HZ Team
HumanitZ 1.03.A Patch Survivors!
Some issues popped up when we kicked out 1.03 on and here's what was noted and fixed:
NPCs acting erratically
Backpacks and Items Disappeared (should be able to get stuff recovered today with the hotfix)
Farm Plot Issue in mini-quest
Scrap cars not spawning/respawning
HAZMAT hood not showing on character model and rendering them bald
Specifically regarding the loss of items and placed items, they aren't gone, they just didn't load in so all your stuff will repopulate when the servers restart Server Owners please restart your servers and players make sure you restart steam and pull the recent 1.03.A Update!!
ATTENTION: If you experience naked characters and invisible items in your storages, you are using outdated mods which have broken your game. Please do not log tickets as we cannot help you. Contact the mod owner to update their mods. If you want to keep playing until they are updated, here's how to fix it:
Either roll back to 1.02a and wait for the mods to be updated or, You will need to completely remove the mods, delete your mods folder, turn off Cloud Sync and play a fresh save.
Thanks for hooking us up with all the information needed to get these fixed ASAP. Have a great weeekend and holiday for those who celebrate!
Much Love,
HZ Team
Hey, we’re back with another update! This one took a bit longer than we would have liked in-line with our stated bi-weekly updates due to some major performance changes we’ve made. which is why things have taken longer than expected and ever so slightly set us back with things such as the Road Map, new content, more QoL features being added. Rest assured, those things are still coming. But for now, let’s get into what we’ve been working on these past few weeks. Our first major point is that Steam Deck is now ‘stable’ and can be run on MEDIUM-HIGH settings. This is the first phase of getting the full official Steam Deck release solidified, so huge shoutout to the Steam Deck users providing that feedback and assistance!
Getting into the finer details and technical insight into one of the biggest challenges, we’ve moved the game from hard references to soft references. What does that mean? Previously, with hard references, the game was loading everything into memory as soon as you launched it and causing huge VRAM problems. With 1.0 being bigger and more demanding graphically than during Early Access, that approach just wasn’t sustainable, especially for lack of a better term “seasoned” computer systems.
By switching to soft references, the assets are now loaded and unloaded into the world asynchronously, which has resulted in significant improvement. This also helps lower spec PCs run the game more smoothly and returns Steam Deck to a playable (and better) status. Additionally, we’ve optimized the Zeeks perception targeting systems (hearing and sight) in order to reduce the number of calculations the game is doing per second, returning more performance to the players and within reason allowing higher zombie multipliers in both single player and multiplayer. We have a lot of exciting news coming in 2026 regarding the future of HumanitZ, and with that news will come the need for more people joining the team. Over the past few weeks, we have been honored with the assistance of Zuq, who has been streamlining a lot of our server admin tools and currently crafting new never-before-seen systems unique to HumanitZ which will not only increase accessibility for server admins in monitoring, maintaining, and managing their private servers, but also enhancing the security and tracking of our Official Servers. So big shoutout to Zuq and looking forward to getting these features out to our community! We should return to our bi-weekly (every other week) bug fixes and updates as planned for 1.04, but as always, if there is something that will take a little longer that is worth the delay, we will be sure to let you know ahead of time. Thank you all for the support and if things go as planned, have some exciting news for you all very soon! The next update (1.04) we’ll be looking to reduce the micro-stutters when loading map chunks and a full bug fix patch, then we can look at the roadmap and the next big content update. And finally over the next few weeks we’ll be looking to grow and expand our team to work on making HumanitZ even better. So if you are an experienced dev and looking for a new challenge feel free to reach out and share your talents with us. All the Best, HZ Team HumanitZ Update 1.03
New Additions - New Full Fireman outfit pieces… “collect the whole set!” Changes/ QOL - Rebuilt the whole game to become soft reference to help improve memory load - Changes to AI perception for performance improvements - Asset optimization and retexturing - Added vehicle inactivity recycling (no more abandoned vehicles after 2 weeks) - Increased backpack spawn rates for higher tier backpacks - Increased overall backpack spawn rates on servers - Rebalancing of stacking values for various items (ex: ammo now goes to 200) - Can now repair vehicle parts even when vehicle is at 100% condition - Repair kits should now repair vehicle status and vehicle parts regardless of armor modifications - Repositioned storage container loot placement to prevent looting through walls - Power Substation parts no longer degrade - Removed Sharpening Stone from Trader Loot which caused unusable Sharpening Stones - Adjusted color values of camo clothing and items - Added more loot to The Island - Reduced magazine drop rate on Bandit enemies - Increased/decreased loot chances respectively for each setting for servers/owners - Added “Official Server ban only” to our internal tracker so people are not removed from private server play - Changed “Infection Treatment” text to read “It’s Not a Cure” title for unlocked skills in Chemist profession - Adjusted sound attenuation on Power Substation when it is active - Adjusted sound attenuation of footsteps on concrete - Caesar now gives you a Pressure Valve when sending you on the quest for fuel - Pressure valves no longer stack - Improvements to snow covered props during snow - Added Doc Keycard spawn chance in main lab Bug Fixes - Fixed multiple duplication methods - Added blocking volumes so players can no longer build outside the actual bunker itself - Amateur Boxer Profession now correctly does their custom takedown - Fixed furniture respawning edge case issues - Adding attachments no longer destroys ammunition in weapons - Putting weapons away in storages, dropping them, or logging out no longer deletes ammunition - Adjusted AWM and Barrett bullet pathing to target - Campfires will now stay lit during inclement weather inside train cars - Added missing Car Salesmen Passive to Profession Selection UI - Fixed looting PCs not properly accounting for having been looted for Skill requirement unlock - Fixed bunker loot spawning zero items - Fixed bunkers instantly respawning loot in some cases - Server loot settings adhere to the setting selected - Server building health values now reflect appropriately - Skeletons no longer stop your vehicle when running over them or hitting them - Fixed airdrops not coming in during Extraction Horde Mode scenario - Fixed waves not completing correctly during the Extraction Horde Mode scenario - Fixed not being able to use your horse when showing offline on Steam - Fixed horse despawning during connection loss to servers - Fixed Improvised Shovel and standard Shovel from not digging graves - Fixed death crates not dropping or deleting themselves (ensure your settings for ON DEATH are correct) - Fixed quest turn-in issue for stacked items/multiple items not being recognized - Fixed Sue’s generator quest from deleting added materials when saving and exiting in single player - Fixed pressure valve deleting itself in single player - Fixed fuel pumps refilling when saving exploit in single player - Fixed fuel pumps deleting all fuel when starting a new game, saving, and loading back in - Fixed reported challenges from not registering in single player - Fixed LMG not unloading ammunition correctly/stacking issue - Fixed Hacking Devices not working on player crafted doors & storage containers - Fixed doors relocking themselves…again - Fixed Doc not showing up at the camp during server and hosted multiplayer sessions - Fixed various tutorial issues - Fixed various text issues/typos - Fixed various map and terrain issues Coming Soon 2026 Road Map Modding Support Console(s) release information
Dear Survivors,
We wanted to give you a quick update on the 1.03 patch.
As mentioned previously, this update has taken longer than our usual two week cadence due to the scale of the changes we’ve made. We made the call to delay it because it represents a major step forward in performance and overall stability, and we wanted to make sure it was done properly.
The 1.03 update is now planned to drop this Thursday, 2nd April.
A lot of the issues identified since 1.0 tied back to the addition of the EOS system as part of our future plans. This meant we had to rework and rebuild parts of the game, which is why development has taken longer than expected.
To give you some insight into what’s coming with 1.03:
Steam Deck improvements, making the game far more playable even on higher settings, bringing us closer to full support, which we are still actively working towards.
We’ve moved the game from hard references to soft references. Previously, the game loaded everything into memory on startup, which caused major VRAM issues. This change allows assets to load more efficiently and has resulted in a significant performance improvement, but required extensive testing to get right.
Zombie improvements through optimisation of perception systems such as hearing and sight, allowing more Zeeks on screen with less impact on performance.
We are now in the final stages of testing this week to ensure everything is running as smoothly as possible ahead of release.
Thank you for your continued support,
HZ Team
Hey Survivors,
Up front, this week's update will be delayed slightly. We're working on some additional performance enhancements which are taking longer than usual to get through final validation and ensuring it doesn't affect any pre-existing systems. Additionally, a couple of us have come down with some seasonal sicknesses and that's set us back a few days on our end, so just wanted to give you all a heads up before we head into the weekend and not to keep you waiting for what should be coming. We will do our best to get it out to you sometime next week if all goes well. We'll kick out another notification when we go live with the next update.
Thank you for your understanding and support,
Yoz
Dear Server Owners Small server update Admin Tool fixes Please restart your server to pull the latest patch Regards HZ Team
Dear Survivors Small hotfix for joining friends hosted game Sorry for the error HZ Team
Welcome to HumanitZ 1.02, Survivors! First, a huge thank you to all of our newest community members! We have been blessed with so many people playing HumanitZ and are humbled by the love and enjoyment people are having for the game, bringing fresh eyes to the scene. It has been an interesting couple of weeks, and very eye-opening indeed. As we mentioned, we’re on a cadence of bi-weekly patches, and we can’t do any of that without you, and especially all the new folks so again, thank you for taking the time to inform us of issues. Keep that feedback coming! This Patch is primarily meant for performance and fixes, but performance does mean a broad range of things. You may see some items below in regards to something that may be simple or not involving direct optimization, but still has an impact on how the game functions as a whole. If you have any questions, please ask in the Discussions sections here on Steam, or in our Official Discord. Server Owners: Make sure you update server to latest patch (also restart servers every 6-8 hours for better performance) List of changes, fixes and improvements: - Reported vehicles headlights/fog lights tanking FPS when turned on fixed - Entering/exiting a player crafted shed, awning, or stable no longer causes stuttering/hitching - Fixed various lighting issues affecting performance (torches, standing torches, CB radio, etc.) - Fixed camera not changing position when entering the small shed at the Radio Tower - Fixed players dismantling world buildings/assets - Fixed multiple server settings not applying as they should - Improved dismantle highlighting feature to ensure you’re selecting the appropriate asset - Invisible zombies should no longer be happening - Resourceful skill no longer prevents people from finishing buildings - Resilient skill no longer stops functioning upon death or logging back in - Fixed Base Defense skill not applying - Fixed zombies spawning on the roof of the Key Card bunker - Players can no longer bypass password protected servers using only IP address - Fixed one-off issues where quest NPCs would not accept multiple items for their turn-in requirements - Fixed one-off issues where challenges were not completed as intended. Some will not complete on servers as the award is only applied to the first person completing it, such as world quests. - Items in first pocket slot no longer delete themselves when opening an item in vicinity - Levy Laser Level 3 Armor No Longer Blocks Headlights - Alcoholic affliction now working as intended - Adjusted storage cupboard interaction area so people can no longer loot them through the floor - Enemies now take damage from thrown items such as molotovs and grenades while on horseback - Players can no longer be shot through player-crafted buildings - Fixed tent functionality regarding invisibility exploitation - Fixed respawn point exploitation causing invincibility - Bow reloading exploit fixed - Flamethrower swapping no longer refills durability for free - Fixed customcmd prompts in readme.txt file - Canning Station now uses Drill Kit as ignition source - Battery Charging UI correctly updates over time - Fixed Farm Plot mini-quest text - Fixed Improvised Shovel not digging graves - Fixed reported floating loot spawners - Fixed minor typos and tooltip issues - Fixed various missing textures and map terrain issues - Fixed attachments not hiding when player character is inside of the tent - Adjusted positioning of ZM7 in gun rack - Can no longer claim companions with spoiled food - Companions cannot be fed spoiled food - Removed repair prompt from vehicle armor requiring gun repair kit when armor piece is in-hand - Fixed one-off issues where quest NPCs would not accept multiple items for their turn-in requirements - Fixed one-off issues where challenges were not completed as intended. Some will not complete on servers as the award is only applied to the first person completing it, such as world quests. - Fixed 0% capacity rewards from Black Market trader - Fixed quest location marker for one of Doc’s quests - Fixed situations where players became stuck using the hacking device - Fixed issue with crowbar not working to breach locked gates - New server messaging with reason for disconnects etc - Improved hit detection performance - Hazmat loot can now spawn near yellow med tents - Further LOD and instancing to help with server performance - Reduced network bandwidth of vehicles on servers - Increased Base Defense values of structures on PvP servers - Adjusted weapon damage values against structures on PvP servers - Removed some weapons from damaging structures on PvP servers - Added PvP logout timer - Adjusted sound attenuation for house and car alarms - Reduced weight of brass casings - Reduced weight of stacked pills, vitamins and antibiotics - Added more items to bandit inventories upon death - Added VoIP Microphone detection option in audio setting menu
- Added extra measures to identify cheaters - Brand new Admin Panel
- New server logs added - Furniture that was dismantled before this patch will respawn when loading a save. Once dismantled, the furniture will remain dismantled
- Fixed indoors heat issue for client Have a safe weekend, Survivors! HZ Team
Happy Saturday Survivors!
We're one week into our bi-weekly patch updates and wanted to give you insight into what has been fixed, what we're currently working on, what we're currently investigating, and what you can expect in the near future. Thank you to everyone who has given us that constructive feedback and provided us with the information needed to get things done a little more efficiently.
Issues fixed for next patch (not all inclusive):
Bow reloading exploit,
Random NPC Quest Givers Not Showing Turn-In Option,
FPS drops when turning on headlights, turning on campfires, and torches,
FPS drops/freezing when going under player crafted awning, shed, or stable,
Multiple Reported Resourceful Skill Issues,
Resourceful Skill Glitch Building,
Multi-item turn in for quests not working in rare instances,
Houses with Backwards doors,
Reported Skills Not Working correctly,
Deleting Items in First Pocket Slot When Opening Items from Vicinity,
Players Shooting Through Doors in PvP,
Some Server Settings Not Working Correctly,
Reported Floating Loot Spawners,
AI population not adapting to new multiplier,
Bypassing of Password Protected Servers Using IP Addresses,
Hosted Multiplayer Connectivity Issues,
We are actively working on performance optimization for PC and for Steam Deck, that is still our top priority as we're navigating the bugs and issues popping up.
For our PvP players, we are also heavily tweaking the PvP environment, currently focused on weapon damage and structure durability. This is an ever evolving process based on the feedback you provide. Speaking of PvP...
Over the past couple days, we've been strictly monitoring server play. With the influx of players brings in more cheaters, exploiters, and people exhibiting uncouth communication to other Survivors, we have buffed our ranks on our end as we cannot do both fixing issues and monitoring the servers; we just don't have enough people for it. Apart from community reporting, we have a team of dedicated Survivors (Huddson City Police Department) who have been observing, reporting and ferreting out these unfair players and we've been able to squash some issues. Without getting into specifics, we're currently testing and actively implementing anti-cheat measures in order to rapidly detect, notify, and ban players who trigger these systems. This will reduce the in-depth requirements we heavily rely on the community to report in order to aid us in keeping the servers fair and fun.
Additionally as a reminder, we have zero tolerance for racism or calls to violence. This is a permanent ban across all official servers. Regardless of whether you do it once, or multiple times, or if you allude to by using characters other than letters, we will protect the community of players from this type of behavior.
Furthermore, we have retooled the admin panel for server owners to help assist their players easier. Spawning items, retrieving/unclaiming vehicles, teleporting to and from players all without admin commands are just a few of the things we've given in order to help reduce the redundancy of some of our previous functions. Huge thank you to the members over on the Discord's Private Server Hosting Chat for giving us feedback and insight into what you need to effectively monitor and maintain your community's play spaces!
Regarding the Discord, we've had over 4000 new members join in the last week alone and it has been amazing! With the boom of community members, Dera has recruited a couple more Moderators from the community who have been major contributors and supporters since we went into Early Access. Huge shoutout to Plankt0n and netVnum for stepping up and joining the HZ Team!
Lastly, we are potentially bringing back the Experimental Branches for players to pop in and try out the changes we make. More to follow in the future.
As always, we thank you for your continued support and trust. Have a safe weekend!
Regards
HZ Team
Dear Survivors
We want to speak openly with you about the 1.0 launch.
In many ways, the release of HumanitZ 1.0 has been a success. We’ve seen record player numbers, huge support from the community, and an incredible amount of people jumping into the apocalypse with us. For that, we are truly grateful.
However, we also know that in other ways, the launch has not met the standards we set for ourselves. While many players are having a great time, there are also areas of performance, stability, and general quality that we as a studio are not fully happy with. We hold ourselves to a high standard, and we know we can do better.
As part of the final push toward 1.0, we made some major technical changes very late in development, including moving to a new networking SDK. These changes were important for the long-term future of HumanitZ, but they also came with challenges and serious time pressure right near the finish line. In hindsight, this created a difficult schedule and meant some areas did not get the level of polish we would have liked before launch, but what matters is what we do next.
Because we are a first-time studio and HumanitZ is the first game we’ve ever made, the perspective of what “1.0” should be can differ compared to a larger, more experienced team. That is not us making excuses; we know some areas should be better. But when we take a step back and look at what we’ve achieved with the team and resources we have, we’re proud of how far we’ve come, and we know it’s only going to get better from here.
As a studio, we are fully committed to turning this around and getting HumanitZ to the level it deserves to be. Starting now, we will be focusing heavily on improving the overall experience across the board.
Our next patch is already in progress and will be primarily focused on the most urgent stability and performance issues players have been reporting since 1.0.
Our plan going forward is:
We will aim to release regular bi-weekly updates focused on performance, stability, bug fixing, and overall quality improvements.
Alongside this, we remain committed to our larger content updates, bringing new features, improvements, and additions to the world of HumanitZ.
HumanitZ 1.0 is not the end of the journey. In many ways, it is just the beginning of the next phase. We are a small team that cares deeply about this game and the community around it, and we are fully committed to making it the best experience it can be.
Thank you for your continued support, patience, and feedback. We will keep listening, keep improving, and keep pushing forward.
All the best,
HZ Team
Dear Survivors SERVER OWNERS: RESTART YOUR SERVERS TO PULL THE UPDATE We spotted an issue affecting players who already have the Resourceful and Sprinter skills, so we’ve applied a quick ninja patch for both server and client. Enjoy the weekend HZ Team
Dear Survivors
Nearly a week into the new apocalypse, here’s a small patch to correct some issues and improve the experience. We know 1.0 has been mixed, some players are having an awesome time, while others aren’t, but we’re doing what we can to fix everything, like we always do.
PLEASE READ: All server owners, please make sure you restart and update your server, and that all players are fully updated too.
The current zombie and wildlife spawning issues on dedicated servers has been one of the most frustrating issues we’ve experienced since development began. We’ve made quite a few changes that should put this issue to rest. To be on the safe side, we’ve also added several server side debugging functions that will allow us to better track spawning and we will be monitoring it closely. Should we or the community notice any abnormalities, we will be able to release a server patch that will not require a client update from Steam. Hopefully the farming sim is over!
Fixed dismantled furniture respawning (THIS time). (Some props may return on your first load-in, but not after that — enjoy the extra resources!) Fixed using a power tool to repair any weapon Fixed some rogue props Fixed Brass Catcher skill in MP Fixed issue with Sprinter skill Fixed UI bug with Resilient Skill Fixed multiple issues with Resorucefull skill Fixed Beast of Burden Skill weight cap issue Fixed animal trap catches not counting for skill credit Fixed Church giving infinite wood Fixed flamethrower not working on Zeeks Fixed Mara food quest to accept all sealed food items Fixed some male hair issues Fixed collision issue with chairs Fixed crafting bread so it no longer deletes your water bottle Fixed issue with some fireplaces not saving items inside them Fixed issue with server settings not registering correctly (day/night, vital drain, sleep etc.) Fixed map appearing empty when accessing saves from other computers Fixed large rock collision issues Fixed Lv1 bumper issue on some vehicles Fixed attachment issue with ZM7 rifle Fixed base wall with window blocking vaulting Fixed hazmat explosion not damaging zombies in multiplayer Fixed M1 Garand bug (If you have a bugged M1 maybe trade it) Fixed server browser favourites not working Reduced instances of zombies spawning on roofs Fixed IP Connect password bypass New random loot drops added to Bandits New improvised Shovel added to the workbench (community feedback request) Increased distance for throwing distraction objects QoL change to quick slot 5 (You can now freely swap stacked items) Increased item spawn chance in PC containers Increased values for food given to the horse Increased Mr Money's trade value capacity Small performance improvements
Thanks for all the support since launch — stay safe out there, Survivors.
HZ Team
Dear Survivors Thank you for support, patience, feedback and bug reports We've been working hard to get this patch out as quickly as possible to help improve your HumanitZ expeirence. Ok lets get into this hotfix discuss the issues and tell you what we've fixed... - Fixed some instances causing fatal crashes - Fixed AI respawning on servers - Fixed loot containers not respawning on custom servers with edited time of day settings - Fixed ingame F6 multiplayer hosted invite system - Fixed infection cure state not saving correctly on load in - Fixed horse render distance issue causing horse to be destroyed - Fixed a number of duplication issues - Fixed generators not saving parts and powering on cookers and lights - Fixed dog emote wheel bad offset - Fixed dex cough saying not injured message - Fixed Keen Eyes skill not reducing reticle - Fixed Server setting for Claimed Cars causing isseus when set to 0 - Fixed the giant growing backpack - Fixed canteen empty issue - Fixed broom trash cleanup not saving in certain houses - Fixed awning giving infinite resources - Fixed blurry mini map - Fixed furniture respawning - Fixed winter jacket invisible on female - Fixed superadmin to allow under the map support - Potential fix for rogue floating meshes in the sky - Fixed sleep issue not speeding up time. - Fix for server name not showing in list - Fixed bug where you could not put a Rag into a Wall or Standing Torch - Fixed cement Mixer from keeping your bottle - You can read skillbooks from vicinity - Small buff to molotovs - Added option to craft .22 ammo - Small improvements to the dismantle system - Arrow location improvement when you headshot zeeks - Minor changes to footstep sounds - Reduced infection screen overlay opacity - Removed a ambinet music track - Loot balance changes Server Owners: Restart your servers Thank you again HZ Team
Dear Survivors
Due to a server-wide security breach, the servers have been taken down so we can investigate, identify, and fix the issue.
We apologise to any players who may have been offended by messages sent via the attacker in chat.
We are working with Bisect to understand what happened and to resolve it as quickly as possible.
Thank you for your understanding during this frustrating moment.
Regards, HZ Team
Dear Survivors
The good, the awesome and the bad…
It’s amazing to see all the joy and stories from players surviving in HumanitZ. We’ve broken all our records with sales, our player base and stream numbers, which is truly awesome, and I’m so proud of my team. But we’re not happy with some of the issues that occurred with the 1.0 release. Even though we’re a tiny, first-time indie dev studio, we want to do better. We’re doing everything we can to fix these issues, and a patch will be out ASAP. We’re working as fast as humanly possible.
Some of the big issues we are actively fixing are:
Falling out of the map, not getting teleported back, and getting stuck swimming underground
Various floating props
Dismantling detection issues
Zombies and animals not respawning on servers
Items disappearing in fireplaces and house generators
Horse disappearing when leaving render distance
Can’t unload the LMG
Consuming an Energy Drink in VICINITY does not count for skill unlocks
Reading a skill book not processing when read from VICINITY
Trash clean-up in houses returning when logging out and back in
Respawn points randomly affecting building in Single Player (“You Don’t Own This”)
VoIP not working for some players
Weapon break-off not working
Replication issue with stones on servers
Some props not hiding
And more
We’re really hurt by the release day review bomb, but if people don’t like certain areas of the game (like controls, etc.) or just want to leave feedback, that is totally fine. We’ll take everything on board and do our best to improve. There is also a free demo to try if you’re new to survival games, or if you want to see if HumanitZ is for you.
But truly, thank you for all the love and support. We haven’t been able to celebrate the release due to all the work we still have to do, so if you are enjoying the game, please let us know, we need all the positivity right now to help us dig deep and get these fixes pushed out to you awesome Survivors.
Thank you,
Yozza Lead Game Designer
HumanitZ Message To All So we’d like to thank everyone for the support leading up to 1.0. It’s been a hard journey to get here, and there have been some issues at launch and a few bugs that never showed up in the months leading up to yesterday’s release. We are working non-stop to fix and improve all aspects of the game to make everyone’s experience as good as possible. If you’re new here, thank you it’s great to see new survivors joining us, and hitting a new record player base is an amazing achievement for a first-time small indie team. If you’re enjoying the game, don’t forget to leave us a review and let us know what can make it even better. Your feedback really helps us improve. Thank you again, and remember 1.0 is just the beginning, with many updates planned for years to come. All the best, and have a great weekend in the apocalypse. Regards, HZ Team
We’re sorry, Survivors, for the multiplayer issues. This patch should now resolve that.
The server browser errors were caused by an issue with the network backend overloading. It couldn’t cope with the volume of online activity, which caused our netcode to crash the game.
We sincerely apologise — this never showed up during testing, as it’s extremely difficult to simulate the kind of player volume that comes with going live. Invite from in game has issues but joining via steam friends is working.
Hopefully online play is now working smoothly and we can all get back to slaying Zeeks.
Thanks for your patience. HZ Team
After years of development, two years of Early Access, and months and months spent remastering the world, improving performance, and adding new systems, HumanitZ has officially reached 1.0.
This release brings together everything we have been building alongside the community. From visual upgrades and reworked systems to new content and deeper survival mechanics, 1.0 represents the next chapter of HumanitZ.
Because of the scope of these changes, 1.0 starts with a fresh beginning. Here are some quick-fire answers before you load in and start surviving.
Yes, you will need a completely new save. Nothing will carry over.
Yes, servers will be wiped, and all private server owners will need to update their servers.
Yes, we will continue to add more content to HumanitZ past 1.0. This is just its next evolution.
Steam Deck: With the major performance and UI changes in 1.0, Steam Deck support is being handled post-launch. You may run into performance or UI issues with the 1.0 build, and we have an update focused on Steam Deck optimization coming soon.
Fresh starts mean fresh stories. New character models, new bases, and new ways to tackle the world. We cannot wait to see how everyone survives this new chapter.
Thank you to everyone who helped shape HumanitZ into what it is today. What comes next will be built the same way.
Jump into our Discord to share feedback, report bugs, and connect with other players. You can also post any issues in the Steam Discussions, and leave an honest Steam review if you can. It helps us more than you might think.
We think you should jump in and experience HumanitZ 1.0, but for those who need to know everything, here are the full patch notes.
Character Models The hunchback and muscle-mommy (sorry Dera) are no more! Thanks to our character creator Vitali, we now have some pretty cool character models. This was a huge undertaking, and one of the most important parts of the update. After many revisions and gruelling remodelling of textures for both the Survivor and the clothing, we now have a much more customizable and realistic looking pair of people for you all. We also have new body types (slim, regular, and overweight), hairstyles, facial hair, eye color, tattoos, and starting clothing options to build your perfect survivor. Overhauled Skills and Professions Brand new skill trees that are now locked until you complete three (3) pre-requisite tasks. You can currently multiclass at level 30 and again at level 60, allowing you to have a maximum of three classes. Each profession has its own inherent passive ability, 2 free skill unlocks associated with their profession once that tree is unlocked and individual profession trees as well. The early levels are more accessible, but as you progress, the XP curve becomes steeper.
Afflictions
This is the HumanitZ version of impairments, limiting your character in some form or fashion. You can choose not to take one, pick a random affliction, or cycle through and select which one that suits you. These options are for those who wish to RP their Survivor, or if you want to make the game more challenging. Infection System Overhaul
We’ve overhauled the infection system! Previously it was based on a dice roll whether the Zeek would bite you or not, and you were on borrowed time once infected if not stopped with a treatment. Now, each time you get hit by a Zeek, you’ll take on a small amount of infection which will build up over time. Once your infection meter hits 10%, it will display on your player HUD so you can keep track of it. The infection meter ranges from 0 to 100, but beware: a single bite adds 50% to that meter, so things can go bad fast. If the meter hits 100, you’re dead. Some zeeks cause more than the normal infection rate, some afflictions can increase the rate of infection as well, so engage your enemies at your own risk!
When you die, you will lose all accrued XP. We have more things we're planning in the future but want your feedback first!
How to Combat Infection
Clothing and armor now help reduce infection damage, as denoted by the shield symbol on the tooltip for that specific item. You can still craft an infection treatment, but it now reduces infection by 50% and is tied to an unlocked skill. We’ve also added a new homebrew medicine, the Infection Inhibitor, that can be crafted at the chemistry station. It suppresses infection gradually, a sort of poor man's version of the full infection treatment and this is NOT locked behind a skill. You just need the resources to craft it. So while the system is kind of similar to before and you can manage infection to prevent your death, it is now more dangerous and requires more careful planning.
Vicinity Loot Inventory System Players can now select loot that is piled on top of each other or stacked on shelves! You're now able to select which item you want individually by opening your inventory and seeing all the close-by items in the immediate vicinity. This does not mean what is in the room, just what is immediately near the character. It took us a great while to get this implemented as we didn’t want to have a plethora of menus open, as well as pave the way for being Steam Deck and controller friendly, so thank you for being patient with this feature! Ranged Weapons Immersion Recoil, sway, reticle bloom and jamming added: crouching can help manage weapon sway slightly, but everything can be further reduced via skills. In addition, weapons will no longer unload themselves when exiting the game, storing them, or dropping them. Once the ammo is in the weapon, it will stay in the weapon until it runs dry or the Survivor unloads it manually. Weapons can even be found with some rounds still in them! For special ammo (more to follow below), you will need to manually unload regular ammo to insert the special ammo and vice versa. Special Ammo Types
Armor Piercing – Punches through armored enemies
Dragon’s Breath – Shotgun rounds set targets on fire
Shredder (Bleed) Rounds – Causes bleeding damage
Hardcast – Heavy impact rounds for larger threats
Incendiary – Ignites enemies on impact Difficulty Changes and Settings New settings at the start of the game let players choose between preset difficulties or create a custom setup. We have added the options to change spawn rates of specific loot categories for those who want to change up how plentiful or scarce certain items can be, as well as weather chances to name a few examples Tutorial Changes When HumanitZ first released, our tutorial was very in-depth, teaching every facet of the game at that time. Based on player feedback of the tutorial being too long and hand-holding, we revamped it so people could get the bare basics and jump into the game; however, as more people played, more people wanted a tutorial that explains every little detail of how to do everything in the game. So, in an effort to appeal to both houses, we have added extra areas to the current tutorial that players can choose to learn everything about the game. Otherwise, you can get your basics and be on your way! NPCs have replaced the pop-up windows for better immersion and less direct hand-holding, while still having very subtle pop ups which inform the Survivor of what button does what action. This is tied to your keybinds, instead of hard-coded UI buttons. This also carries over to the XBox-standard controller. Quick tip…you have a flashlight already. Turn it on at night! Introduction Training Quests “Onboarding” We’ve added some quick introduction training quests for those who want to skip the tutorial and just have objectives right off the bat upon loading in, and will award a small amount of XP for completing them. These functions are able to be toggled on/off as you see fit by pausing the game and turning it off, or completely removing it by going into your game settings, as veteran players may not want to do these every run and just get to surviving! Main Quests The Radio Tower is no longer your first “main quest”…sort of. Now, when you begin the game, you’ll see an exclamation point guiding you to where you need to begin your adventure on your map. Like before, you can do this whenever you want, but for those who want a more streamlined approach to the quest system, that’s your first point of contact. While there is no mainline story, paying attention to NPC dialogue throughout the world will build your knowledge of what happened and where it’s going. More World Quests Without spoiling anything, more world quests have been added. These will help guide you to new areas and will provide a challenge to complete which will yield great benefit to your playthrough, or to a server as a whole. Lore We have added bits of lore to find out in the world to help give you a clearer understanding of what happened, and who may be responsible. Can you piece together the world of Anytown, USA? Keep an eye out for these pieces of information! Server Owner Additions New console commands for single player, hosts of multiplayer sessions, and server admins Anti-Cheat, Exploits and Server Bans Fool me once, shame on you. Fool me twice, shame on me….Everyone deserves a second chance. Anyone who was banned during Early Access has had their Official Server privileges reinstated. Those unfortunate Survivors who cannot seem to play fairly and in accordance with the Official Server rules going forward will be permanently banned without the possibility of reinstatement. We ask all our Survivors to go to the Official HumanitZ website and review the Server Rules. When you initially log into the server, you are presented with the prompt that you automatically opt into, so not reading/reviewing the rules is not an acceptable “well I didn’t know I couldn’t cheat or exploit” excuse. Let’s all be good stewards and survive fairly. Completely Overhauled Map Feedback about the map was “boring and repetitive”.…rightfully so. We have been hard at work on populating the land we have over the last 2 years and allowing you all to play in it while it has evolved. You will see a lot more life has been breathed into all areas of the world, places expanded, moved, destroyed…it’s come a long way since September ‘22. While many have asked for a larger map, we feel that what we have now is better suited for HumanitZ. Furthermore, we have updated the in-game map to reflect its current state. This was a huge point of contention as many people wanted an updated map with each update and it just was not possible while the map was fully under construction. It still retains its greyscale motif, but perhaps a more colorful version in the future is in the works…So, get out there, explore, and thank you for all the feedback in helping us shape the world! New POIs As the map evolved, we had to add more individualized POIs: a few examples are Huddson City High School (Go Hawks!), the Museum, the National Bank, the Taxi depot, and locked hardware storage facilities were added for new potential base locations, sweet loot, and of course, money for trading. The Island Is Open… Many of you have found that there was a huge portion of your map which was inaccessible past the broken bridges and checkpoints in the northernmost region of the map. Those with the superadmin mode on may have flown over there, past the invisible blocking walls and saw a desolate void of nothingness. Well not any longer! This will be our “endgame” content area. Remember, it’s an open-world sandbox game, so endgame means different things to different players. Once you complete a few tasks in the world, get geared up appropriately and put together your HAZMAT gear, you’ll have access to The Island. Good luck… Honorable Mentions “NOW ENTERING” UI pop-ups have been added for when you enter a named location. Don’t forget to mark it on your map! Zeeks now have obvious hit reactions. This also depends on the weapon and stagger window of specific zeeks Added the Cement Mixer for all your base upgrade crafting needs which will come in handy for the newly added concrete wall upgrades, as well as a new generator circuit switch to power on specific portions of your base Canning Station added to preserve cooked soups or stews and help you get through those grueling winters Player heal other player option (must have bandage in quickslot) Player healing option for NPCs (must have bandage in quickslot) New traps: Shotgun door trap, tripwire alarm, tripwire grenade
New weapons: New ZM7 Armor Penetrating rifle and 6.8mm ammunition, Longsword, Improved Fireman’s Axe, Mini-30 rifle, Mowzen sniper rifle, Flare gun, and the Steel Hammer. We have also added two very special items: The Baron’s Molly and The Axe of Loki. Huge shoutout to Undead Baron and Loki 793 AD for their continued support and community involvement these past couple of years! More clothing: Shorts, hotpants, button up shirts, and more variety of currently existing clothing items Food Items: sardines, soda variants, energy drink variants, flour, bread, apple pie, jams, and the ever-popular Twinkle spongey cake Sharpening stone for repairing bladed weapons 7.62mm extended magazine Armored Helmet Duffle Bag backpack Alarm Clock: Can be placed, goes off after 10 seconds as a distraction, and can be picked back up Mining resource: magnesium Large Bear Trophy to decorate your base Military Canteen for water collecting
The Money Man trader makes his debut. Trade any unwanted goods you have for cash to then use with other traders! More in-game challenges (also gives XP upon completion)
PERFORMANCE & FUNCTIONALITY Revamped Save System for improved stability Adjusted tree respawn rates Day and Night values can now be set longer than 1 hour, but must have a minimum of 60 minutes Day/night cycles now get darker later and lighter sooner (self adjusts based on player settings) Changes and improvements to the pickup and interaction system Entering God Mode or Superadmin now clears sicknesses Entering God Mode removes the waiting timer and level requirement for quest acceptance Added deadzone to inventory slots so you don’t drop items on a misclick when transferring Lockpicking no longer requires a skill Removed designated spawn locations from Official Servers Increased timing of heat sources when lit Reduced vitals drain values so it’s less an “eating and drinking simulator” (we hated the original values too) Rebalanced stacking values of certain items CB radios are now on a player cooldown (still 12 in-game hours/30min IRL) rather than bench cooldown. No more trader/AI farming Characters now have a starting weapon based on their selected Profession Starting rag has been moved to the quickslot instead of inventory space when beginning a new Survivor Removed military crates from storage units near starting areas Updates happen at the end of the animations (repairs and consuming etc) Compass and Pocketwatch added to the hotbar, synced with player keybinds Vehicles will move slower when traversing through water to a certain height Vehicles now become destroyed when submerged into water Rebalancing of XP, largely due to the Skills & Professions system, and added quests Audio & Visual Added blood buildup and dirt VFX to clothing and weapons, and can be cleaned using water or when raining Can now toggle shirts tucked in or out New Zeek models Improved Zeek hit SFX Adjusted zeek screaming volume Tree-felling SFX when chopping down trees Winter now freezes ponds/lakes Improved item icons Improved flavor text in tooltips Updated tooltips with appropriate crafting/function icons Improvements to all vehicle audio Vehicle reverse light tweaks Attack cancel added for melee weapons when hitting solid objects (reduces clipping and prevents hitting enemies behind cover) Vehicles now create water VFX Generator runtime now displayed in minutes Ponds/Lakes updated with new SFXs and foliage added around the water Improved Zeek animations, smoother blending when attacking Updated pitchfork collecting hay animation Can no longer climb on top of the Chemistry Station Increased radius of airdrop landing SFX Inventory keybinds synced with UI tweaks Crafting & Inventory Full HAZMAT gear pieces are added and will be needed for all toxic zones for full protection, not just the gas mask. You will take damage over time without a full set of gear and gas mask Can now dismantle most trash and props around buildings for a cleaner base atmosphere Can clean up trash decals inside homes using the clean emote and having a broom, much like playing the guitar emote requires holding the guitar! Dismantled building props (i.e. table, desk, bed, etc) will respawn on servers once a week to help facilitate new players coming into servers which have been active for a bit. If a respawn point is active, items will not respawn within those areas to prevent affecting your base Dismantling a structure now outlines to show what you’re trying to dismantle Dismantled resources will no longer give full return value to prevent cheesing Padlocks removed from loot table when dismantling doors Some tents can now be dismantled for tarps Hammer construction and dismantling degradation values have been changed Structures now highlight to indicate what you’re looking at when placing blueprints Placing a blueprint will no longer return you to the build menu to select the same thing to build Placing blueprints consumes hammer and shovel durability instead of each time you add resources You no longer have to rotate a fresh blueprint to match blueprints just placed Resourceful perk now shows blue colored blueprints when placing Certain building pieces now hide the foliage when built Generators can now be upgraded to expand radius of effect Can craft gas masks and antiseptic bandages at chemistry station Duct tape will no longer repair bladed weapons. Must use a Sharpening Stone Winter Coats and Wolf Bear Jackets can no longer go in pockets Seed packets added for more seeds Removed rag crafting using clothes from the player crafting menu, now use the TEAR option instead Rags health amount has been slightly reduced (now 10 instead of 15) No longer receive XP when tearing clothing to make rags Level 3 car upgrade now requires a skill book Quests Quest markers for where to turn in quests will appear on the map when using the “Show On Map” function. They will also automatically move to the turn-in location when the objective has been fulfilled. NOTE: This is only for mainline quests. You will still need to mark on your maps when encountering random survivor locations. Quest markers will now disappear from map when completed Quest rewards will now only show upon completing the quest Added “between quests” random dialogue to NPCs Updated various quest text Weapons All melee weapons now reflect icons denoting Blunt/Bladed, or Light/Medium/Heavy to help with identifying which skills are better suited for which weapons Starting weapons and bandage now moved to a quick slot by default
Weapon reticles have been tweaked to compliment recoil, bloom, and sway Rebalanced damage output of melee weapons, firearms, and bows Rebalanced durability of weapons When ‘Weapon Break’ is off, weapons no longer drop below 1% durability
Added Apoc Pitchfork to allow collecting of hay Baseball bats now do a 4-hit combo attack Increased LMG firing distance detection AK47 now accepts the red dot sight AR-15 is now a semi auto rifle
Enemies, NPCs & Companions Performance improvements and balancing made to AI (Zombies, Animals, NPCs and Bandits) Updates to animals, including blood effects and new hit reactions Large zeeks have a change to knock the player down with two-handed heavy attacks Zombies now try to reach up when the player is above them
Zeeks now do a pre-grapple bite animation/lunge when trying to bite the player
Zombie hearing is limited in certain weather conditions
Zombie vision is reduced in certain weather conditions
Zombies will no longer be distracted by other Zeeks’ noises if they’re already chasing player Crawling zeeks can no longer grapple you Crawling zeeks can no longer go through windows Toxic Fatty explosion now adds infection buildup Door change to avoid zeeks piling up at the doors Can no longer damage zeeks/enemy AI through closed doors Collision improvements to not allow AI to see through walls Wolves and Zeek Dogs now travel in packs Roman the Black Market Trader system overhauled (best items in the game for a high price, stranger…) Rebalanced prices of items for trade/sale Horse can eat bread
Performance & Functionality Vehicle audio only playing in mono (from one direction) Fixed multiple hard-coded key issues
Fixed settings not saving Fixed Accessed None warning related to cursor issue Fixed various gamepad-related issues Cursor no longer vanishes while in the Settings menu inside a vehicle Fixed server auto-save issue Fix for map losing data when game crashes Fixed heat timer length issues for all assets that give off heat Fixed various duping methods CTRL button no longer needs to be reengaged when hotswapping items out of inventory Audio & Visual Issues While in God Mode, you will no longer see the bleeding UI icon or vignette if bitten by a dog Standardized Building Menu text UI prompt for the trailer/caravan in the Wave Survival scenario fixed Carjack button prompts no longer hardcoded and will change with keybinds Wheel armor now shows properly on the Rally Car Trading window now shows all backpack slots Gunrack UI indicator fixed Crowbarring prison doors no longer give wooden door sounds Fixed water bottle consumption animation Fixed water cooler replication for client when collecting water Fixed consumed items not matching their inventory images Fixed an issue where zooming in on the map and then moving it caused the screen to freeze Animal blood effects not spawning Animal harvesting prompts are now in the correct locations when harvesting on an incline Fixed copper ore from spawning in the air Fixed hoodie toggle not saving Fixed backpack charms/attachments from disappearing when placing the backpack in the world Dismantled items on second floor of buildings no longer flash through the building when outside Client can appropriately see resources added to building/crafting assets Can no longer see other player’s backpack attachments from first floor when they are upstairs Larger inventory backpacks no longer cut off the menu options at the bottom of the screen Backpack attachments on players upstairs can no longer be seen by a player on lower floor Repairing clothes while in storage container inventory will not skip the animation Fixed heat sources showing on and not providing heat Fixed water footstep sounds when not in or around water Fixed water effect persisting if entering a vehicle while in water Fixed reported assets having snow on them indoors and not having snow when outdoors Fixed CB radio causing player to get stuck when accessing multiple CB radios Fixed Rally Car wheel armor upgrades not showing Lights at Survivor Camp now turn on at night (must have completed generator quest) Fixed electrocution audio and visual synchronization Fixed issue with gunrack interactions Thermometer icon updates appropriately when loading in during hot/freezing/cold conditions Dying while sick will not cause character to be sick when respawning Spamming attack button no longer spazzes out the character animations Fixed lighting issue at the airport terminal when rotating your camera
Weapons Can no longer throw grenades into the pool to collect perch fish Laser sight now attaches to the M4A1 properly Fixed AWM ACOG socket Fixed silenced weapons when equipped from container not utilizing suppressor Fixed attachments not updating when moving weapons from containers to hand slot Flamethrower consumes gas bottles as intended Fixed refilling flamethrower capacity by dropping it or putting it away Weapons no longer take durability damage when hitting unbreakable objects Fixed bug where pickaxes didn’t lose durability when mining Fishing rods are no longer indestructible when giving them to other players Using the bow indoors no longer aims at the ceiling Crafting & Inventory Consuming items no longer turn red when indoors Fixed wall torches and standing torches not taking rags Animal and Fish traps will consume bait as intended Adjusted weight of cabbage seeds Beehives can finally be dismantled Beehives will now properly collect honey if 2 empty jars are added Clean water correctly changes to dirty water when becoming OLD Fixed splitting stacks from containers not stacking in inventory Fixed stacking of reported items not stacking correctly (MREs, sealed canned goods, etc.) Fixed partially consuming salted meat and using autosort to reset capacity Log storage blueprint now at the correct height when placing Stools no longer flip 180% when building from blueprint Dismantling wall torches are now detectable Sewing kits can no longer be used to fix NVGs Balanced mined resource weights to reflect appropriately Fire barrels will no longer consume ignition sources when putting out the fire Fixed force-glitching inventory menus by rapidly pressing interact key and escape keys Gun rack now shows weapon attachments on weapons Fixed fertilizer growth issues Redeploying a damaged tent no longer restores the tent to 100% durability Stones and Glass Jars will not go into main hand when moving from inventory to a container (controller) Portable heaters working correctly Fixed duplication exploit with the “Use” option inside containers Fixed Amero spiked wheel armor mod issue Fixed vehicle modification bench timer resetting when crafting additional armor upgrades Fixed vehicle modification bench crafting UI to use appropriate slots Fixed tutorial truck not refueling correctly Can no longer create infinite stone knives from a single rock in-hand Crafted explosive barrels no longer disappear when logging out Enemies, NPCs & Companions Fixed zeeks not pathing around picnic tables Fixed human AI and NPCs not reacting to HAZMAT tank before detonation Fire no longer floats when zombies die from burning Raider dog enemy no longer teleports Zeeks and enemy AI now respect respawn timer settings to include NEVER spawn
Zeeks won't get stuck in a loop moving towards and away from a player Zeeks now walk up the stairs at the airport Zeeks and AI now take damage when powering on electrified floors and they are in killbox Zeeks correctly eat dead animals where the body is, not where it died Zeeks no longer spawn inside building walls/shelves/etc. at reported areas Explosive barrels now alert zeeks as intended Helicopter crashes spawn enemies correctly Horse eats all food as designated by the respective tooltip icons (green beans, cereal, etc.) Quests Fixed various quests giving 0% durability item rewards Fixed NPC pathing for escort missions (Yes, Doc is 100% fixed…we promise this time!!!) Fixed items required for quest completion not populating in trade window Fixed acceptance of quests which were supposed to have a delay between previous quest completion Adjusted quests on hosted multiplayer and servers only allowing completion by one person User Interface Fixed exiting God Mode causing UI to display inaccurate health (resulting in death over time) Fixed hypothermia icon and heat values not updating as intended Fixed fish not counting towards caught total Fixed symptoms from remaining on screen after player death Using meds in cars or on horseback will no longer show zero health on player UI Weapons attachments show properly on weapon icon in inventory Vehicle kills accounting properly in Stats menu Map Related Issues Fixed inaccessible generators on reported houses Fixed curbs causing zeeks to not path over them Bunker doors will no longer open themselves when saving and logging out in them Exiting a bunker at night time no longer makes the night time longer Dismantled furniture will not respawn when saving and loading back in/returning to render areas Can now climb down the ladder in Alpine across from Strongbuild Storage Storage containers (CONEX) can no longer be opened from the top or side Fixed prison freezers turning transparent Fixed mining node scaling issue Fixed swimming pool/ground texture clipping Fixed terrain issues/floating rock textures near Hilltop Spawn Fixed floating mined ore resources on reported areas
Can no longer vault through the walls of the 2nd floor of barns
Fixed gas station pumps classed as indoors and warming up the player Fixed camera view of reported building switching to outside camera when in the kitchen
Lots of people have asked “will HumanitZ continue to have updates or is this it?”. Well, we’ve still got some things we were not able to get to as some things took precedence over others, and ultimately we still have a lot of ideas which are more appropriate for future updates. In addition to that, the community is always generating new ideas which we can incorporate. We’re not going anywhere, we’ve got lots more to come! We will have a Post 1.0 Road Map up soon after release, so keep your eyes peeled!
Here you go, Survivors!
After the last two years of Early Access, 18 major updates (with a few hotfixes along the way), and thousands of ideas and reports from our amazing community… everything finally leads to this moment...
HumanitZ officially launches 1.0 on 6 February 2026! 🧟♂️🔥
In the final weeks of Early Access, we’ll be focusing on finishing touches and polish. From all of us on the HZ Team, a massive thank you to everyone who’s helped shape this world with feedback, testing, and support.
We can’t wait to see your reactions to all the changes and additions and to welcome the many new players who’ve patiently waited for us to reach this milestone.
What’s Coming in HumanitZ 1.0
(If you’ve missed our recent Zeek Feed updates)
Brand-new Skills & Professions
New Island to discover and explore (end-game content)
Major performance improvements
Zeek updates: performance, movement, and mechanics
Human AI updates: Bandit Snipers, Bandit Boss
Improved building system (including fixes for sky-base issues)
Guns & Ammo overhaul – ammo stays in weapons when dropped or sold
Weapon sway & recoil
As many bug fixes as possible
Special ammo (e.g. armor-piercing)
Expanded Lore (outbreak origins & world history)
Full main map overhaul, including a complete Huddson City rework
Updated in-game map
Full controller support
Steam Deck support updates
Loads of new quests
New World Quests
XP rebalancing
QoL improvements, polish, and standardization
PvP balancing
Changes to the hunting system
Ability to heal other players
More cooking options & recipes
Basic swimming
UI updates and improvements
New custom characters
New weapons
New Zeeks
New Magazines
…and more!
This is just the beginning. We’ve got plenty more ideas and content planned for the future, and we’re incredibly excited to continue this journey with you. All the best,
The HZ Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for HumanitZ, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main HumanitZ statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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