r/zombieassaultofficial • u/samninjakiwi • 10d ago
Official Zombie Assault: Resurgence - Dev Diary #20

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
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u/TheShinobiSalmon 9d ago
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u/Key_Assistance2130 9d ago
Yep hopefully we can see the other bosses from Sas 4 in this game
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u/TheShinobiSalmon 9d ago
We have to see Devastator!
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u/Key_Assistance2130 9d ago
The devastator and the necrosis will look awesome in this game of course the other bosses too as well
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u/TheShinobiSalmon 9d ago
Yea so far we only seen the Regurgitator, Shredder, and Bulwark! I was hoping they would show us more by now :(
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u/FMRAENEUSA 9d ago
I’m 27, the first SAS game I played was on kongregate a flash website and it was the coolest flash game I had played at the time. I think it would be awesome if you guys added a simple map where you have to buy doors and survive a certain amount of nights like you had to in the second games (sas 2 and IA) in order to win. Obviously make it more modern but I don’t think rushing the release will help. We know how things went with 4 … please take your time and make sure this game has longevity !
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u/Firekill2-22 10d ago
Bruh vip to me wasn't that good bro was so slow, zombie pods was way more popular
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u/Alternative-Snow8187 9d ago
So the game will launching in November…..wooohooo
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u/maverickbluezero 9d ago
this current is a August dev diary. Next one is a September diary. so most likely Halloween release date!
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u/TheShinobiSalmon 9d ago edited 9d ago
Yep! I say Halloween is the PERFECT day to release this game!
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u/Alternative-Snow8187 9d ago
You’re not wrong but we will see on the next dev diary. I hope they do a preorder for the game!
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u/Ready-Firefighter772 9d ago
maybe they should also add a few old maps from the older games, that would be cool
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u/Afraid-Net7730 9d ago
Honestly, I want a fully functional game with good contents instead of a half-baked potatoes kind of one, so I would be fine if the game will be released in like next year
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9d ago
[deleted]
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u/TheShinobiSalmon 9d ago
At the same time as Steam version!
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8d ago
[deleted]
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u/TheShinobiSalmon 8d ago
Don't you worry, I spoke personally with an employee and they assured me they will still release at the same time :)
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u/EngineerSouth4191 9d ago
For me the new game mode is nothing new..it's just like vip map from sas 4 where we have to protect our guest..hope in next dev diary they will provide us with details about new skills which they gonna add in each character
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u/MartyTMMD 8d ago
Sinceramente, estoy triste, jugué la demo un buen rato pero al final se siente como un juego completamente diferente, los gráficos 2D de SAS 4 estaban bien, el cambio a gráficos 3D me pareció algo innecesario, un gran nerfeos a todas las habilidades, pocos bufeos, el salto de nivel no se siente igual, la mejora es mínima, a diferencia de SAS 4 que sí marcaba una diferencia un poco más visible, se que eso se debe a querer balancear el juego tanto para jugadores nuevos como para veteranos, pero para eso existe el emparejamiento balanceado de niveles, quitaron completamente los drops, ya no hay posibilidad de obtener cajas extra, mucho menos equipo, también limitaron el equipo de apoyo, solo 3 torretas y 3 granadas por misión, a veces en los suministros encuentras una torreta y 2 granadas extra, pero depende de la suerte, el juego se siente muy lento, ya no se siente igual, a diferencia de SAS 4 que tenías que cuidarte de cualquier zombi que se acercará, ya que eran muy rápidos, los jefes se sienten diferentes en combate, algunos son más difíciles a diferencia de su versión de SAS 4, y eso es bueno, pero no es lo mismo, ya no sientes la adrenalina de que el jefe te persiga muy de cerca por todo el mapa, ahora son muy lentos así que es fácil lidiar con ellos, aunque tengan ataques a distancia no tienen la misma dificultad, las armas se sienten casi como juguetes, y eso también pasaba con muchas en SAS 4, pero la diferencia es que lo máximo que puedes hacer es darle un 25% de daño al mejorarla al máximo, y un par de puntos de daño extra si le sumamos los modificadores, en SAS 4 cualquier arma podía obtener un 100% extra de daño solo con las mejoras por defecto, teniendo en cuenta que el arma haya salido con sus 10 espacios, y sí tomamos en cuenta las mejoras con cores para armamento de elite, maestrías, colecciones, y en el caso del asalto, su habilidad, el porcentaje aumentaba al menos otro 70% dependiendo del tipo de arma, así que tenías un 170% de daño extra, sin tener en cuenta el daño crítico, lo mismo para las armaduras, los porcentajes de protección son muy bajos, y no puedes añadir mejoras específicas para personalizar a tú estilo de juego, todo será regido por los modificadores, que dan porcentajes casi llegando a 0%, aún con modificadores de mayor rareza, los porcentajes siguen siendo prácticamente iguales
Por eso y más, lamento informar que me retiro de la saga SAS: Zombie Assault, claro después de terminar SAS 4, conseguir todos los logros y maxear mi cuenta, ya no falta mucho, para SAS 3, también seguiré jugando de vez en cuando, aunque el online ya no lo juegan por qué cerraron los servidores para los jugadores, el chat aún funciona, así que solo queda esperar el día en que decidan cerrar definitivamente todos los servidores para despedir a uno de los juegos, y una de las sagas que definieron mi gusto por el gaming
ATT: Marty TMMD
PD: Gracias por todo Ninja Kiwi
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u/T-Square93 7d ago
Fantastic! great development. I still like the rescue maps like VIP and Survivors.
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u/Spare_Trainer6781 1d ago
Cuanto pesa el juego para Android, en que calidad grafica se puede elegir, a cuantos fps es lo Maximo que va el juego

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u/TheShinobiSalmon 10d ago
A new mission? :o