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Full Steam announcements and update articles for this title.
Added FPS Limit Toggle: Caps frame rates at 60 FPS to prevent GPU overheating and thermal throttling, in particular for high frequency monitors. Disable V-sync when applying.
Added Gameplay Speed Setting: Fully adjustable speed controls let you play as fast or as slow as you prefer. Note: Extremely high speeds may distort certain audio loops (e.g. bursts blending into a single sound effect).
Salvage Recipes: Completed minor housekeeping and optimization on various salvage recipes.
A new Urban Strife patch (1.0.3) is now live, improving stealth and enemy awareness, optimizing Timeline Play on crowded maps, and fixing several issues reported by the community.
We have refined how NPCs remember suspicious or hostile actions:
Stealing: If nobody sees your character opening a container, its contents can now be stolen safely, even if the enemy has LOS on the other team members.
Threat assessment: The player’s presence, previously revealed while scouting enemy territory, is now erased from enemy memory when combat begins, allowing you to plan stealth attacks more effectively.
Stealth: Enemies who return to a relaxed state will now forget previously detected characters much faster, making it possible to sneak through restricted areas.
These changes should make stealth more predictable and reward players for breaking line of sight, without requiring them to wait several turns for enemies to lower their guard. Scout Perk revisions are also in the works, making such attacks more reliable sooner in the game.
Fixed an issue that caused lag when fast-forwarding time on crowded maps, as the game was calculating line of sight for every character present.
Fixed a soft lock that could occur if the Fight Clan champion died during the first round of a match. The script now properly declares you the winner and enables Jake’s recruitment.
Fixed an issue that allowed Jake to be recruited after winning the first round and losing the following two.
Weapon damage is now displayed directly in the inventory, even when melee mode is selected.
Fixed loot containers falling below the ground on certain maps.
We are already working on some of the community’s most requested improvements:
An option to accelerate gameplay safely, without relying on external tools.
An improved endgame experience that responds more meaningfully to the player’s actions throughout the campaign.
A smoother transition between the end of the campaign and the final siege.
Inventory QoL optimizations
A rework of the Scout perk in line with the new initiative and awareness changes that will make stealth play more reliable early in game.
Thank you for your reports, feedback, and continued support!
- Reduced the cultist encounter’s instigation area at Adams Villa to prevent players from accidentally triggering a fight. - Fixed the Video Display Mode dropdown not showing the correct language after changing the localization during gameplay. - Fixed an aiming freeze that could occur when the player occupied the same tile as a knocked-out enemy. - Localized the Survival Rating screen and added several other minor localization fixes. - Fixed all salvaging recipes not working correctly. - Added missing items to the salvaging system. - Moved broken items to the Salvage/Recycling category to reduce inventory clutter. Weapons and armor are now displayed under their respective categories. - Timeline events now display a notification pop-up when they pause time-warp or travel. - The endgame timeline event now closes the world map and launches the lockdown scenario—or triggers the appropriate ending if the defeat conditions have already been met. - Fixed perks not unlocking when any attribute reaches 100.
Finally, the big day has come.
There is not much more to say than a huge thank you to everyone who supported Urban Strife during Early Access, followed its development, shared feedback, or simply added the game to their wishlist.
A ten-year development cycle is a brutal grind. Along the way, you find a thousand reasons to quit—but you made it worth pushing forward.
And now, we are incredibly happy to deliver what you have been waiting for:
Thanks to the support of our publisher and the extraordinary efforts of our localization teams, Urban Strife launches in:
English
French
German
Russian
Spanish
Simplified Chinese
Localizing more than 100,000 words was a massive undertaking, and we are deeply grateful to everyone involved. More languages are already in development, but we will announce them when their time comes.
Version 1.0 finally brings the story to its proper conclusion.
The massive horde that has been pursuing you since the beginning of the game is making its way from Atlanta to Urban—and this time, it is coming directly for the Shelter. Everything you have built and every preparation you have made will matter.
We have added a new Defense Tracker to the Shelter overview, so make sure to check your score before the final assault begins. Your fortifications, supplies, allies, and upgrades can all influence what happens next. And remember to keep those upgrades powered. An electric fence is not much of a defense when it is offline.
The final siege missions are intense, so stock up on ammunition, repair your weapons, and make sure your best fighters are ready before entering the battle. We have tried to give you enough time to prepare. However, if your Shelter is not ready when the horde arrives, you may be forced to make some very difficult choices.
Pending player feedback, the siege currently begins on Day 20. You will receive a radio warning 24 in-game hours beforehand, giving you time to return to the Shelter and prepare. Ignore that warning at your own risk. We will continue listening to your feedback and may explore more flexible or customizable siege timing options in the future.
Yes, you can finally repair that precious sniper rifle you have been desperately trying to preserve!
Look for Owen if you want to get your repair operation started. He knows his way around damaged equipment and can help you bring worn-out gear back into fighting condition. Weapons and body armor can now both be repaired—although ballistic plates remain expendable and cannot be restored.
Those cheap spare guns you have been hoarding may suddenly be more useful than they look. Unwanted weapons and armor can be salvaged for repair parts, turning old equipment into valuable resources for maintaining the gear you actually rely on.
So think twice before throwing away that battered pistol. It might keep your favorite rifle—or your best armor—alive for one more battle.
Another major feature arriving with 1.0 is the long-requested perk system redesign.
Characters now have profession perks divided into three tiers. Once unlocked, these perks can be selected and used freely, allowing you to adapt each survivor to your preferred playstyle and team composition. From the previous system, we have retained each character’s native perk as a free bonus, alongside a unique defining trait for every recruit. This gives each survivor a stronger identity while offering much more freedom when developing your squad.
We wanted all those who tested the game and played it while the ending was still WIP to have a chance to experience the siege as soon as possible. So we did not wipe the saves. But be warned that continuing from old saves can always trigger strange game behavior or bugs. Your safest choice is always a fresh run, with fresh saves.
Modding and Steam Achievements are in the works and should arrive post-release, once we get our heart rate under control from all the excitement.
Minor text overflows might happen in some localizations. We've fixed most glaring ones but with 100k words it's not a quick process. We appreciate if you'd use the dedicated forums and report these there.
But that is enough from us. You have waited long enough to play Urban Strife—not to read another wall of text. Thank you for being part of this journey. Have fun, stay prepared, and good luck defending the Shelter!
Players reported that language preferences were not being carried over in saves and had to be selected again on each run. This hotfix preserves your localization preference in saved games.
Important note: When you first launch the updated version, the game will check your save for a stored language preference. Since older saves do not contain this information yet, the game will default to English. This is normal.
After you select your desired language and overwrite the old saves, they should correctly preserve your language choice.
The big news this week is official: Urban Strife is leaving Early Access and launching in full on July 14, 2026! As we get closer to release, you can expect previews from your favorite streamers, more updates, and a few surprises we are not ready to spoil just yet.
To celebrate the announcement, we are releasing a special Beta build that introduces our first localization previews for French, German, Spanish, and Russian. This pass covers roughly 96% of the game's written content, including dialogues and RPG texts.
This is still a beta pass, so some lines may need polish, context fixes, or layout adjustments. If you spot inconsistencies, mistranslations, missing lines, or anything that feels off, please let us know through our dedicated Steam forum or on Discord.
Simplified Chinese will follow soon, in a future update (about 80% done), and we hope to add more languages as development continues. Of course, since it's our native language, a Romanian version will be in 1.0 too.
Some parts of the game are still in English, including:
interface, menus, and HUD elements
cutscene texts
some system or UI-related strings
You may also notice that some localized texts overflow their assigned space, especially in areas such as the quest log. Please report any text overflow issues with a screenshot so we can track them down more easily.
Since for some of you this might be the first time playing on the Beta branch, here's a quick reminder how you can access it:
Go to your Steam Library
Right-click the game > Properties
Navigate to the Betas tab
Choose “beta_branch” from the dropdown
Wait for the update to download
And remember—back up your saves before switching!
If all went OK when you go to Options in the game you should see the new Localization section under Gameplay. Switch to your native/preferred language, press DONE and go play.
Some players with newer GPUs have reported crashes when launching the game, often related to the infamous Low Level Fatal Error at startup.
After looking into the issue, this appears to be a wider Unreal Engine problem that can affect certain hardware and driver configurations. Several possible fixes exist, but results vary from system to system.
In this build, we are testing two of the most commonly recommended workarounds:
disabling ray tracing by default
disabling the GPU benchmark/test Unreal Engine performs at startup
Because we do not have access to the exact hardware configurations affected by these crashes, we cannot guarantee this will solve the issue for everyone. However, we hope it will help at least some of the players who were unable to launch the game.
If you were affected by the startup Low Level Fatal Error, please try this build and let us know whether the crash still occurs. Your feedback is especially useful here, as it helps us narrow down a hardware-specific problem we cannot fully reproduce on our end.
Full localized texts for French, German, Spanish, Russian, and Chinese
Romanian translation, handled by us, of course
Endgame siege scenario
New Perk system
Achievements
Thank you for helping us test the new localizations and improve the game for more players around the world.
Today marks a major milestone for us - we are releasing the final story episode of Urban Strife!
In this chapter, you will explore the fallen kingdom of Urban Highschool, ruled by its ambitious principal, Mr. King Brown. What began as a remarkable success story - transforming the campus into a thriving, self-sustaining oasis - has taken a far darker turn.
Rumors suggest King now seeks more than survival... he seeks power.
Step into the majestic halls of Urban High, uncover the truth behind King's plans to challenge the Republic, and walk the football field where champions were once made - now repurposed into something far more unsettling.
And to celebrate this milestone, Urban Strife is now 20% off during the sale (starting with 17:00 GMT)!
With the final story episode now released, development shifts toward the last act of the campaign - the arrival of the Atlanta horde and the siege that will decide the fate of your Shelter.
We will also continue releasing smaller intermediate updates focused on:
Repairs
Perks
Balance improvements
Combat polish
Quality of life features
Additional endgame systems
The road to 1.0 continues.
All currently released story episodes have now been fully proofread and edited by our editor, Scott Hamm.
The complete English localization package will next be assembled into the English.PO files and delivered to our publisher so localization studios can begin work on additional languages.
There will still be more text added with the endgame and siege content, but this allows translation work to begin much earlier.
Equipped items are now excluded by default from recycling and salvaging operations. This behavior can be re-enabled under Gameplay Options.
Added an optional setting preventing equipped tool items (such as hammers) from being automatically used in crafting, helping reduce unnecessary durability wear.
Reorganized the Shelter Notebook page
Introduced larger and clearer upgrade cards
Grouped entries by production and faction for improved readability
Added hover info to weapons shown on team cards in the main interface
Edited inventory filter descriptions to clarify they only apply to shelter supplies
Centered inventory filter hover boxes for better readability
Added proper loading screens to Highschool and Football Field maps
Fixed several waypoint animations in Highschool
Replaced the inventory terms "Break" and "Break into parts" with "Salvage"
Added .45 ACP ammo to Army traders in Tier 1
Standardized carbine naming across the game
Added a new football helmet item
Streamlined several early story scenes
Corrected typos and dialogue inconsistencies where found
Added trade texts to a few faction barons who had none
Added gear to a few barons who had none
Fixed a rare crash that could occur when leaving a map at the exact moment an NPC opened a door
Spawner zombies now properly display equipped armor
Loot backpacks are now excluded from faction ownership rules, allowing post-battle looting without triggering hostility
Fixed a shelter upgrade cutscene hang related to building Spiked Barriers after the Soup Truck
Fixed incorrect recipe input when salvaging broken hammers
Fixed a collision issue in the subway station that could block pathing
Fixed an issue in the Army Base arena reported by the community
Players who started their campaign before the February update still use the old blueprint distribution system, where the Cultists only had 4 advanced blueprints available. As a result, the last cultist baron mission (typically Principal King) could end up without a valid reward option and become stuck in trade dialogue. As a temporary hotfix:
The 5th Cultist Baron will no longer open the trade window in affected older saves.
Campaigns started after the February patch already use the proper 5/5/5 faction blueprint distribution and are unaffected.
Implemented a backwards compatibility fix for FEMA traders to properly reset inventories
Thank you all again for supporting Urban Strife through Early Access. We are entering the final stretch now... and the horde is getting closer.
Today marks a major milestone for us - we are releasing the final story episode of Urban Strife! In this chapter, you will explore the failed kingdom of the Urban Highschool, ruled by its ambitious principal, Mr. King Brown. What began as a remarkable success story - transforming the campus into a thriving, self-sustaining oasis - has taken a darker turn. Rumors suggest King now seeks more than survival... he seeks power. Step into the majestic halls of Urban High, uncover the truth behind King’s plans to challenge the Republic, and walk the football field where champions were once made - now repurposed into something far more unsettling.
Following a short beta test, this update will be pushed to the Public branch in the coming days. After that, we move toward the final act of the game - the moment everything has been building toward: the arrival of the Atlanta horde and the siege that will decide the fate of your Shelter.
We will also continue to release smaller, intermediate updates focused on improvements to systems such as repairs, perks, and overall gameplay balance.
Once this final story episode is fully proofread and edited by our star editor, Scott Hamm, we will deliver the complete English.po file to the localization team. This will allow translation work to begin ahead of 1.0. While some additional text will still come with the endgame, most of the heavy lifting will already be done, so you can enjoy the full release in your own language. We will start with a selection of widely spoken languages.
Reorganized the Shelter Notebook page
Introduced larger, clearer cards
Grouped entries by production and faction for better readability
Added .45 ACP ammo to Army traders in Tier 1
Implemented a backwards compatibility fix for FEMA traders to properly reset inventories
Removed most instigation zones in the FEMA Hospital map, allowing post-battle looting without triggering hostility
Fixed an issue in the Army Base arena reported by the community
Streamlined early story scenes and corrected various typos
Standardized carbine naming across the game
New football helmet item added to the game
Fixed a collision issue in the subway station that could block pathing
We are getting close. The Shelter won’t build itself... and the horde is already on the move.
Stay sharp. Stay awesome.
Fixed a rare crash that could be triggered in specific circumstances by cutscene events
Added spot lights to workstations that were not clearly visible after upgrades (NPCs will be added soon too)
Hello everyone! We've been hard at work polishing the experience and squashing some reported bugs. This update focuses on improved inventory clarity, expanded world information, and critical stability fixes.
Gunsmith Workbench Update: You can now craft Silencers at the Gunsmith Workbench (Industry).
Inventory Clarity: Recipes now feature improved right-click names in your inventory that explicitly include the required tool.
Recycling Unclutter: Broken items have now been moved under "Recycle" tab (under the BREAK category),
Extended Outputs: A couple of missing items were added to recycle recipes with a small bonus for those who recycle them just before breaking.
Recipe Fix: Fixed a bug where the 12G Nails recipe would complete without consuming the necessary items.
Expanded Sector Info: The sector pop-up now provides more context! You can now see if a location was previously visited and the difficulty level of the main local faction.
Baron/Faction System: All world locations now have their proper Baron and faction assignments finalized.
Relations Menu Overhaul:
The "Friendly" status is now correctly displayed in the Relations menu and on location cards.
Alliance Logic: After forming an alliance, only the boss of that faction will change to "Allied" status—all other members will maintain their original status.
Armor Decay: Fixed an issue where armor plates and limb armor would not decay correctly upon taking damage.
Action Point Costs: Attaching or detaching items now consumes AP.
Interaction Indicators: Hovering over a closed door while you have no melee weapon equipped will now correctly display a "LOCKED" status.
Crash Prevention: Implemented safeguards to stop the recurring crash reported during zombie interrupt turns.
Character Positioning: Resolved a bug that caused characters to get stuck in an "orphaned" position under specific conditions.
Reduced Download Size: We’ve cleaned up the game files by removing several obsolete, test, and temporary maps.
Lily's New Bed: Fixed Lily's location in Old Port. She can finally sleep on her intended mattress.
Audio & Voiceovers
VO Cleanup: Normalized and polished voiceovers for Benny and Lucy, significantly reducing microphone artifacts and background noise.
Recruit Reactions: Added unique voice lines for all recruits when befriending Barons. Reactions now vary based on the recruit’s faction and personality.
Combat & AI
Initiative Balancing: AI Action Points are now capped at 12 during bonus initiative turns - this will give them the possibility to attack, but not overpower the player.
Stealth & Ambushes: While a full stealth perk rework is in development, we’ve adjusted the Initiative Ambush logic. Players are now significantly less likely to be penalized with an ambush if the team is crouched and in cover. Standing or running remains high-risk.
Weapon Rebalancing
Shotgun Tuning: Rebalanced the Win1200 and Moss500 to better align with their respective tiers and market costs.
Updated Ammo Capacity, AP Costs, and Durability across all variants of these models.
This update adds a new story chapter at the Urban Hospital and reworks how combat starts and plays out. Stealth and initiative have both been adjusted to make encounters less predictable and more tactical.
The FEMA camp at the Urban Hospital has collapsed. Governor Moore tried to turn it into a secure fallback after Atlanta fell. It didn’t hold. Too many refugees, not enough control. The camp turned into a trap. What’s left is a ruined tent city, overrun by infected rioters and a governor stranded on a rooftop in need of rescuing. Beware: the deadly shadow operators of the Firm are active in the area, and expect them to be less than happy about your visit.
Combat no longer guarantees you the first move.
Agility vs Agility: Breaking stealth now triggers a roll between your unit and the enemy
Interrupts: If the enemy wins, they act first, even if you set up an ambush
Positioning matters more: Sending the wrong unit in first can cost you the opening turn
Stealth is now more reliable, but not free.
Rear approach works: Enemies won’t see you from behind, but they may still hear you.
Perks redesign: Future updates will bring more bonuses to specialist stealth perks
Closer engagement range: High stealth lets you get much closer before detection
Cover fixes:
Small objects block vision only for one tile (like picket fences).
Large objects such as cars provide proper concealment
Weight is consistent: Attachments and loaded ammo now count toward weight and value
Condition matters: Item durability affects trade prices
New weapon added: A heavy, very rare, anti-materiel rifle can now be found in the zone
Grenadiers fixed: They now prioritize explosives again instead of other weapons
A massive thank you to everyone reporting bugs and suggesting new features in the forums!
Low-Tier Arsenal Buff: Slightly increased FMJ (Full Metal Jacket) damage for early-game weaponry to improve viability against armored targets.
High-Tier Arsenal Tuning: Slightly decreased HP (Hollow Point) damage for late-game weaponry to prevent excessive one-shot potential.
CQB Lethality: Global adjustment to increase accuracy in Close Quarters Battle (under 10 tiles) for all weapons.
We're releasing on the public branch today one of our biggest interim patches yet. Our main focus was refining ballistics so that every weapon feels capable in its tier; you’ll definitely notice the difference with shotguns, crossbows, and rifles.
Post-Beta Fixes:
AI Improvements: Adjusted behavior to reduce low-CTH headshots against players in cover; AI will now prioritize flanking maneuvers.
Keybinds Reset: We suspect legacy save files from an old beta are the root cause of corrupted controls some users are reporting. This patch will force an automatic reset of the keybinds for good measure. If you had custom keys set, make sure you remake those settings.
Grenadier AI: We re-tuned grenadier AI to prioritize Molotov bombs over other attacks.
Bug Fix: Resolved an issue where players received double fire damage during player and panic turns.
As you might already know from the beta branch update, we’ve also added a brand-new campaign episode centered on the troubled Mason biker family. If you already played the Firestation episode you're already familiar with the Mason clan, after meeting their pyromaniac junior, Billy Mason. You'll get to know all of them now and learn a few of their secrets in the process. A word of caution - even if this location is relatively close to your shelter, it's a very deadly place. Proceed with caution and bring big guns.
New Content: Campaign Episode "Mason's Hardware Store"
New Location: Explore the derelict Hardware Store. Once a thriving arms smuggling hub, it’s now caught between the greed of the Chowder Clan and the wrath of the Urban Biker Charter President.
A Troubled Family: Meet Jack Mason, biker baron and father of the pyromaniac Billy Mason.
Balanced Progression: The Gunstore map has been retuned to align with the new campaign flow.
Stability & Bug Fixes
Fixed Crashes:
Resolved a crash when loading into the cultist zombie arena with 6 people (full party plus the cult fighter).
Fixed a crash caused by equipping Bubba with the Firefighter suit.
Fixed a crash occurring when purchasing M24 sniper rifle due to wrong ammo setting.
Fixed Hangs:
Eliminated an infinite hang in Adams Villa caused by a broken asset.
Squashed an extremely rare fog of war bug that led to infinite loading screens.
Patched several potential hangs related to specific animation triggers.
General Fixes:
Fixed a bug where a Horde would occasionally leave the map during an encounter.
Corrected upper mesh issues on cars to prevent accidental cover from seats.
Combat & Ballistics
New Aiming Helper: Added an In-game Ballistics Helper showing a preview of the impact points and projectile spread.
Shotgun Buffs: Increased accuracy for slugs and lethality for buckshot at short range.
Sniper Changes: Normalized damage and increased headshot reliability at short range.
Body Part Weighting: Adjusted hit distribution for snap shots to favor the torso over arms.
Injury Mechanics: Retuned effects for crippling injuries to be more forgiving.
Body Armor: All helmets and vests have been rebalanced to provide adequate protection in tune with the ballistics changes.
CTH Distribution: Retuned for more consistent combat outcomes for all ranges, making medium range shoot-outs viable.
Balance & Visuals
Attributes: Retuned attributes to allow a smother growth, in line with the campaign duration.
Healing: Lowered the AP cost for healing items so they're more useful in combat.
Loot: Fixed Tier 2 traders to stock Tier 2 weapons and armor more consistently.
Enemy stats: Retuned enemies on several maps to their proper tier.
UI/Art:
Reworked M24, FAL, and Remi 700 images to better identify them.
Repainted the Female Avatar portrait variations; changed the beret to a military style.
Fixed a minor glitch with team portrait cards,
Estimate Fix: When donating items to the Shelter, the text estimating days of remaining reserves was wrong and was fixed.
⚠️ Known Issues
Defeat Trigger: The script that triggers an End Game when the player avatar dies is currently disabled.
Save Compatibility: Resuming from older saves may cause characters in the Hardware Store (specifically Jack Mason) to have incorrect equipment.
Have fun! We’ll be monitoring for any feedback - preferably posted on our Steam forums or Discord, not directly as a game review! The best way to support an indie team like ours is to leave a review on Steam and we read them all, bad and good. But if you're really keen to help and you have found a bug or have a problem with the game - we're here, talk to us and we'll find a fix.
We're excited for you to beta-test one of our biggest interim patches yet (coming soon to Public too). Our main focus was refining ballistics so that every weapon feels capable in its tier; you’ll definitely notice the difference with shotguns, crossbows, and rifles.
As a thank you for your patience, we’ve also added a brand-new campaign episode centered on the troubled Mason biker family. This update also includes many fixes for issues you’ve discovered and reported—we couldn't have done it without you.
New Content: Campaign Episode "Mason's Hardware Store"
New Location: Explore the derelict Hardware Store. Once a thriving arms smuggling hub, it’s now caught between the greed of the Chowder Clan and the wrath of the Urban Biker Charter President.
A Troubled Family: Meet Jack Mason, biker baron and father of the pyromaniac Billy Mason.
Balanced Progression: The Gunstore map has been retuned to align with the new campaign flow.
Stability & Bug Fixes
Fixed Crashes:
Resolved a crash when loading into the cultist zombie arena with 6 people (full party plus the cult fighter).
Fixed a crash caused by equipping Bubba with the Firefighter suit.
Fixed a crash occurring when purchasing M24 sniper rifle due to wrong ammo setting.
Fixed Hangs:
Eliminated an infinite hang in Adams Villa caused by a broken asset.
Squashed an extremely rare fog of war bug that led to infinite loading screens.
Patched several potential hangs related to specific animation triggers.
General Fixes:
Fixed a bug where a Horde would occasionally leave the map during an encounter.
Corrected upper mesh issues on cars to prevent accidental cover from seats.
Combat & Ballistics
New Aiming Helper: Added an In-game Ballistics Helper showing a preview of the impact points and projectile spread.
Shotgun Buffs: Increased accuracy for slugs and lethality for buckshot at short range.
Sniper Changes: Normalized damage and increased headshot reliability at short range.
Body Part Weighting: Adjusted hit distribution for snap shots to favor the torso over arms.
Injury Mechanics: Retuned effects for crippling injuries to be more forgiving.
Body Armor: All helmets and vests have been rebalanced to provide adequate protection in tune with the ballistics changes.
CTH Distribution: Retuned for more consistent combat outcomes for all ranges, making medium range shoot-outs viable.
Balance & Visuals
Attributes: Retuned attributes to allow a smother growth, in line with the campaign duration.
Healing: Lowered the AP cost for healing items so they're more useful in combat.
Loot: Fixed Tier 2 traders to stock Tier 2 weapons and armor more consistently.
Enemy stats: Retuned enemies on several maps to their proper tier.
UI/Art:
Reworked M24, FAL, and Remi 700 images to better identify them.
Repainted the Female Avatar portrait variations; changed the beret to a military style.
Fixed a minor glitch with team portrait cards,
⚠️ Known Issues
Defeat Trigger: The script that triggers an End Game when the player avatar dies is currently disabled.
Wrong Estimate: When donating items to the Shelter, the text estimating days of remaining reserves is wrong.
Save Compatibility: Resuming from older saves may cause characters in the Hardware Store (specifically Jack Mason) to have incorrect equipment.
Have fun! We’ll be monitoring for any feedback on the new weapon tuning as you play! And remember, the best way to support an indie team like ours is to leave a review on Steam. It only takes a minute and helps new players find our game!
Siege Bypass: Transfer areas towards besieged locations are now hidden during horde encounters. This prevents avoiding the horde entirely and entering these locations by accident while they are supposedly under siege.
Reduced Spawn Rates: Significantly lowered the spawn rate for zombie hordes to prevent overwhelming players and improve game pacing.
Flexible Horde Generation: Hordes can now spawn even with fewer than 3 active spawner maps, though they will do so at a decreased rate.
Spawner Durability: Fixed an issue where spawn piles would become immune to fire/explosive damage on the second infestation.
Camera Overhaul: Implemented custom camera controls for better situational awareness during combat; you can find the new speed sliders under Game Options.
Inverted controls: Added inverted mouse rotation toggle for camera.
Options Reset: Added a "Reset to Default" button for all gameplay options to help players revert custom settings easily.
Refreshed Portraits: Recruits portrait images have been retouched for a better blend with the UI colors; ID card background also changed to the same scope.
Recipe & Item Fixes: Added broken versions for tactical and gold weapons; added recipes to recycle them.
Clinic Speed Buff: Updated the "Heal Reserve Rooster" mechanic - it now heals the reserves at full clinic speed for faster recovery.
Thanks to all those who reported bugs and suggested improvements. Game is getting better day by day thanks to you. Keep them coming.
Patch Notes
Ultrawide Support: Improved in-game dialogue support for Ultrawide displays. We have implemented a fix to prevent dialogue boxes from migrating off-screen, ensuring a consistent experience across all "exotic" screen resolutions.
Revised Hidden Clues: We have updated hidden clues for the Gas Station, Motel, and Supermarket bosses. Added EXIT options to boss clue inquiries, allowing you to postpone answering until you have met the necessary prerequisites. More updates of this nature are planned for future patches.
AP Cost Balancing: Further tuned the formula balancing item AP costs based on AGI and DEX. This change smooths out sudden cost increases, ensuring weapon attacks remain balanced even when stats are heavily boosted.
Bug Fix (Squad Replacement): Resolved a sneaky bug reported by our veteran players where saving and reloading could cause issues after replacing a fallen squad member with a fresh recruit in the same sector.
More fixes to come soon.
Again, we wish to thank everyone who got involved reporting bugs, giving feedback and reviewing the game. We listen to everyone, even the harshest critics, and try to improve Urban Strife as much as we can. And we can only hope this is what honest players want to see - respect and hard work.
This update introduces Phase 2: Meeting Your Ally, marking the competition of two thirds of the End Game Loop roadmap. The build will be available on all branches (public and beta).
The final stage of the game campaign is now next: when the massive undead horde that wiped out Atlanta reaches your base, every choice you made and every upgrade you built will be tested to the limit. Besides this, we still have three local warlords and their respective maps cooking.
This update adds three full map levels at once – the headquarters of the most powerful survivor factions and their de facto leaders. After securing the required number of votes, you will gain access to their previously hidden strongholds:
The National Guard Base – a heavily fortified mountain stronghold where discipline and firepower rule and nothing comes first before family.
The Second Chance Camp – a 60’s re-education camp for juvenile delinquents, shut down after an abuse scandal, is now reborn under the guidance of Father Walker and the Second Chance Church.
The Shady Lady – an exclusive biker bar with a “gentleman’s club” upstairs, where favors are offered… if you are in the bosses’ good books.
Accepting an alliance lets you fully explore your new allies, uncover their true nature, and learn their backstories. Secrets gathered about their enemies can be traded for powerful rewards.
20+ ally upgrades to unlock
Unlimited base power through new generators (solar, hydro, wind)
Faction-specific vehicles, including an Army HMMWV, a prepper SUV, and an iconic survivalist RV
Well-stocked traders offering unique Tier 3 melee weapons (more surprises to come here)
Fixed an issue that could launch the game at an unsupported resolution, with certain GPU setups
Vsync is now disabled by default, and graphics quality is set to High instead of Epic to improve performance on lower-end systems
Fixed a rare crash when starting dialogue with an NPC behind a closed door
Multiple maps received optimization and navigation fixes
Added the silencer attachment to all AR-class weapons
Fix for dialogue appearing off-screen on ultrawide and uncommon resolutions (currently in testing)
Release of the English.po language file as base for modding
Steam Workshop support for community localizations
A fade-to-black time warp that will allow the upgrades to appear on the shelter map as soon as they're built (right now some appear only after you exit and return to the map)
A solution for the travel pausing due to crafting events being completed
Cloud saves have now been enabled for all players; local saves will still work but they will be mirrored on Steam for your convenience.
Crippling injuries now display as icons directly on recruit cards.
Crippling injuries now show detailed hover tooltips in the Inventory, clearly explaining the exact penalties applied.
Crippling injuries now also display hover tooltips in the Team Menu.
Recruits left in reserve can now be accessed quickly via a dog tags toggle at the bottom of the Inventory screen.
Locked Clues dialogue branches now use a distinct color, making them easier to identify at a glance.
Added Exit (Postpone) dialogue options to hidden clues for all warlords in the Prologue; more to come.
Warlords killed by zombie hordes no longer generate a negative alliance vote.
Any previously generated negative votes from warlords killed by hordes have been revoked and reset to neutral.
Shelter inhabitants now react dynamically to resource levels. when they meet your avatar:
Plenty available
Limited (less than one day remaining)
Critical (zero reserves)
The game map now clearly shows infested/cleared zones (relevant icon near location name).
Infested zones can now have their horde spawners destroyed, permanently making the area safe.
Encountering a horde while traveling between locations will now generate an encounter at the first available location:
The horde will either wait there or accelerate toward it.
Hordes now remember previously visited locations and give them lower priority, preventing back-and-forth (see-saw) movement.
Horde movement and attack timings have been adjusted to reduce idle periods while allowing for longer, more tense sieges.
Horde appearance rate and frequency are now directly tied to campaign progress and selected difficulty.
Assault rifles now support silencer attachments, per player feedback.
Updated Firecracker description to clearly state it deals stamina damage only.
Fixed bugged shelves in Supermarket that showed up as lootable when empty.
Fixed an issue with walkable invisible spawners.
Various other minor fixes and polish improvements.
As always, thank you for the continued feedback, in particular to those who actively took part in this round of beta testing. Your reports and suggestions directly shape Urban Strife’s development.
A bug that could zombify a recruit left at home after visiting a corrupted map was fixed
A spawner placement in "Stolen Supplies" map was relocated so the zone can be properly cleared
A building template bug disabled the doors and windows of the Bank (where Judge Jenny has the office) inside Courthouse map. Map was fixed and re-uploaded, please update your beta builds.
Some of you who follow our forum posts already know that we decided to focus hard on delivering the complete game loop as soon as possible - but only when it truly feels right, hence we're rolling it first on the Beta Branch. After a couple of days of feedback from beta, we'll push it on main branch.
This is a major milestone. Not just in terms of development, but also for player testing and feedback. Most importantly, it is the point where the entire campaign comes together.
Because of its scope, we decided to deliver it in three distinct phases. First one comes today and brings the aggressive undead army that will spawn in the wake of your conflicts and try to retake the town. Next ones are already in the works and will be delivered as they mature:
Below is a extended overview of what each phase brings to the game:
No more docile zombies waiting in map corners to be farmed. This is the real deal.
You may have already noticed the first step: random highway encounters, featuring human looters and small groups of undead. That was only the warm-up.
Once conflicts start leaving dead humans behind in Urban, the undead slowly begin to reclaim the town. Ideally, all surviving settlements would unite against the zombies - and that is exactly what you try to convince them to do. Unfortunately, years of bitterness and indoctrination work against you. Eventually, you will have to choose sides. Help those you believe are right and fight the ones that are wrong. This will impact your game right away, even if you're midway into your campaign.
Vanquished enemies rise as moving undead hordes, roaming across Urban in search of fresh victims. These hordes (number depends on the amount of mayhem you caused) will besiege human camps, and it is up to you to answer the survivors’ calls for help.
But sometimes you might be delayed by important things, like organizing your ammo by color, and arrive too late. Those powerful NPCs, armed with the gear you were once envious of, are now just drooling zombies, ready to be picked clean (hint!).
PS: Compromised camps will generate their own horde in time so unless you plan to have the entire city overrun, you need to intervene - to help or mop-up the remains, you decide.
Beta Known Issues
If a horde compromises a faction sector and you later clear the zombified sector, killing the zombified warlord will result in a negative vote with the human faction the boss used to belong to. This should have no impact and will be fixed.
Hordes may oscillate between two points for a period of time before selecting a new destination. We plan to add destination priority logic to prevent this behavior.
An icon marking compromised locations directly on the map is missing. Currently, this information is only visible in the sector details window.
Feedback Needed
Hordes spawn rates: too fast, too slow, or just right?
Horde difficulty: how challenging are hordes to defeat, both on highways and inside sectors?
How to Join the Beta Branch
Go to your Steam Library
Right-click the game > Properties
Navigate to the Betas tab
Choose “beta_branch” from the dropdown
Wait for the update to download
And remember—back up your saves before switching!Why bother making allies if everyone is shady? That choice is entirely yours.
You can finish the game without allying with anyone. However, if you do form an alliance, when the massive horde that wiped Atlanta off the map finally reaches Urban, you will not face it alone.
Your ally will fight shoulder to shoulder with you and help you build unique faction defenses and upgrades that actually matter in the final battle.
The sooner you earn a faction’s trust, the sooner you benefit from their support. This includes access to unique vehicles, all of them far superior to Sheriff Roger’s beat-down police cruiser. Their secret bases may also reveal their true motivations and give you the chance to spend your hard-earned gold on rare hardware found nowhere else.
Just remember: alliances are not free. Be there for your ally when they need you, and they will stand by you when it matters most.
Nearly the entire game prepares you for one thing: the horde coming from Atlanta.
And it will come.
It will consume the city, wipe out what remains, and then come straight for you and your friends at the Shelter. It will attack from all directions, and it will not stop. There are no easy spawners this time. The waves keep coming, and every fight is a fight for survival.
The final battles take place in the areas surrounding your Shelter. You start at the outer entry points, thin out the incoming hordes, then fall back. By the time you are making your last stand with your back against the Shelter gate, the horde must already be weakened - or you will be overwhelmed.
Built defenses play a crucial role. Shelter residents will pick up arms and fight alongside you. And most importantly, your ally will be there too - if you chose one.
Preparation is everything. You will need armor, powerful weapons, and a lot of ammo. Resource management and upgrade planning are critical. If you fail, friends you fought beside throughout the entire campaign may not survive.
Added a button to reset key bindings to default in Game Options, making it easier to recover from control misconfigurations.
Added a clear red warning on the firing cursor that auto mode disables manual aiming for body parts; if you want to use aimed shots you need to use single fire.
Introduced the final pending workshop - the Gunsmith, allowing you to build tactical upgrade kits and extended magazines on compatible weapons.
Secondary maps are now fully independent from main maps, improving navigation and preventing unintended soft-locking of certain maps.
All ammo visuals have been redesigned, with clearly identifiable ammo boxes for faster recognition during looting and combat.
Perk descriptions now clearly state which weapon types they apply to, making role planning easier.
Tactical weapon variants now grant both an action point (AP) bonus and a weight reduction bonus, reinforcing their role as high-end combat upgrades.
Cloud saves are coming soon too (they're being tested internally right now)
We have the code in place for .PO files support, one of the most popular localization formats.
3rd party localizations have been tested to work as Steam Workshop mods.
Our Workshop Mod uploader has been designed and tested with Steam Workshop.
We still need to give proper contextual IDs by hand and remove duplicates for about 1000 strings from the total of 6100 the game has now; this step is essential for translators to understand the context of what they're localizing.
Also we're doing internal tests with pre-translated data in languages known to use long words to see if we need to make interface adjustments.
Game has about 82k words and we estimate the final version could be near 100k. We will try and provide as much raw pre-translated data in the translation SDK to help ease the workload for both 3rd party and official work. But make no mistake, each localization will be a serious task so patience is appreciated.
The October update is finally here, now available for everyone on the Public Branch. To mark the occasion, we’ve launched a special Halloween discount so more players can join the fight for Urban’s survival. This version integrates the feedback of the beta players and the extra development we had on the pipeline.
We also took the opportunity to fix the regional price issue for Poland and bring it in line with the regular price. A big thank you to the Polish community and polishourprices.pl for bringing this to our attention.
The world outside the shelter just got more dangerous.
Highway encounters will now interrupt your travels, with both undead and human (bandit) spawns, making every trip outside the city a risk worth thinking twice about; as the looming threat of the Atlanta horde approaches, the number of zombies on the streets will grow and humans will become more scarce; in the end these random groups will be replaced by the roaming groups we already talked about in the previous patch notes.
These random encounters will scale in difficulty as your travel activity generates more threat, ensuring the roads feel progressively more hostile as the campaign unfolds.
As per your feedback, we’ve removed the forced pauses for non-critical events during travel to keep gameplay smoother and less interrupted.
You can now travel freely to any destination from any unlocked exit sector, as long as you’re not currently engaged in an encounter with enemy forces.
On the narrative side, all current campaign dialogues have been fully proofread and finalized for localization. This brings the writing up to release quality and prepares the ground for community translations. We’ve also updated the in-game fonts to support Cyrillic, Greek, and Latin alphabets, ensuring better compatibility for upcoming localization efforts. Coincidentally this also made the texts easier to read.
In addition, work on Steam Workshop integration and user-made localization support (.PO files) is nearly complete. Modders will soon be able to contribute their own translations or content directly. Expect a patch bringing required files and tools to your Steam client in a matter of days.
Finally, early support for LUA scripting is in progress to open the door for future modding possibilities, and a potential hang when leaving maps has been fixed.
Vectorial Travel System Added
Fire Station vs Pyromaniacs
Booby Traps Implemented
Firefighter Suits Added
Auto Inventory Expansion
Auto-Sort Function
Select One / Multiple Stacks
Ability to Exit Clue Dialogues
Quest Items Now Marked
Hover Info
More Proofread Episodes
Full October Patch notes here.
This update pushes Urban closer to the vision we’ve been building from the start: a living, reactive world where every journey, decision, and alliance matters and a complete game loop.
Thank you all for your patience and support — and enjoy the Halloween discount while it lasts.
This month’s beta build rolls out the foundation for the living, breathing endgame we’ve been promising — factions will soon be on the move, hordes will be converging on human camps, and new blood-soaked missions will be waiting to test your resolve. For now you are invited to test and give feedback on the mechanics that will make all this possible.
Vectorial Travel System Added
Your team and enemy factions (soon) will be able move between unlocked locations via vectorial routes. This is the first major step toward the dynamic endgame campaign we envisioned, allowing full simulation of faction wars — human groups attacking each other and zombie hordes ravaging settlements regardless of allegiance. The travel times are now accurately scaled and that will allow us to estimate a campaign duration and rebalance the resources accordingly.
Fire Station vs Pyromaniacs A new campaign episode has been added, featuring an off-the-rails group of pyromaniac bikers planning to turn the entire city into ashes using fire engines as improvised flamethrowers. Their leader is the maddest of them all — yet deeply connected to some powerful players. A gory tale of human sacrifice that only you can put to an end.
Booby Traps Implemented The Pyros have rigged their base with deadly traps. Watch your step unless you want to end up roasted. The trigger mechanism is easy to spot and destroy if you’re observant. Expect even nastier surprises in the next iterations — this isn’t the Urban you remember.
Firefighter Suits Added
Introducing the new Firefighter faction armor – a full-body suit providing strong protection against fire and panic, as well as decent general defense. The iconic helmet offers matching bonuses. As a full-suit gear type, it covers chest and limbs in one piece.
Auto Inventory Expansion To prevent players from losing items during trades when inventories were full, a new auto-expansion system adds extra rows automatically once capacity is reached. Weight limits still apply — exceeding them will show a special icon and deny the transfer.
Auto-Sort Function All inventories and containers now include an auto-sort feature to remove gaps and keep the visible area fully packed. It doesn’t merge stacks automatically — use the manual Sort button when you want to group items, keeping your trade and stash layouts intact.
Select One / Multiple Stacks A new toggle next to the Sort button allows quick switching between single-item and whole-stack transfers (via the small arrow widget). Mouse drag-and-drop behavior remains unchanged.
Ability to Exit Clue Dialogues By popular request, you can now postpone or exit a hidden clue dialogue and return later when better prepared. Older clues may need retroactive adjustments, but all new episodes now support this feature.
Quest Items Now Marked Quest items are now visually highlighted with a star icon, making them easier to spot in loot. Many have been updated to auto-consume upon quest completion, reducing inventory clutter.
Hover Info Inventory icons now feature hover boxes that display detailed descriptions and usage tips, a long-awaited quality-of-life upgrade.
More Proofread Episodes Our guest-star editor, Scott Hamm, has sent over new proofread and edited campaign episodes, bringing us closer to a release quality story script. (You can check out Scott’s work here: MobyGames profile)
Mossberg shotgun rebalanced (-1 AP).
Two new Tier 2 sniper rifles added to late-game loot and trader pools.
Added a proper camp setup for the two rescued girls in the Old Port storyline.
When a game event (such as a shelter crisis) triggers during travel, movement will pause automatically. However, no popup notification appears yet — you can resume travel manually using the PLAY button on the timeline widget.
Go to your Steam Library
Right-click the game > Properties
Navigate to the Betas tab
Choose “beta_branch” from the dropdown
Wait for the update to download
And remember—back up your saves before switching!
Let us know what you think, and keep the feedback coming. We’re shaping this game together, and the experimental Beta Branch is your backstage pass to the future.
It’s Time! After simmering on the Beta Branch for a while, a new content patch and a massive list of fixes are now live on the public build. Remember — you can always jump into the beta (if you own the game on Steam), but if you prefer sticking with the main branch, this update brings together everything we’ve added over the last month.
The biggest (and most positive) change is without a doubt the Chance-to-Hit (CtH) system, now integrated directly into the aiming cursor. This is a true CtH, calculated through a smart Monte Carlo integration formula built on dynamic ballistic simulation — thousands of line traces factoring in shooter skill, target idle animations, weapon behavior, and more. The old heuristic indicator that shows shot quality will remain as well, giving you both systems side by side.
Weapon classes have also been reworked to emphasize their specializations:
Pistols, shotguns, SMGs: dominate at close range.
Bolt-actions, crossbows, ARs: effective at close to medium range.
Sniper rifles: deadly accurate at long range, but unwieldy up close.
For those eager to continue the campaign, we’ve added Father Pio’s arch-enemies, the Strongarm biker gang, who run the local train depot.
This is where the Freedom Train is being built — the same train Lucio is selling tickets on to desperate grave robbers. In this new scenario, you’ll need to use your detective skills to uncover who murdered the train’s engineer and why, then bring the culprits to justice.
Expect to face:
Ghouls — feral humans who feed on corpses, rot alive, yet resist the virus.
The Sicilian mafia — the slick but treacherous Di’Angello clan.
On the gear side, an old JA2 fan favorite makes its entry (remember the phrase "Help, I've FAL-len, and I can't get up"?), alongside the fearsome Saiga automatic shotgun.
The ammo press has also been upgraded, now supporting custom ammo recipes for every weapon in the game. So dust off that SVD — it’s time to put it back to work.
Thanks to feedback from our players, we’ve also squashed a number of nasty bugs. Here’s what’s included in the public build (along with fixes already in beta):
Fixed a crash caused by melee attacks from height.
Fixed an issue preventing fire from spreading on certain maps — firebombs now work correctly.
Fixed a crash when aiming at Lucio on the Hideout map (beta only).
Broken weapons now preserve attachments, which can be removed.
Refugees gained during the campaign now have proper waypoints and integrate with the crowd.
Miscellaneous vests and helmets now have a recycle value and can be scrapped for materials.
Close-range weapons had their bullet drop balanced properly.
Adjusted weight for several shotguns and their variants.
Shotgun projectiles now deal reduced damage over distance (close-range power preserved).
Tactical/polymer weapon upgrades now properly reduce weight.
Pending shelter industry orders (not yet in production) can now be cancelled.
Fixed a bug where characters could get stuck after ending a turn in an invalid stance.
Fixed an AI Overwatch/fire bug that could trap the player.
Fixed a bug that could make the Roster menu unusable after recruiting all NPCs.
Fixed keybinds (1–5 and 0) not saving correctly after reassignment.
Fixed an issue in Miguel Cordoba’s quest that left a floating objective marker.
Fixed bullets colliding with window frames when crouch-shooting.
Corrected sniper rifle images to display proper attachments.
As always, a huge thank you to everyone playing, testing, and sharing feedback with us. Your reports and ideas help us squash bugs, refine systems, and keep pushing the game forward.
If you haven’t yet, join the discussion on our Steam forums or Discord — we’d love to hear your thoughts on the new CtH system and the Freedom Train episode. And if you enjoy the game, don’t forget to leave us a review on Steam — it really helps us reach more players and keep development rolling.
See you in the field!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Urban Strife, 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 Urban Strife 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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