Pioneer Mode renewal plan

Zelter

All the horrors of zombie apocalypse in adorable pixelated form! Craft, explore and rescue people in a city overrun by the zombie horde. Good luck, survivors!

[img]{STEAM_CLAN_IMAGE}/36378189/3026ba2da0bca0e26df03cc368522d0994e8b984.png[/img] Hello, survivors!👋 This August marked the release of a significant update. Throughout September we received a great amount of invaluable feedback from you, our dear survivors. There is definitely enough to warrant further updates to the game, and as such the team is actively discussing a comprehensive plan to make improvements to Zelter. There is much to add to the existing single player modes of the game, and that is currently our priority. While the plan is not yet final, we have heard great ideas and are considering additions such as vehicles, new weapons, new buildings, even brand new tech trees. Such additions are of course going to be quite demanding and not all of them might make the final cut. But Zelter has always been a product that we put both our technical expertise and our love and passion into. We are reorganizing our internal resources and taking necessary actions to facilitate further development of the game. We don’t want to stop at the success that Pioneer Mode has experienced thus far! As far as concrete changes and additions that we are sure you’ll be interested in, here is a list of the most likely features that we will be developing for Zelter: [h3]NPCs[/h3] Supporting NPCs you encounter in the game is a core element of Zelter. However, that doesn’t mean that you should constantly feel restrained and burdened by them! That’s why we will be looking at introducing the following changes: [list] [*] [b]Removing hunger and thirst[/b]: Your companions will no longer have hunger or thirst meters; [*] [b]Introducing cap for number of survivors[/b]: The number of companions and survivors will be limited to a certain value (details pending); [*] [b]NPCs will no longer come to the player’s location[/b]: Based on player feedback we are altering the behavior of NPCs awaiting rescue. Rather than come to your location they will stay hidden on the map; [*] [b]Crafting[/b]: Companions will craft items for you; [*] [b]Gathering and farming[/b]: Companions will gather and farm resources for you. [/list] [h3]Survival mechanics [/h3] Based on player feedback we will be enhancing and adding certain elements to the way you survive in the world of Zelter. This will be done by adding and changing some of the following: [list] [*] [b]Water[/b]: According to player feedback the current way that you find water seemingly decreases the intensity of the game. In the future water will be harder to come around at the start of the game, but will gradually get easier; [*] [b]Electricity[/b]: Similarly, to make the electricity system more engaging we will add features allowing players to generate their own electricity, which will be your go-to until you can secure a more stable supply; [*] [b]Weather[/b]: We will add weather conditions such as fog or rain to further diversify gameplay; [/list] [h3]Map[/h3] [list] [*] [b]Greater map size[/b]: We will be increasing the size of the map, adding new walls to divide it into sections. [*] [b]Opening walls will affect difficulty[/b]: Whenever you remove a wall, the game will become more difficult. Primarily it will result in increasing the number and types of the zombies; [*] [b]Completing maps[/b]: When you have either removed all walls, rescue a certain number of NPCs or complete a global quest for the map, the game will offer you a choice. You will be able to either stay in the previous map, or move to a fresh one instead. [/list] [h3]Quests/UI/Quality of Life[/h3] [list] [*] [b]New Quest system[/b]: Quests will be acquired on the map rather than assigned automatically; [*] [b]More Quick slots[/b]; [*] Adding the ability to [b]Remove items[/b] as well as [b]Move All items[/b]; [*] [b]Introducing slight delay between saving games[/b]: After saving your game, there will be a slight delay before you can save again. [*] [b]New weapons, defensive structures and types of zombies [/b] [/list] As always, we thank you for your continued support and your patience. Let’s keep going strong, survivors!