Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:39 UTC.
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2026-08-30 15:01 UTC · Community Announcements · cubrman
This August Igor and I added underwater mechanics. This does not mean you will be able to swim underwater, but you might find secrets there. Igor also finished our webbing system - now you can interract with webs as you pass through them. Finally he added ladder climbing animation and Flip animation. Andrii worked on network room management and game optimizations. Our artists vastly improved the details of our Sewers level, especially the supermarket area and the new designited diesel generator area. And, as always, they created a number of new models.
2026-08-02 15:14 UTC · Community Announcements · cubrman
This July was quite busy. Andrii improved our networking code drastically. Now 4 players can play cooperatively and have 120 zombies fighting them in a busy scene. Igor added a bunch of features, including better jumping for rats, nerf for the jump height of the main character, grouping items in the inventory, flashlight parameters zones, and hunter choking when inside an area full of gas.Vitalii added quite a number of zones for our Sewers level - mostly secret areas. Now our level has enough secrets not to be boring. And the areas look amazing!I worked on various effects including blood pudd
2026-06-29 13:41 UTC · Community Announcements · cubrman
This June we went to Funcon. It's always a pleasure to see people playing your darling) This time we brought two PCs, so that for the first time people were able to play the game in co-op mode. Yes, there were a few bugs, but overall the playtest went much better than I expected. Especially given that we had 120 zombies in the supermarket area. Check the VLOG for more details!
2026-06-01 10:30 UTC · Community Announcements · cubrman
This weekend we will be attending Fancon in Kyiv where we will show our latest level with co-op multiplayer. Come be the first to play it!
2026-05-02 22:45 UTC · Community Announcements · cubrman
This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that ren
2026-04-05 10:58 UTC · Community Announcements · cubrman
This March we are mostly working on multiplayer, fixing small issues in the game and bringing Vitalii, our new level artist, up to speed. Andrii worked on multiplayer and tested Photon Fusion. Sadly it won't work for us as it is designed for games like DOTA, where you don't directly control your character and where ping is usually very small. Igor fixed a bunch of small issues in the game, added zone fading logic (now entities can smoothly fade when they enter a faded area), worked on our zombie mutant moster and joined Andrii towards the end of the month to work on multiplayer. I worked with
2026-03-03 14:06 UTC · Community Announcements · cubrman
As we had many complains about the game's performance, in February I remade the glass system to make it more performant. I managed to do it superfast (working on GPU now) and without quality loss. We continue working on our multiplayer functionality. Andrii changed zombie code to include multipleyer, moved to main characters code and fixed various issues we found during tests. Igor added folders into our invetory. This is our idea on improving inventory management. For instance all food will only take a single cell, but you will be able to see every single item if you go into that cell. He als
2026-02-01 20:08 UTC · Community Announcements · cubrman
In January we took part in game round testing and received 100 reviews of our game from real players. The general feedback is that there are a lot of performance issues. luckily this is not difficult to fix. The main performance issue come from two points. When there are a lot of zombies on the screen and when the player is shooting glass because my glass shattering effect is an optimized. Optimizing zombies will take some time. We planted to do it for quite a while, but we wanted to first see real problems before actually optimizing, because this is the wise approach to development. With glas
2025-12-31 15:38 UTC · Community Announcements · cubrman
In December we worked on fixing bugs that were found when showcasing our game at Games Gathering, improved bandits AI and added a few quality of life features. Andrii and Igor improved our bandits: they now attack like sharks, whenever they see you or hear your shots. Even if there is no clear line of sight, they will send a volley of fire towards you. Andrii also added a "magnetic doors" system, that "sucks you in" when you are entering any door. This way, you don't need to see the door to enter it. This is useful, as due to our camera you quite often don't see where the door is exactly and h
2025-12-08 20:59 UTC · Community Announcements · cubrman
This November we worked hard to make our Sewers level playable for the Games Gathering conference. The Conference took place on the 29th/30th November in Kiev and it was a huge success. Over 200 people played our game and we got a lot of useful feedback.Players loved our lighting, which is a special pleasure to me, because I am responsible for it and I believe lighting is my weakest skill.Bandits debute was also a success. People enjoyed playing cat-and-mouse with them in our Warehouse section of the Sewer level.The main negative feedback was that it was difficult to aim. I believe this is mos
2025-11-02 19:07 UTC · Community Announcements · cubrman
We are planning to attend Games Gathering conference at the end of November, that is why this October we focused on preparing our Sewers level for playtests and making our bandits as smart as possible, as they will be stars of our show. Our bandits can now hide behind obstacles when you engage with them. They can also cover their buddy with supressing fire, while he is repositioning. Bandits can also patrol a large space and search for threats.Sewers level now features a number of tunnels and can be played from start to finish. It is still a temporary level, as we plan on removing/updating lar
2025-09-30 21:09 UTC · Community Announcements · cubrman
In September we added a number of effects, improved cockroaches and rats, started working on new systems and enemiens and trained our bandits. Andrii worked on bandits. We are creating a complex behaviour system for them: every behaviour of a bandit will be able to fight with every other one for control of the bandit. Jut like it happens with emotions in small children. Igor improved our rats. Rats will interact with your character in a unique way. You can always kill them with bullets, but they jump on you and bite. The more rats are on top of your character right now, the fewer movement opti
2025-08-31 12:52 UTC · Community Announcements · cubrman
This August we worked on improving our levels, implementing multiplayer and save system and added a few visual effects. Igor worked on fly visual effect and splases. Me and Egor improved scenes from Sewers and Andrii worked on multiplayer. I also worked on headshot blood and our artists create a bunch of new models.
2025-08-11 18:00 UTC · Community Announcements · cubrman
Version 1.05 has now been released. In it, you will find fixes for bugs we found listening to you and watching you play the game on conferences. We also improved graphics, especially in the Streets level, which you can no access right from the main menu. And last but not least, we added quality of life features, like dialogues which now air while you are playing the game, instead of forcing you to listen to them. At the same time, this July we started adding back multiplayer code into the game. Co-op mode was always planned to be a major part of Zombie Hunter inc, and the netcode was being add
2025-06-30 16:33 UTC · Community Announcements · cubrman
This June we attended Funcon in Kiev, fixed a number of bugs, progressed in our new level and welcomed two new members into our team.On 6-7th of June we attended Funcon in Kiev and showed our game to hundreds of people. Afterwards our coders spent some time fixing bugs, that players found during said conference.Ihor, c# Unity developer and Anastasia, 3d modeler, joined our team this month. The development speed will now increase)Egor, our lead artist, continued working on our new level "Sewers", focusing on the supermarket underground storage. He also created a cutscene, where zombies break wi
Full appinfo as delivered by Steam PICS, changenumber 34830280. Also at /api/app/387130/raw.
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