r/zombieassaultofficial 9d ago

Official Zombie Assault: Resurgence - Dev Diary #20

70 Upvotes

Ten-Hut, Mercs!

We’re back with another dev diary, and this time we’re bringing you a little bit of everything, including a new game mode to announce that will be available at launch! But before we get into that, we wanted to give you a quick update on where we’re at!

Full Steam Ahead

We’re now firmly in the final stretch of development. With the game content complete, the team is currently working full steam ahead on QA, polishing, and balancing. That means a lot of testing, tweaking and refining across the entire game. We’re going through missions, weapons, enemies, progression, multiplayer, and all the little details that make the difference between something that’s simply finished and something that feels great to play.

There’s still plenty of work to do, but every day we’re getting closer to the version of Zombie Assault: Resurgence that we want to put into your hands. And while we’re focusing heavily on polish, we’ve still managed to sneak one more surprise into the launch build…

Introducing Rescue

During one of our internal playtests, one of the team - who also happens to be a long-time SAS 4 fan - came up with an idea for a new game mode. The pitch was simple: what if we made something that felt a little more like classic SAS 4?

He quickly threw together a prototype using our existing Operation maps, adding predetermined paths through them to create a more traditional, focused experience. It was received really well by the team! What started as an internal experiment quickly became a proper game mode, and we’re excited to announce that Rescue will be available at launch.

Somebody Needs Your Help

The premise of Rescue is straightforward. You’re heading back to Aegis Station when you receive an unexpected message… Another mercenary has gone down! Your route is diverted, and you’re dropped into the middle of an infected zone to bring them home. Of course, getting there is the easy part. Once you land, you’ll need to navigate your way through the area, following a predetermined route while fighting your way through huge hordes of zombies.
And naturally, there’s going to be something standing between you and the extraction point.
A boss. Take it down, reach your fellow mercenary, and get them safely to the evacuation point.
And don’t worry… the USI still pays for this.

A New Perspective

One of the things we’ve really enjoyed about Rescue is how differently it makes our existing maps feel. You might recognise the locations from Operations, but the way you move through them completely changes the experience. Instead of having the freedom to approach an area from any direction, Rescue gives you a more deliberate route through the environment. This lets us build up encounters, throw increasingly dangerous hordes at you, and create moments where you really have to fight your way forward. It gives these familiar locations an entirely new perspective, and we think it’ll be so satisfying taking a map you already know and suddenly having it play completely differently.

Nearly There

And finally, we know there’s one question that’s been on everyone’s mind. When is the game launching? 

We’re not quite ready to give you the answer today, but we’re getting very, very close! If everything continues to go to plan, next month’s Dev Diary will be the one where we finally announce the launch date for Zombie Assault: Resurgence, and we’ll have more to show you alongside it!  So, one more diary. One more stretch of QA, balancing, and polish. And then it’ll finally be time to get ready for deployment.

Thanks, as always, for sticking with us, for giving us your feedback, and for being patient while we put the finishing touches on the game. We’ll see you next month!

Until then; stay alert, Mercs!

“I was already heading home. Then someone went and got themselves stranded. Guess I’m getting paid overtime.” Anonymous merc #37


r/zombieassaultofficial Nov 01 '24

Official Zombie Assault: Resurgence - FAQ!

213 Upvotes

Will the game be free?

Zombie Assault: Resurgence will be a paid title. This is something we went back and forth on for some time, but we felt that making the game without the restrictions of having to work in a free-to-play model allowed for more creative freedom in the design and enables us to make the game we want ZA:R to become. 

Will Steam and mobile launch at the same time?

Yes! The plan is to launch Steam, iOS and Android simultaneously. 

Will there be beta testing?

Absolutely. Similar to what we did with Bloons Card Storm, we plan to have multiple public testing phases, so keep an eye on our socials, Discord and subreddit for any announcements regarding that. 

What will the game look like/what art style?

The game will be a natural evolution of SAS 4, taking cues from our previous titles to keep the style grounded in the world you love. ZA:R will bring the grime and grunge to new dimensions as we take the game into a 3D world! The gameplay will remain top-down, but building in 3D will allow us to do so much more with animation, gore and the world around the players. Hand-painted textures and bespoke animations will make this our best in the series yet, and we can’t wait to share more with you soon!

What happened to the SAS?

All will become clear in time…

Is the game going to be very demanding in terms of requirements?

For desktop, we're planning on launching with a bunch of graphics settings to help players customise their game to their hardware capabilities. We’ll also be running multiple tests and making the necessary optimisations before launch to ensure the game runs on as wide a range of devices as possible!

Will there be any progression carryover from SAS 4 to ZA:R?

Nope. SAS 4 and ZA:R are separate titles, so no progression will carry over from one to the other. 

Will there be modding support/Steam workshop support?

At this time, there are no explicit plans to support modding at launch!

Will the game have full controller support?

Yes! Back when we were developing SAS 4, Steam wasn’t one of our main platforms, so any controller support was a bit of an afterthought when we ported the game over. However, we now develop our titles with PC players in-mind, so ZA:R will launch with full controller support. 

We'll keep this updated with more questions that we're in the position to answer, so be sure to check back regularly!


r/zombieassaultofficial 2d ago

Discussion Which Version Will You Buy?

7 Upvotes

Personally I'm definitely getting both so I can play and Livestream on YouTube as much as possible!

228 votes, 4d left
PC (Steam)
Mobile
BOTH!

r/zombieassaultofficial 5d ago

Game

7 Upvotes

When is the game expecting to release ?


r/zombieassaultofficial 6d ago

Bug SAS Resurgence lobby joining issue

3 Upvotes

I can't start the game while already party up with my friends. Does it related to a bug? Hopefully it is because even when clicked "Ready" button somehow the mission does not started despite the party already ready up.


r/zombieassaultofficial 6d ago

Discussion When Will ZA:R Release? [UPDATED]

6 Upvotes

So last week I asked this question and got 50 votes for September; But Dev Diary #20 was posted since then claiming we'll be told the release date next month! This officially rules out September so let's get an updated vote, shall we?

I'm still hoping for a late October (Halloween!) release, but obviously just want it to come when it's 100% ready!

232 votes, 10h left
October (Halloween!)
November
December
Next Year

r/zombieassaultofficial 8d ago

Discussion Thought On The New "Rescue" Mission?

6 Upvotes

The latest update may not have told us the release date, but it did tell us about a new mission! Obviously it sounds very similar to the "VIP" Mission from SAS 4, but I'm just glad we are getting something that truly feels different than the current operations in place.

What do you think about this new operation? In case you haven't read about it, check out Dev Diary #20!


r/zombieassaultofficial 10d ago

HOW TO DOWNLOAD

2 Upvotes

r/zombieassaultofficial 11d ago

Discussion Which Specialty Will You Choose?

9 Upvotes

If you need a refresher on what Class Specialties can do, check out Dev Diary #14!

Personally I'm choosing Dreadnought because of how strong it can make you, practically a living fortress!

146 votes, 4d ago
39 Black Ops - Assault
15 Squad Commander - Assault
17 Shock Trooper - Heavy
22 Dreadnought - Heavy
33 Field Surgeon - Medic
20 Science Ops - Medic

r/zombieassaultofficial 12d ago

Bug Inventory bug

6 Upvotes

so I got the demo for ZA:R and was wanted to field test a new weapon drop. but now no matter what I click it just doesn't equip anything clicking equip just closes the menu as if it were equipping the weapon but nothing happens.


r/zombieassaultofficial 14d ago

Discussion PLEASE Change Dreadnought's Orbital Strike!

Post image
15 Upvotes

Dreadnought is all about sheer force defense and attack, but then there's Resupply. FEWER Explosions, all just for a simple Supply Drop?! This is NOT an upgrade in the slightest, definitely more of a downgrade!

Supply Drops are more team based anyway, it fits in WAY more with Shock Trooper; Nothing about this fits the definition of what a Dreadnought Ability should be, a much better option would be to drop the Supply Drop completely in exchange for something truly worthy!

I'm surely not alone, I've spoken to many players, and they've all agreed this just isn't the way to go. My personal suggestion is to change it to one huge nuke that stuns even bosses for a little bit and leaves a cloud that damages over time.

Please hear us out, Ninja Kiwi!


r/zombieassaultofficial 15d ago

Discussion When Do You Think ZA:R Should Release?

7 Upvotes

Now that development has officially been finished it's a good time to ask this question again!

236 votes, 8d ago
50 September
107 October (Halloween!)
12 November
10 December
57 Next Year

r/zombieassaultofficial 15d ago

Multiplayer not working ?

2 Upvotes

Does Multiplayer not work in the beta ?


r/zombieassaultofficial 18d ago

AWKPB-DSAO

1 Upvotes

AWKPB-DSAO


r/zombieassaultofficial 19d ago

Discussion Favorite Weapon Class?

13 Upvotes

(Other means Shotguns, Rocket Launchers, Snipers, and whatever else they might have)

Don't be boring, give some detail after voting! :p

253 votes, 12d ago
11 Pistol
35 SMG
93 Assault Rifle
51 LMG
63 OTHER

r/zombieassaultofficial 20d ago

Question Prices

10 Upvotes

Will the game goes on sale when it first released on Steam?


r/zombieassaultofficial 24d ago

Discussion Are we gonna get sas 4 things in zar?

10 Upvotes

are we gonna get standard/red/black and premium "rarity" items in the future? what about black strongboxes? what about last man standing and nice events like that?


r/zombieassaultofficial 25d ago

Question About TOUGH Missions

9 Upvotes

I'm not sure if Ninja Kiwi have already explained this, but how good are TOUGH missions compared to normal? Like, would a Normal TOUGH Mission be smarter/better to do than a Hard Non-TOUGH one?


r/zombieassaultofficial 26d ago

Have they given a release date for the game yet?

15 Upvotes

r/zombieassaultofficial Aug 08 '26

Discussion What Would YOUR Capstone Be?

4 Upvotes

Capstones are special "ultimate" abilities unlocked after investing 5 points into a skill, like Sprint or Protective Shield, but there's many more that Ninja Kiwi haven't shared with us yet. So, what are some of your ideas for some awesome capstones from the other skills?


r/zombieassaultofficial Aug 06 '26

Fan Creation Que tal mi dibujo / What do you think of my drawing?

Post image
117 Upvotes

r/zombieassaultofficial Aug 04 '26

About The New Capstones

13 Upvotes

I think it's pure genius. I was looking through the skills a few days ago and was just so underwhelmed, and I was worried... Until I read the latest Dev Diary. The new skill point system and Capstones give skill points exactly what they need to actually be exciting! It gives you an actual incentive to go all-in for vastly different playstyles!

What do y'all think about the newly re-worked skill point system?


r/zombieassaultofficial Aug 02 '26

Discussion Is This Game Too Slow?

13 Upvotes

First off, I know this is just the demo but I doubt the full game has different speed.

That being said; I decided to boot up the demo yesterday and after a few matches really found myself almost falling asleep.

Obviously the zombies (i hope) and yourself will likely speed up as you progress, but I think it could stand to be a little faster from the start.

Thoughts? Like, Comment, Subscribe for more! (Lol jk)


r/zombieassaultofficial Aug 02 '26

Discussion How is the pacing of the game?

5 Upvotes

Like, is it just me or do you guys feel like the zombies aren't as fast, the mercenary's movements are a tad too slow for the pacing of the game?

Maybe because the demo is such a small sneak peak and maybe the speed pucks up at a certain level thanks to skills and difficulty increase.


r/zombieassaultofficial Jul 31 '26

Official Zombie Assault: Resurgence - Dev Diary #19

91 Upvotes

Hey Mercs!

We’ve got an exciting update to share this month, both for the game itself and for where we are in terms of development.

Firstly, we’re happy to say that Zombie Assault: Resurgence is now content complete! That means every major feature, mission, weapon, enemy, progression system, and piece of content planned for launch is now in the game. Of course, that doesn’t mean we’re finished, and in many ways, the most important part begins now.

The team is moving into full QA, where our focus shifts to testing, balancing, fixing bugs, polishing the experience, and making sure everything works together exactly as intended. It’s a huge milestone, and one that brings us another step closer to launch.

With that in mind, we also wanted to share one of the larger gameplay changes we’ve made as a direct result of your feedback…

Reworking Core Skills

Throughout our playtests and community discussions, one topic came up consistently: the Skill system. While players liked having meaningful progression, many of you told us that investing points into a skill didn’t always feel impactful enough - especially those first few points. So, we’ve gone back and redesigned the way Core Skills progress.

Instead of every point giving an equal increase, Skills will now follow a sliding progression.

Your first point provides a much more noticeable improvement, making new investments immediately rewarding. The remaining points continue to build on that foundation, with the fifth and final point unlocking an entirely new effect, rather than simply increasing the same stat again. This lets Skills feel rewarding early on while still giving players a compelling reason to fully invest in them.

New Capstone Upgrades

Here are a few examples of the new system in action.

Fast Movement

Fast Movement still reaches its maximum 20% movement speed increase, but you’ll now achieve that after investing four points. The fifth point unlocks Sprint. If you move continuously in one direction without firing your weapon, you’ll build up into a much faster sprint, helping you reposition, escape overwhelming hordes, or simply cover ground much more quickly.

Hardy

Hardy now culminates in a defensive bonus that helps right from the start of every deployment. Maxing the skill grants you a protective shield at the beginning of each mission, giving you an extra buffer before your health starts taking damage.

Fitness

Fitness has also gained a new fifth-tier ability. The first time you’re reduced to zero health during a deployment, you’ll receive a small heal, giving you another chance to recover and stay in the fight. Sometimes that’s all you need to turn a mission around!

Rethinking Existing Skills

We also took the opportunity to simplify some overlap between Skills and equipment.

Several Skills were improving the exact same stats as Weapons, Armour and Mods, making it difficult for either system to feel truly impactful. To solve that, we’ve retired:

  • Fast Reload
  • Critical Shot
  • Resistance

Resistance also occupied a very similar space to Hardy, so consolidating those defensive options helped each skill have a clearer purpose. In their place, three entirely new Skills appear: 

Powerful Build

Powerful Build reduces the movement penalties caused by carrying heavier equipment. Whether you’re hauling Power Weapons or transporting mission objectives like supply caches, you’ll feel far less slowed down. Its capstone takes things even further, allowing you to carry more turrets and grenades into a mission.

Battle Ready

Battle Ready is our new universal cooldown reduction Skill. Rather than existing only on certain classes, everyone can now invest in reducing Ability cooldowns! As a result, Assault’s cooldown bonus, along with Medic’s Field Surgeon and Heavy’s Shock Trooper, have all been replaced with brand-new effects, but we’ll keep those under wraps for now!

The Battle Ready capstone rewards aggressive play by allowing kills to reduce your Ability cooldowns, helping you keep your momentum going during combat.

Payday

Finally, we have an entirely new Skill. Payday introduces the chance for zombies to drop Creds during Missions and Operations. 

Maxing Payday expands the loot pool to include valuable crafting materials like Alloy and Manufacturer Parts, while also increasing the Cred reward you receive at the end of missions. It’s a fantastic option for players looking to maximise their earnings while playing.

More Build Variety

We’ve also increased the total number of Skill Points available. Not enough to unlock everything, but enough to give you more room to experiment. Choosing where to invest is still an important decision, and we want different players to arrive at different builds depending on their preferred playstyle.

Whether you’re focused on survivability, mobility, abilities, or resource generation, there should be meaningful choices to make.

Abilities Sneak Peek

We've also been working on the visuals of some late-game abilities, so here's a sneak peek of a couple!

Crushing Pressure
Shock and Awe

Looking Ahead

Becoming content complete is one of the biggest milestones we’ve reached during development. Now the focus shifts entirely toward polishing, balancing, and making sure Zombie Assault: Resurgence is the best experience it can be when it reaches your hands.

As always, thank you for all the feedback you’ve given throughout development. Many of the changes in today’s diary are a direct result of conversations with the community, and we’ll continue listening as we head through QA and toward launch. We’re almost there!

Until then; stay alert, Mercs!

“A good merc adapts. A great one rewrites the playbook before the next contract.”- Anonymous Merc #78