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Level Zero: Extraction News

Development Update: November 5th

Hey, Mercs & Aliens,


A new episode of our DevBlog is out. We're discussing the upcoming wipe scheduled for November 7th and discussing our plans for the big December update. Check it out:

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A quick look at what's planned to be delivered with the wipe update:
  • Redesigned lighting system
  • 3 fresh firearms, sights, and a new gadget
  • Leaderboards
  • Reworked economy & level/REP progression
  • Optimization
    ...and more.
The upcoming wipe update will introduce a reworked version of the game's rendering system. We've done it to ensure that lighting is displayed consistently and accurately for everybody. We're still refining the creative aspects to ensure the visuals look great, but in terms of gameplay, this already seems to solve the issue of players noticing each other in the dark.









[hr][/hr]Here's a peek at the new cosmetic skins that will be available to unlock after the upcoming wipe:



See you on November 7th!

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The Halloween Pumpkin Hunt Event Is Live! 🎃 20% Discount

🎃 HALLOWEEN PUMPKIN HUNT 🎃

[h3]October 28th - November 4th[/h3]

During this special event, gather spooky pumpkins scattered throughout the game. Each pumpkin collected will reward you with cash, so the more you collect, the more you earn! Collect enough pumpkins to unlock exclusive Halloween-themed cosmetic skins for the Reaper outfit on the Mercenary side and Duskborn on the Alien Monster side.


Show off your festive spirit and customize your characters with these unique designs!

Level Zero: Extraction is 20% off until November 4th. Consider picking it up for yourself or a friend:

https://store.steampowered.com/app/1456940/Level_Zero_Extraction/


Oh, and here's a sneak peek at what our team's been working on content-wise:




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Patch 0.5.5

[h3]General Changes[/h3]
  • Added inbox system that will have news, and important communication and also will be the place players will get rewards/compensations from;
  • Improved weapon sway and jumping with weapons animations;
  • Added barter wishlists logic (you can select items in barter that will highlight components for barter in game);
  • Mutants are now shown on the motion detector;
  • Preparation for Halloween event.


[h3]Bug Fixes[/h3]
  • Potentially fixed most of the instances where monster attacks could be triggered several times;
  • Several minor ui/ux bug fixes;
  • Fixed several death tips using incorrect death reasons;
  • Fixed several animations that could break during melee attacks;
Please restart the game and install the patch.

Expect a much bigger patch next week.

Development Update: October 14th

[h3]As of now, we're focusing on major changes to the core gameplay.[/h3]

Currently, our team is in a bit of a quiet phase. That is because we’re focused on a large-scale overhaul of the gameplay and progression for both factions. Hence, the recent patches are of a smaller scale. The overhaul is a complex task that requires a careful approach. So far, we haven’t implemented any new small balance changes, but they will be included in upcoming updates. The global update is scheduled for December, and it’s going to be a massive update with a wipe. Not to be confused with the 1.0 update which will come later in the future. We are also planning on doing an additional wipe before December to adjust the economy and address some of the present ourstanding issues.

We plan on conducting a comprehensive marketing campaign in December. Before attracting new players, we need to ensure that everything is working well. So rest assured, the influx of new players will definitely happen, but a bit later. This week, we may also start testing some gameplay changes.
Here are our short-term goals for upcoming patches and the pre-global update wipe:
  • New optical sights: We will add optical sights of various magnifications and thermal scopes. This will allow players to choose the optimal tools for combat at different distances and in challenging visibility conditions.
  • Stamina mechanics for melee weapons: A stamina system for melee weapons will be introduced. Now, strikes and swings will consume stamina, adding a tactical element of resource management during close combat.
  • Economy rework: We will adjust the economic system to ensure that progression in the next wipe is more extended and balanced.
  • Exploit fixes and anti-cheat improvements: We are actively working on fixing remaining vulnerabilities that allow players to exploit bugs in the game. Additionally, we continue to improve the anti-cheat system for a fairer gameplay experience.
  • Lumen player balance: We are still working on balancing players with and without Lumen. We have some ideas, but they require prototyping. Hopefully, we can show you something soon.
  • Inbox system: A message system will be added to the game, which will send notifications about rewards and other game events directly to the interface. This system will allow players to receive critical information without leaving the game.
  • Improved weapon animations while moving: We are continuously improving character animations to make weapon movements look more natural.
  • Contract visibility on the map: Contracts will now be displayed on the map with an approximate area, making them easier to locate and complete, especially for new players.
  • Continued UI rework: We are improving the UI in both the main menu and in-session to make it more cohesive, understandable, and user-friendly.
  • Leaderboard: In upcoming patches, a leaderboard will be introduced, allowing players to track their achievements and compare their results with others.
  • New weapon types: New types of weapons will be added to the game, offering more tactical possibilities in combat and diversifying the players’ arsenal.
  • Laser mines: In upcoming updates, we’ll introduce a new type of trap — laser mines, which players can place to defend strategic points or ambush enemies.
  • Halloween event: We are preparing a festive Halloween event with themed activities and rewards to bring a fun and celebratory atmosphere to the game.
  • A dedicated in-game news page. All important changes and events will be accessible directly within the game client.
Long-term goals for the big December update:
  • In-session progression for mercenaries: Session progress will directly impact your game progression. Contracts will be divided into difficulty tiers, and as your reputation increases, more complex tasks will unlock. These contracts will require visiting dangerous zones with special survival conditions, pushing players to stay longer in sessions and take greater risks, but with higher rewards to match.
  • Research Facility map rework: The map will be significantly expanded and divided into zones with varying danger levels. Each zone will have unique conditions for entry and survival. The further you venture into the map, the harder it becomes to survive, but the loot found in these areas will be far more valuable. This approach will give players more strategic choices — risk it all for better rewards or stay in safer areas. Lower-difficulty zones will be tailored for newer players.
  • Cave map rework: The gameplay will significantly differ from the Research Facility map in terms of rules and extraction mechanics. We’re experimenting with new gameplay concepts to deliver a unique experience.
  • Mutations for aliens both in-session and meta-game: Like mercenaries, aliens will now have meta-progression, and mutations will allow them to change their abilities during the session, influencing gameplay strategies.
  • New contract type: A new contract type will be introduced to the game, designed specifically for new players who prefer to avoid high-risk situations.
  • Regional matchmaking: We have already set up regional matchmaking for improved match quality. However, we’ll implement this feature with the major update when we expect a larger influx of new players. This will prevent the player base from being split too early.
  • New grenade type for mercenaries: A new type of grenade will be added to the game, expanding tactical possibilities in combat.
  • New weapons and sights: New types of weapons and optical sights will be introduced, offering players new ways to engage in combat.
  • New perks for mercenaries: Unique perks will be added, enhancing character abilities and providing more strategic options in gameplay.
  • New devices for mercenaries: We plan to update gadgets both visually and in terms of gameplay.
  • Storage crates: Players will be able to organize their inventory using crates for more convenient item storage. Crates will need to be purchased and unlocked through trader reputation.
  • New high-tier mercenary character: A new premium mercenary character will be added with deep customization options available for progression.
  • Prestige levels for mercenaries: We will introduce a prestige system for those who reach the maximum level, allowing players to continue developing their characters after the next wipe.

[h3]Why do we choose not to focus on creating a full-fledged playable tutorial?[/h3]

We’ve created video tutorials for the game—our small team can manage as much. Since our game is a multiplayer title and runs on external servers, we can’t build a single-player tutorial without essentially creating a whole new game without network code. Implementing such a tutorial would be a colossal undertaking, requiring us to halt development for 3–5 months just to build a tutorial. We also don’t have the resources to run servers just for single-player tutorials, which would involve separate matchmaking and reworking many aspects of the game. It might seem simple, but it’s a very complex task, which is why it's not our path. In-game tutorials are usually something large projects with teams of 200+ people can afford. Our studio has around 25 members, with only five programmers—the rest are game designers and artists.

Instead, we’re looking at other solutions, like creating a separate lobby for players under level 10 so they don’t end up against stronger opponents. However, we’ll only introduce that when we have enough players to support it. Keep in mind that a separate lobby also splits the player base and increases matchmaking time. But we still plan to separate new players from more experienced ones, just at the point when we’re sure it won’t significantly affect matchmaking.

[hr][/hr]New Firearms WIP



Also, we've noticed that you like the weapon token mechanic from our October 4th weekend event, so we decided to keep it in the game permanently.

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As always, thanks for the support and especially for your patience, guys. We greatly appreciate it.


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Patch: New Weapon Rarity, Rebalanced Melee Mechanics & Bug Fixes

[h2]// INCOMING MESSAGE //[/h2]
Greetings, Mercs and Those Who Lurk in Shadows,

We're excited to roll out a new patch introducing a new weapon rarity, rebalancing melee mechanics, and fixing bugs.
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🛠️ PATCH NOTES & WHAT’S IN STORE 🛠️


[h3]General Changes[/h3]
  • 📌 Blocked Display Gamma settings unintended range edit through game files;
  • 📌 Increased mutants explosion resistance;
  • 📌 Added additional rarity level for high-tier weapons;

[h3]Merc Changes[/h3]
  • Holding melee weapon attack now drains stamina;
  • Melee attack that is being held now automatically happens if a merc is out of stamina;
  • Readjusted melee weapons stamina attack cost;
  • Right mouse button can now cancel charged melee attack;
  • Reduced Tryzub’s damage from 33 to 25;
  • Improved merc jump animation from first person perspective when holding firearms;
  • Motion Detector target position is now updated every 2 seconds (was 0.5 seconds);
  • Increased the amount of cash that spawns in safes;
  • Removed motion detector barter for alien heads [This change was done through a server hotfix earlier];
  • Removed Tryzub from sale from Gunsmith [This change was done through a server hotfix earlier];
  • Moved shotgun and shotgun attaches further in merc progression [This change was done through a server hotfix earlier];
  • Increased Malyuk and its suppressor price [This change was done through a server hotfix earlier].

[h3]Alien Changes[/h3]
  • Removed stagger when exiting invisibility;
  • Aliens no longer take increased damage when invisibility breaks;

[h3]🐞Bug fixes[/h3]
  • Fixed an issue where aliens would not be able to use attack while using abilities;
  • Fixed an issue with “Use flare to damage aliens” tutorial step would not count correctly for merc tutorial;
  • Fixed an issue with Alien tutorial step “Kill a mercenary”;
  • Fixed an issue where setting master volume to 0 would endlessly skip tracks;
  • Fixed an issue with the Brightness counter that would visually go to more than 100% without changing the actual brightness.
Please restart your game to apply these changes.

Thanks for sticking with us and for all your support. Have a great weekend!

Much love,
Lexarion & Doghowl Games



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