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Game Design
Done:
Scope planning for 11/09 release
Polish planning for 30/09
Melee heavy attack formulas
Character balance
In Progress:
Drone behavior logic
Drone animations description
Development: Client
Done:
New visual for scattering mechanic
MiniMap & map icons fixes
Added loot icon rotation with MiniMap rotation
Fixed map & MiniMap
In Progress:
Hip fire, combo attack, aimed attack
Drones: Infrastructure
Drones: Configs
Development: Game Server
Done:
(No new completed tasks listed)
In Progress:
Hip fire, combo attack, aimed attack
Drones: Infrastructure
Drones: Configs
Development: Backend
Done:
Drones and Drone Weapons config API & CSV configs import
Drones and Drone Weapons Admin pages
Drones in profile inventory
Fixed crit bug when uploading CSV config for every config in Admin page
In Progress:
Drones in Store
Animation
Done:
Created new animations: Pistol_Idle_stand_2, Shotgun_Attack_Down

Over 150 completed minor and medium fixes, tasks and improvements of gameplay, graphics, audio & map of the game. Everyone's voice was heard to do the great job within just 1 month.
Just a couple of months left before official release with worldwide marketing campaign
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It was a productive week across both game design and sound design. On the design side, the team finalized and specified the crosshair-cursor toggle behavior, closing out a long-standing task, while work on expanding the documentation framework continues to move forward. The sound design team had what they called a headline week, shipping the player and zombie vocalization layer with over 300 WAV files recorded across seven distinct character types: the Brute, Fisherman, Butcher, Nerd, Skeleton, Old Crone, and Player. Each character now has fully voiced states covering idle, attack, alert, death, and pain moments, bringing the game world significantly closer to life and giving every encounter its own audio personality.
Heading into next week, the team is continuing work on Steam Deck controls documentation and pushing forward on the animation list actualization in Confluence. The vocalization milestone in particular represents a meaningful leap in immersion, as layered character audio is one of those elements players feel even when they are not consciously aware of it. With the foundational sound work now shipped, the team is well positioned to build on it as additional systems come online.

In Progress: Frozen Strike
๏ธ
๏ธ
Currently deep in VFX tweaking to get the frost blast just right โ fine-tuning particle density, lighting, and spread for maximum impact.
This effect is designed to feel cold, heavy, and dangerous, locking enemies in place with a chilling burst of energy. Still experimenting with shader intensity and mesh interactions to make it pop in-game.
Built in Unity, powered by hours of coffee and way too many โjust one more tweakโ moments. 
What do you think โ go full icy storm or keep it subtle for gameplay clarity? 
Game Design
Done:
Prepare icon character
In Progress:
Fix item names
Presentation text (60% complete)
Presentation video (30% complete)
Development: Client
Done:
Character rotation in the lobby
Stretchable weapon tooltip
Affixes on weapon tooltips
Refactor Characteristic widget (added influence of affixes on character parameters)
Update player icons
Minor visual bug fixes
Remove ping
Temporary drone prefab and sync drone position
Updated Undeads logo
Fixed FTUE breaking bug when releasing items into the wrong inventory sections
In Progress:
Tooltip clipping in 4K
Improve move operations speed in the lobby (moving items and weapons)
Low stamina tooltip
Shotgun long reloading
Minor visual bug fixes
Character Animator rework and polishing
Hip Fire feature
Development: Game Server
Done:
Drone creation
Initialization of drone behavior
In Progress:
Drone patrol behavior
Development: Backend
Done:
Fixed bug where drones donโt appear in game server
Toggle โFromShopโ for drone generation in Admin Panel for testing
Fixed ammo count default value bug after weapon purchase
Fixed Broker mass transit exception between microservices
Edgegap web client optimization with timeout configuration
In Progress:
Production environment preparation
Animation
Done:
Created new animations for drones: Rotation_Right, Drone_Activation, Character_Drone_Activation
In Progress:
Animation polishing after build review
Tech Art
Done:
Reviewed LOD system
Fixed disappearing objects in scenes
Fixed objects with missing colliders
Fixed incorrect rendering of hidden characters
Fixed wrong rendering on some weapons
Level design fixes
Collision fixes
In Progress:
Polishing map assets

Week of 20th of April - 24th of April focused on combat system expansion (shotguns, new weapon logic), extraction feature development, audio integration, and continued stability improvements across client, server, and backend systems. Significant progress was made in gameplay polish, bug fixing, and technical systems refinement.
Game Design
In Progress
Fire gun + ice gun documentation 
๏ธ
Build Task 1.5 description 
Completed
Extraction mechanics GDD 
Shotgun balance adjustments 
Movement speed tuning
๏ธ
Camera offset radius adjustments (movement & shooting) 
Sound Design
Completed
Ambient sounds integrated for the location 

Lobby UI sound content created 
Consumable item sound content created ๐งช
In Progress
Character audio controller system design and decomposition 
Client Development
Completed
Stagger effect activation 
New tracers and muzzle flashes integrated 

Weapon drag & drop bug fixed 
โReturn to lobbyโ button bug fixed 
Subscriptions UI updated 
LevelUp and experience improvements 
Network battle initialization fixes 
Fixed entity spawn flying issue
๏ธ
Fixed delayed network entity initialization
๏ธ
Fixed entity position updates 
Remote player animation polishing 
Fixed aiming after rolling (remote player) 
Fixed stagger sync (remote player) 
Shotgun sounds added 

Shotgun multishot implementation 
New shot logic implemented 
Loading scene optimization 
Fixed hidden cursor / hover issues in lobby
๏ธ
Fixed overlapping floating damage numbers 
Fixed missing footstep and running sounds 
Camera shake presets adjusted 
Camera shift while aiming 
In Progress
VFX pooling issues 
Lobby corruption after โSomething went wrongโ popup
๏ธ
Achievements auto-unlock before Steam login 
Audio interruption on game launch 
Camera polishing and fixes 
๏ธ Game Server Development
Completed
Round start NPC count 
Low HP skills
๏ธ
Damage cheats
๏ธ
Character / Bot / NPC speed configs 
Fixed character stagger data 
Shotgun multishot support 
In Progress
Extraction points system 
Loot container creation from dropped items 
Adding items from backpack to loot container 
Build preparation and internal testing ๐งช
Backend Development
Completed
Reconnect recovery improvements 
Notifications hub scaling 
Reconnect issue identified 
Drops migration bug fixed 
Game state ัะพั
ัะฐะฝะตะฝะธะต for reconnect to game server 
In Progress
Steam error log level review 
Animation
Completed
Improved left-hand weapon grip in lobby (no animation rework) 
Mary Ann skeleton created ๐ง
In Progress
Mary Ann skinning work 
Tech Art
Completed
Chunk system implemented for the map
๏ธ
New map planning and generated items review 
Art package resources preparation 
In Progress
Chunk system testing in builds ๐งช
Documentation preparation for chunk system research 
VFX
Completed
Stagger effect 
Shotgun effects 

Camera shake effect 
Bug fixes
๏ธ

Our backend systems have been getting some major upgrades and fixes to support new features and smoother gameplay.
Backend Development
Done:
Added Melee Attack sets configurations via Configuration API
Added Melee Attack sets configurations in Admin Panel
Fixed buying updates bug
Fixed currency purchase bug
Fixed Admin Panel Shop proposals page bugs
Added UniqueName cache to prevent duplicate configuration names
Fixed Shop Proposals sync issue with S3 feed
Added scattering mechanic fields to Weapon Configurations
In Progress:
Fixing real-money purchase request bug (currently returning 404)
Next Steps:
Once the real-money purchase issue is resolved, weโll move toward integrating backend changes with the latest gameplay systems, ensuring stability across all in-game transactions and admin tools.
Development: Client
Done:
Character rotation in the lobby
Stretchable weapon tooltip
Affixes on weapon tooltips
Refactor Characteristic widget (added influence of affixes on character parameters)
Update player icons
Minor visual bug fixes
Remove ping
Temporary drone prefab and sync drone position
Updated Undeads logo
Fixed FTUE breaking bug when releasing items into wrong inventory sections
In Progress:
Tooltip clipping in 4K
Improve move operations speed in the lobby (moving items and weapons)
Low stamina tooltip
Shotgun long reloading
Minor visual bug fixes
Character Animator rework and polishing
Hip Fire feature
Development: Game Server
Done:
Drone creation
Initialization of drone behavior
In Progress:
Drone patrol behavior
Development: Backend
Done:
Fixed bug where drones donโt appear in game server
Toggle โFromShopโ for drone generation in Admin Panel for testing
Fixed ammo count default value bug after weapon purchase
Fixed Broker mass transit exception between microservices
Edgegap web client optimization with timeout configuration
In Progress:
Production environment preparation
Animation
Done:
Created new animations for drones: Rotation_Right, Drone_Activation, Character_Drone_Activation

Game Design
Done:
Reviewed user feedback.
Created roadmap for:
Character Level Up
Crafting
Monetization & LiveOps
Different types of enemies
In Progress:
Bug fixes
Testing build
Editing item names
Checking and configuring localization for each module
Development: Client
Done:
Added new VFX (papers, leaves)
Implemented drones in lobby (buy, sell, move)
In Progress:
Drones animations
License agreement integration
Bug fixing
Development: Game Server
Done:
Drones in lobby (buy, sell, move)
In Progress:
Drones behavior states (scanning, battle, attack)
Drones shooting
Development: Backend
Done:
Prepared production environment
Added client notifications for expired matchmaking tickets
Cached Edgegap matchmaking images
Disabled Swagger for Stage and Prod
Set up archive for Stage and Prod environments
In Progress:
Migration configuration logic between environments on Admin Panel
Animation
Done:
MotionBuilder 2025 Diagnostics:
Main Character rig successfully created in Character Controls panel
Legacy .anim file found incompatible; recommended conversion via MotionBuilder 2017 or earlier
FBX import successful, new skeleton (Armature.001) added
Unity Diagnostics (uMotion Pro & Anim Converter):
Configured optimal FBX export settings (Binary 2016, One File Per Clip, Export as New File)
uMotion Pro export failed (UMotion - Ups! error; support requested)
Anim Converter failed (Couldn't start Conversion error)
Determined plugin cannot fix corrupted/incompatible .anim files
In Progress:
Find alternative conversion methods for .anim โ FBX
Test new animation pack import into MotionBuilder
Execute full retargeting cycle:
Transfer rig from anipack to project character
Retarget animations
Tech Art
Done:
Fixed blood VFX
Map fixes (invisible collisions, holes in fences)
Bug fixes with objects in scene
In Progress:
Map polishing
Level Design (LD) review
Assets review

Another productive week across the team โ from gameplay feedback and animation polish to backend improvements and tech art refinements. Hereโs whatโs new 
Game Design
Done
Implemented changes and feedback for Core Gameplay
Added Stagger, Jump Attack, and Dodge/Roll mechanics
Created Ammo and Consumable iconography
In Progress
Preparation for GDD
Crafting system design
Progression System
Subscription Mechanic
Development โ Client
Done
Added weapon switching via โ1โ4โ keys
Fixed concrete walk/run sound settings
Implemented Drone VFXs
Tested lost and corrupted network packets
Improved shop drag & drop sell flow
Adjusted drone bullet speed
Added Alive Players Counter
Implemented Move/Attack player animations
Added Health Progress Bar UI
General bug fixes
In Progress
Adding 3D objects in the in-game store
Attack player animations polish
Hit reaction logic and animations
Weapon/consumable/ammo iconization
Sliding player movement along obstacles
Dodge/Roll mechanic implementation
Development โ Game Server
Done
Fixed AI targeting
In Progress
Drone optimization
Dodge/Roll mechanic sync
Reaction on hits (animation + logic)
General bug fixes
๏ธ Development โ Backend
Done
Fixed drone and drone weapon config migration bugs
Fixed drones appearing in backpack after battle
Added preview fields for ShopProposal configs
Fixed battle mechanic config update bugs
Updated ShopProposal interface โ single-page view per proposal + list page view mode in Admin Panel
In Progress
ShopProposal configs migration bugfix
Animation
Done
Polished walk, run, and aim animations for axe, knife, and bat
Retargeted character roll animation in Blender
In Progress
Polishing walk, run, and aim animations for firearms
Tech Art
Done
Reassembled LOD system and editor tools
Fixed multiple flickering and levitating objects
In Progress
Upgrading select map assets to higher quality
Fixing trees and foliage clipping through concrete or buildings
Ground texture blending fixes
Reviewing light system for improvements
The week brought solid gameplay and visual progress โ with new movement mechanics, polished animations, and a more stable backend.
Next up: refining systems for the upcoming GDD and continuing to optimize performance and visuals.
#GameDev #DevUpdate #IndieDev #GameDesign #ProgressUpdate

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Game Design
Done: Progression System, Steam Achievement setup on Steam page
In Progress: GDD preparation, Crafting system, Subscription mechanic
Client Development
Done: Key binding changes, attack mechanic rework, onboarded new developer, Unity version upgrade (security fix), inventory sound volume polish
In Progress: Item iconization, experience system, character level system, freeze character animation fixes, buff effects on stats UI, Steam achievements, sound logic for item transfers, refactoring inventory sound logic
Game Server Development
Done: AI targeting fixes (Drones/Bots/NPCs), bots/NPCs attack fix, attack mechanic rework, consumable buff effects fix
In Progress: Sync detailed player attack data for achievements
๏ธ Backend
Done: Shop proposal duplicate bug fix, match finish event bug fix, disabled Steam logic for sandbox transactions, added detailed error messages in Admin Panel
In Progress: Drone migration bugfix, character experience configs
Animation
Done: Retargeted zombie jump attack animation
In Progress: Retargeting animation clips for hit reactions
Tech Art
Done: Onboarded new team members, map optimization pass, deleted unused art assets, shader review, bugfixes
In Progress: Bugfixes, map level design review, adding blood/guts/body parts to scenes
๏ธ Art
Done: Blueprints for vector item icon creation
Summary:
This week focused on progression systems, Steam achievements, attack mechanics, and client/server stability. Next up: continuing iconization, experience/leveling system, animation polish, and map/tech art improvements.
#GameDev #IndieDev #DevUpdate #ProgressUpdate #GameDesign

Game Design
In Progress:
Testing build
Reprioritization of features until December 15
Planning and preparation for Game Design Document (GDD)
Detailed planning for:
Crafting
Progression System
Subscription Mechanic
Development: Client
Done:
Fixed sound delay when transferring items
Added drone sounds
Added drone context menu in inventory
Updated drone icons
Drone tooltip improvements
Implemented drone activation/deactivation animation
Drone operation battle timer
Drone cooldown battle timer
Drones localization completed
In Progress:
Shop Drag & Drop sell flow improvements and fixes
Polishing drone animations
Development: Game Server
Done:
Added drone context menu in inventory
Navmesh updates
Build preparation
In Progress:
Fix loot spawning
Sync drone animations
Update drone search position sectors
Sync operation and active time with client
Development: Backend
Done:
Fixed bugs with migration configurations between environments
Reduced matchmaking time; deployed new version and strategy
Fixed ammo storage purchase bug
Setup AWS Gateway for profile API on QA and Stage
Merged all services on Stage
Added safety for adding configurations with primary key = 0
Animation
Done:
Retargeting in Maya: Successfully retargeted new animations onto project rig
Integration Testing in Unity:
Animations played incorrectly in Additive mode due to rig specifics
Experiments with animation layers isolated the problem
Blend System Investigation:
Additive mode in BaseLayer caused character to โsinkโ
Switched to Blending Override for stability
Root Motion Analysis:
Character wobbling caused by extra โTranslate Yโ keys on Root bone in WeaponLayer
Corrective action defined: remove unnecessary keys for stable motion
In Progress:
Explore fixing animation playback in Unity without workarounds
Compare Additive (after key cleanup) vs Override to determine optimal pipeline
Tech Art
Done:
Fixed bugs with objects in air
Fixed fence holes and map barriers
Corrected shadows at different distances
Fixed light flickering
Fixed overlapping objects on streets
In Progress:
Optimization pass
Light system overall review
VFX review
Game Design
Done:
Rotating character in Lobby GDD
Rotating the character in the lobby
Animations for melee heavy attack
Melee heavy attack | Animations
In Progress:
Melee heavy attack formulas
Character balance
Development: Client
In Progress:
Drones client infrastructure (Factory, Prefab, Pool, Entity components)
Hip fire animation and logic
Development: Game Server
In Progress:
Drones infrastructure (Service, Handler, Pool, Entity Components)
Hip fire logic sync
Sync hip fire animation
Bug fix: stamina and thirst can kill player
Development: Backend
Done:
Added icons for Consumable, Weapon, and Ammo list and single pages on Admin Panel
Fixed affix configuration upload/download bug on Admin Panel

Hereโs a fresh peek into our latest development cycle โ a mix of freshly wrapped features and in-progress magic brewing behind the scenes.
Done & Delivered
Scattering Mechanic โ More chaos, more fun!
Laser Pointer โ Because aiming matters.
Updated Melee Hit โ Smoother, sharper, meaner.
VFX Status-Effects Upgrade โ Visuals now pop even harder.
AFX Status-Effects Added โ More depth to combat feedback.
Real-Money Currency Purchases (Steam) โ Game currency now just a click away.
Localization Selection in Settings โ Choose your language with ease.
Localization Sync Restored (Google Sheets) โ Keeping translations neat and updated.
In Progress
Network Overhaul โ Sorting packets, fixing losses, and prepping full entity updates. (Ready but waiting on new transport tests!)
New Network Library Integration โ More efficient data transport coming soon.
Localization Per Module โ Fine-tuning and testing for a fully polished multilingual experience.
Whatโs Next?
Weโre pushing towards more stable multiplayer, better translations, and faster gameplay syncs. Stay tuned โ the next patch is shaping up to be a big one.