
Steam news
Full Steam announcements and update articles for this title.
Added: Scarves (can be obtained from any green clothing box)
Added a vending machine that sells gun modification parts
Added 3 NPC companions
Poison mist can now be filtered by wearing a gas mask
Gas masks no longer consume durability outside of poison gas areas
NPC companions now require gas masks when entering poison gas areas
NPC companions’ shooting accuracy improves as they eliminate more enemies
Reduced Mouse Sensitivity when using high-magnification scopes
Poison arrows now deal damage to any zombie without requiring a headshot
Fixed an issue where NPC companions and mercenaries did not engage in combat
Fixed an issue where mercenaries did not attack signal towers
Fixed an issue where Brutes could not pick up weapons from corpses
Fixed an issue where player could get stuck when attacked while climbing ladders
Fixed an issue where NPC corpses could not be dragged
Fixed an issue where hair could block the view through scopes
Fixed an issue where small medicine bottles occasionally remained in hand
Fixed an issue with incorrect item quantities in vending machine sales
Fixed an issue where DLC content failed to load correctly
Fixed an issue with incorrect counting in ZombieBatchSpawner, which caused some waves to spawn excessive zombies
It's hard to believe how fast time flies. The year "2025" still sounds incredibly futuristic and sci-fi to me, but in just one more day, it will be history. Maybe in the blink of an eye, we'll be welcoming 2033 😁. I wonder... Jodi should be in high school around now, right? 😊 This week, we continued our work from last week, and we'll be taking a few days off for the holiday. The DLC is still in development with nothing major to share yet, so yesterday we took some time to create three "Happy New Year" 4K wallpapers. We hope you like them! Wishing everyone a wonderful New Year. May all your beautiful wishes come true!
(Image assets used in the wallpapers are from https://pixabay.com/.)
- Fixed an issue where the crystal above a defeated zombie would disappear.
- Fixed an issue where obtaining a duplicate reward item would not display a notification.
- Made adjustments to greatly reduce the chance of zombies spawning directly behind the player.
- Fixed an issue in the Graveyard Night mode where zombies could get stuck on low walls.
- Fixed an issue that caused Thugs to get stuck when unable to pick up items.
- Various minor bug fixes and optimizations.
- Improved enemy AI to make their behavior smoother and more fluid.
- Fixed an issue where the Photo Mode camera could clip through walls.
- Various minor bug fixes.
- Predators are gone. Slayers now stalk the grounds.
- The Grim Reaper grows more formidable every time it manifests.
- More supplies on higher difficulties.
- Fixed a pathfinding issue for the Weeper in Chapter 1.
- Fixed an irregular facial expression that occurred when aiming a pistol with the flashlight active.
- Fixed an issue in Chapter 2 where the objective to destroy the turrets would not activate.
- Fixed an issue where inverting joystick axes also incorrectly affected the quick-select menu.
- Fixed a bug that occasionally prevented landmines from being thrown properly.
- Various minor bug fixes.
- The Devourer in Chapter 1 can now more easily break through walls.
- Increased the stagger/knockback effect of the Desert Eagle and Revolver against Slayers and Gluttons.
- Slightly reduced the movement speed of Slayers.
Dear Players,
Thank you for your unwavering support and passion for The Killing Antidote! We are truly honored to invite you to nominate our game for the "Labor of Love" Award.Since its release, the development team behind The Killing Antidote has remained committed to optimizing the gameplay experience, addressing issues, and consistently delivering new content. We believe it is your steadfast support that drives us to keep improving.Nominating is very simple:Click the "Nominate" button in this announcement
Select the "Labor of Love" Award
Confirm your nomination
- Fixed an issue where disarmed landmines could still explode.
- Fixed an issue where NPCs would attempt to collect thrown grenades.
- Fixed an issue where items taken from an NPC's backpack might incorrectly return to it.
- Fixed a softlock that occurred if the player died while in Photo Mode.
- Fixed an issue that prevented zombies in lockers from moving.
- Fixed an issue that caused mutated mercenaries to become stuck.
- Fixed an issue in Chapter 1 where retrieving a modified weapon from the backpack didn't work correctly.
- Fixed a rare issue in Chapter 1 where some zombies could spawn in incorrect locations.
- Fixed an issue in Chapter 1 where Jodi could walk through certain fire effects.
- Fixed incorrect throwable item usage counts.
- Fixed an issue where several new outfits couldn't be collected.
- Fixed a camera bug where the perspective could get stuck if the player was grabbed by a mutant while using a scope.
- Fixed an issue where clothing items taken from the wardrobe appeared damaged.
- New clothing items in vending machines now have a special indicator.
- Adjusted flashlight position to minimize interference from suppressor shadows.
- Shotguns are highly effective against Slayers and Gluttons, capable of knocking them back.
- Due to changes in the save system, spawned zombies now require additional initialization. If you are not using the ZombieSpawnerclass, please use the GameState - Spawn A Zombiefunction to ensure proper zombie behavior.
- To resolve the aforementioned issues, we regrettably had to rewrite the core blueprint classes related to the camera system. This necessary change is highly likely to break any mods that interact with these classes and may cause game crashes. We strongly recommend disabling all camera-related mods temporarily and waiting for their creators to release updated versions.
- Fixed a crash that occurred when multiple landmines exploded simultaneously.
- Fixed an issue where turrets could shoot through walls.
- Fixed an issue with ammo crate pickups.
- Added an on-screen prompt for switching aiming modes with the middle mouse button.
- NPCs can no longer damage the player.
- Zombies thrown by The Devourer in phase 2 can no longer perform lunging attacks.
- Reduced the health of certain mutants.
- Reduced self-damage from explosions.
- Overall game difficulty has been lowered.
- Adjusted the visual effects in poison gas areas.
- The "Reduce Disturbing Effects" option now also disables clothing damage.
- Increased the damage of the grenade launcher.
- Reduced the number of mutants in some areas.
- Added a refreshable vending machine.
The wait is over!
Here's what's new in this massive update:First off, we want to apologize for the long wait since the last update.
We've been fully dedicated to developing Chapter 2 since May.
What's next in the story?
Who or what will Jodi encounter?
What new types of mutants will appear?
What about new weapons, outfits, hairstyles, and items?
We're thrilled to say that we'll have the answers soon.
We don't have a specific release date yet, but it shouldn't be too long.
We're working hard to get the new version ready.
We can't promise perfection, but we can promise we're giving it our all.
Thank you so much for your patience and understanding.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for The Killing Antidote, 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 The Killing Antidote 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
Browse related Steam game intelligence pages and categories.