Fixed a bug with AI Respawning which caused the servers to restart every 2 hours -- Now servers restart by default every 8 hours.

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Full Steam announcements and update articles for this title.
Fixed a bug with AI Respawning which caused the servers to restart every 2 hours -- Now servers restart by default every 8 hours.
\ The Character System has been completely added to PolyZ!
Full facial morphs across the entire face.
Deep customization allowing players to create anyone they want.
This is a brand new feature, never seen before in PolyZ.
\ Added a new Control Panel UI (openable/closable) – displays essential controls such as:
Interact
Open/Close Inventory
Jump / Climb
Free Look
Vicinity Scan
Open/Close Map
Pushing
Turn On/Off Light
Increased the speed of the Pushing mechanic – now feels instant instead of sluggish.
Increased body flashlight battery life from 1m 30s → 25 minutes on a full charge.
You no longer start with a flashlight in your inventory (press “L” to toggle your light).
Added Map Grid Overlay (A–Z) for better navigation.
Player Crafting system completely reworked with a new UI. (Crafting Table will also receive a future rework).
Changed pockets inventory slots in player inventory.
\ Increased AI spawn distance – enemies no longer appear directly in front of you, improving immersion.
Removed Bear spawn points near singleplayer starting area.
Bears now have footstep sounds.
Bear animations fixed – movement now syncs correctly.
Human AI are now searchable after death.
\ New AI Spawns:
Armed AI now spawn in city buildings and surrounding areas.
Armed AI also roam roads around the map, hunting survivors.
Fixed a bug where you could get stuck in hit reaction animations when shot.
Melee attacks now cancel hit reaction animations, preventing animation loops.
\ Loot increased by 200% across the entire map!
\ Added 149 new lootable containers throughout the world.
POI: Junkyard redesigned – now features:
AI guards
Additional loot
Metal Ore & Stone Ore mining spots
\ New POI: Bunker – Lower Level
Packed with AI enemies
Rich source of Metal & Stone Ore
New POI: Supermart (located in the city).
Tinted Room (City) – new locked room added.
New Item: Tinted Room Key (RARE) can be found randomly across the map.
Removed no-build restriction zones in all POIs – you can now build freely anywhere on the map (including the city).
Lowered grass density by 55% → boosts performance/FPS.
Trees now have darker wood trunk colors.
Reworked shooting projectile system → more accurate and performant.
Added new placeable build part: Power Generator.
You can now build anywhere, including within the city.
Fixed issue where swapping an item into an empty quick slot would still display the old icon after closing inventory.
Fixed bug where map wouldn’t close when taking damage.
Fixed issue where players got stuck in hit reaction loops after being shot.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for PolyZ, 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 PolyZ 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.
FAQ
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We've just released a significant update for PolyZ, focusing on core gameplay refinements, performance boosts, and a smoother, more immersive experience across the board. Dive in and check out what's new! Dont Like reading? We got you covered!
We're excited to introduce Proximity Text Chat to PolyZ! This new feature allows you to engage directly with nearby players, fostering more dynamic and emergent interactions in the world. Whether you're planning a coordinated attack, negotiating a truce, or just chatting with fellow survivors, this will bring a new layer of communication to your gameplay.
Default Key: Enter
Fluid Camera & Combat: We've removed camera lag from the player camera, ensuring a more immediate and responsive feel. Aiming camera speed has also been increased for all weapons, making combat more fluid and precise.
Polished Character Movement: Say goodbye to sluggishness! Character movement now feels much more responsive, and we've polished animations across the board for both melee and ranged weapons.
Full Vehicle Destruction: Vehicles can now be fully destroyed and explode with various weapons, not just the RPG, adding more dynamic combat scenarios.
Robust Vehicle Health: We've increased vehicle hit resistance, meaning hits need to be harder to register (this doesn't apply to weapon hits).
Smarter Entry/Exit: You can now only enter/exit vehicles when a driver is present, preventing unwanted pushing or examining of occupied vehicles.
Seamless Driving: No more engine shutdowns if a passenger exits! Drivers can now continue driving uninterrupted.
No Entering Wrecks: You can no longer enter vehicles that are fully destroyed (exploded).
Cleaner AI Ragdolls: Multiplayer AI ragdoll physics have been fixed and now look much cleaner.
Smoother Vehicle Physics: The vehicle physics additions from our last update have been further tweaked to run even smoother in multiplayer.
No More Fall Damage on Vaulting: You will no longer die from fall damage when vaulting.
Hotkeys Saved: The bug causing you to lose all hotkeys when your vest is destroyed by enemies has been fixed.
Functional Furnaces: The issue with furnaces not being able to turn on or off has been resolved.
Vehicle Occupancy Fix: The bug where a vehicle seat would remain occupied if a player logged off inside a vehicle in multiplayer is now fixed.
Weapon Equip Glitch: The issue where equipping a weapon inside a vehicle would leave you unable to interact with anything has been fixed.
Server Stability: We've fixed a critical issue where vehicles would run damage functionality multiple times too quickly, which was causing server crashes.
Optimized Particles: The vehicle smoke particle has been changed and optimized for better performance.
Improved FPS: We've added LODs (Level of Detail) to the ambulance model to help save FPS.
Reduced Server Lag: Problems with items not despawning, which led to server lag, have been fixed.
New: Proximity Text Chat! Engage with nearby players using our new Proximity Text Chat (Default Key: Enter).
Improved Map Controls: Map controls now feel more responsive and no longer move on their own after being adjusted.
Easy Map Closing: You can now close the map using the ESC key.
Unstuck Vehicle Option: Added a new unstuck vehicle interaction option for when your vehicle is flipped over.
Polished Vehicle Movement: Vehicle movement has been further polished, making it much easier to avoid getting stuck.
Hello Survivors!
For those of you who have already experienced the recent Version 0.2.1.0.0 update, we're excited to bring you our very first official PolyZ DevLog! This video offers a comprehensive deep dive into all the significant enhancements that have already landed in the game. We've packed this update with improvements driven by your valuable feedback, designed to make your survival experience smoother, more dynamic, and more fun!
This update truly incorporates community feedback and suggestions to enhance every aspect of your gameplay experience. We're listening, and we're committed to making PolyZ the best survival game it can be!
For a detailed walkthrough of all these changes, including in-game footage and explanations, check out the full video devlog on YouTube:
PolyZ Devlog #1 (0.2.1.0.0) – Melee Combos, Healing Minigame, FPS Boost & Creative Mode Updates!
We've implemented a significant overhaul to melee weapon combat, including new combos to master!
Melee weapon attacks can now be performed by holding down the mouse button instead of repeated clicking for continuous strikes.
The Hammer and Improvised Hammer can now be used to strike build parts to upgrade them.
Introducing a new interactive mini-game when using medical kits! Successfully completing the mini-game will increase the healing animation speed, allowing you to recover health more quickly and efficiently. This adds an engaging element to health recovery.
Added a new teleport portal in Creative Mode that takes you to the shopping mall roof from the mall floor.
Fixed an issue where players could become stuck in the ground when teleporting back to the shopping mall from the airfield in Creative Mode.
Upgrading Built Parts in Creative Mode is now cost free
Optimized the "Velocity Pass" by integrating it directly into the depth rendering pipeline. This change reduces redundant GPU work, resulting in improved frame rate consistency and overall performance, particularly in graphically dense areas. This also enhances the quality and efficiency of temporal effects such as motion blur and Temporal Anti-Aliasing (TAA).
We've fine-tuned the internal resolution used for GPU particle simulations (things like explosions, smoke, and environmental effects). By adjusting this, we've reduced the workload on your graphics card, which should result in smoother performance and improved frame rates, especially during scenes with many active particle effects.
We've made a key adjustment to how the game's servers manage memory cleanup. By reducing the interval for "garbage collection," the server now processes memory more frequently in smaller, less disruptive chunks. This should significantly reduce intermittent lag spikes and provide a much smoother, more consistent experience on dedicated servers.
We've enabled a new system that intelligently manages the detail levels of static objects (like rocks, trees, or buildings) based on your graphics quality settings. This means smoother performance, especially in highly detailed or distant areas, by ensuring your GPU isn't rendering unnecessary polygon detail.
We've implemented a similar system for animated objects (like characters) that adjusts their detail levels according to your graphics quality. This optimization helps to reduce the workload on your CPU and GPU during busy scenes with many animated entities, contributing to more stable frame rates.
We've enabled a setting that allows grass and other foliage to automatically vary their density and detail based on your chosen graphics quality. This is a significant optimization for open-world areas, providing noticeable performance gains and smoother gameplay in heavily vegetated environments.
We've fine-tuned how certain interactive game systems operate, yielding substantially smoother framerates, with potential increases of up to 60+ FPS in various situations. This behind-the-scenes optimization helps PolyZ run more efficiently, especially when interacting with complex player information.
We've implemented a new system for how distant grass renders. This involves smarter culling and a dithered fading effect which means grass will now fade out smoothly rather than abruptly disappearing. This change not only improves visual quality by eliminating pop-in but also boosts performance by reducing the rendering load for distant foliage.
Increased FPS in Creative Mode by optimizing scene capture components that were previously capturing every frame unnecessarily.
We've fine-tuned how other players' vehicles appear on your screen, particularly during network corrections. This adjustment should result in less sudden "snapping" or jittery movement for remote vehicles, leading to a more consistent and smoother experience when driving or observing vehicles in PolyZ's multiplayer world.
We've further refined how other players' vehicles handle rotational corrections over the network. This adjustment should contribute to more fluid and less "snappy" turning and rotational movements for remote vehicles, enhancing the overall visual consistency in multiplayer gameplay.
We've adjusted how physics objects resolve minor overlaps. This change should make objects feel more "solid" and prevent them from getting "stuck" or jittering when they are in slight contact or resting on each other. This contributes to a more predictable and robust physical world in PolyZ.
We've adjusted how the friction of colliding objects is calculated. This change should lead to more noticeable differences in how slippery or sticky various surfaces feel when objects interact, adding more character to the physical world of PolyZ.
We've adjusted how the bounciness of colliding objects is calculated. This change should lead to more distinct and potentially exaggerated bouncing behaviors when objects interact, bringing a livelier feel to physical reactions in PolyZ's world.
Melee weapons now all use the same consistent melee range for more predictable combat results.
Fixed a crucial bug where server disconnections could prevent players from reconnecting.
Fixed FPS Drop with Crafting Stations: Addressed an issue where opening and closing the Furnace and Crafting Table interfaces could cause a significant drop in frame rate.
Reduced weapon wall clipping distance for all weapons.
Disabled right-click drop for secure containers to prevent accidental item loss.
Fixed an issue preventing players from punching while placing build parts.
Implemented a delay to quick bar item addition to prevent bugs caused by spamming.
All official servers will undergo a full wipe at 1 PM GMT+1 today to ensure a smooth transition to the new update.
Fixed a CRUCIAL bug: Players will no longer lose inventory items upon disconnecting or server restart. Your hard-earned gear is now safe!
Fixed a CRUCIAL bug: The unlimited Rocket ammo glitch has been resolved. Rockets are a precious resource once again.
Fixed Saves: You can now load and use your saved games from older versions without any issues.
Fixed Vehicle Collision: Vehicles can no longer drive through one another, making for more realistic and challenging traffic situations.
Fixed Vehicle Handling and speed: Ambulance is now comfortable to drive and doesn't feel sluggish and slow at everything.
Fixed Spawning: Resolved an issue where you could spawn inside your foundation pieces and get stuck upon loading into the game.
Fixed Weapon Holding: Your character will no longer hold a weapon after entering a vehicle.
Fixed Recoil Animation: Corrected an issue that caused the character to react erratically to gun fire, making weapon handling feel much smoother.
New Visuals for the Table Saw: The table saw now has cosmetic visuals! Wood is now visible when added to the saw, and the saw blade spins while you're cutting.
Redesigned Moon & Stars: We've replaced the stars with higher-quality visuals and redesigned the moon for a more detailed look.
Improved Sky & Clouds:
Cloud shadows now render on the ground.
Increased cloud speed by 30% for a more dynamic sky.
Added subtle sky cloud wisps.
Fixed a cloud rendering issue that occurred when lowering graphics settings.
Brighter Nights: Nighttime is now brighter, making it easier to navigate the world after sunset.
Grass & Foliage Overhaul:
Added physical interaction for grass foliage—now you can see your character moving through it.
Improved grass movement to better react to the weather wind system.
Further optimized new grass meshes by limiting movement (WPO) based on distance from the player, improving performance.
New System: Free Look: You can now free look while running! (Default Key: Left Alt)
New System: Map: A map system has been added to help you navigate the world. (Default Key: M)
New System: Creative Mode: Available from the Main Menu, this new mode allows you to build and experiment freely without the constraints of survival.
Body Flashlight: A new body flashlight is available, allowing you to see at night while holding a weapon. You can toggle it on/off. (Default Key: L)
This new flashlight uses a battery system, requiring a new Battery Cell item to function.
Vehicle Push Mechanic: Added a vehicle push mechanic via the interaction menu when aiming at a vehicle. This will help you unstuck your vehicles from tight spots.
Actions Menu: The inventory screen now includes an actions menu, allowing your character to perform various emotes and actions.
Improved Camera System: The camera system has been improved, with better collision handling in tight spaces like buildings, making movement feel much more user-friendly.
Shotgun Rework:
Increased shotgun reload speed by 50%.
Fixed the shotgun reload animation.
Changed the recoil values to be more balanced.
RPG Rework:
Increased the rocket projectile speed by 50%.
Decreased the rocket explosion damage radius and added a damage falloff to make explosions feel more realistic.
Changed the recoil values to be more balanced.
Corrected Holding Positions: The holding positions for the Shotgun and RPG have been corrected to look more natural.
Assault Rifle Fix: Fixed an issue with the Assault Rifle magazine displaying 999 ammo.
Server Listings:
Added a Current Ping section in the server listings so you can see your latency before joining.
The player count now displays LOW, MEDIUM, HIGH, or FULL instead of a specific number, giving you a better idea of server population.
New UI:
The UI in the health menu has been changed for a cleaner look.
A World UI for vehicles now indicates when the engine part is either destroyed or removed.
Offline Mode: You can now play PolyZ without an internet connection!
Main Menu Redesign: The main menu scene has been completely redesigned for a fresh look.
Disabled NPC Health UI: The health UI for NPCs has been disabled.