ZERO Sievert 1.0 OUT NOW!
Greetings Hunters,
It’s finally time to board the train to Zakov City because ZERO Sievert version 1.0 is now available on PC Steam as we officially leave Early Access! 1.0 also brings a plethora of new additions including a brand new city map, deadly new weapons, hunter skills to level up, and much more!
Check out the launch trailer below:
[previewyoutube][/previewyoutube]
Make sure to follow our official channels on Twitter/X and TikTok to keep up to date with all things ZERO Sievert. The Discord server is also a great place to come hang out with us and the rest of the community, to chat all things ZERO Sievert!.
As always stay safe out there and happy hunting!
Onto the patch notes:
[h3]Patch Notes 1.0[/h3]
New Features
[h3]Gameplay[/h3]
Weapon improvements
[h3]Gamepad[/h3]
[h3]Other notes[/h3]
[h3]Post 1.0[/h3]
With the release of 1.0 our primary focus in the coming days and weeks will be keeping a close eye on any bug reports and gameplay feedback we receive from the community, and we will be ready to work on hotfixes or patches accordingly.
After this, we will be turning our attention to additional updates to the game, starting with Steam Workshop support - though please be aware, we don’t have a timeline for this yet. More details on this will be shared in the next couple of months.
Big thank You to all our early access players for sticking through this journey with us and excited to see all the new hunters board the train to Zakov!
--
☢️ Follow ZERO Sievert on Twitter
☢️ Join the community on Discord
☢️ Subscribe to ZERO Sievert newsletter
It’s finally time to board the train to Zakov City because ZERO Sievert version 1.0 is now available on PC Steam as we officially leave Early Access! 1.0 also brings a plethora of new additions including a brand new city map, deadly new weapons, hunter skills to level up, and much more!
Check out the launch trailer below:
[previewyoutube][/previewyoutube]
ZERO Sievert is a tense, top-down, post-apocalyptic survival shooter that challenges players to scavenge, fight, and survive in a dangerous, procedurally generated wasteland.
You must head out on excursions into the wild to scavenge supplies, take out enemies and get safely back to the bunker - and be warned; the nuclear fallout may have impacted some of the local wildlife…. Multiple questlines will guide you through the world of ZERO Sievert. As you journey through, you’ll slowly unravel information and lore about the devastated world that’s been left behind. There are more than 100 different items to loot which can be used to craft new items, upgrade your own base, and trade.
Make sure to follow our official channels on Twitter/X and TikTok to keep up to date with all things ZERO Sievert. The Discord server is also a great place to come hang out with us and the rest of the community, to chat all things ZERO Sievert!.
As always stay safe out there and happy hunting!
Onto the patch notes:
[h3]Patch Notes 1.0[/h3]
New Features
- New Zakov City Map
- New Zakov City Map Boss
- Zakov City end game quest line added
- New variant of enemy/ghoul
- New military bandage
- Steam Achievements added
- 22 Hunter Skills added
- 8 New weapons:
- Automatic shotgun AA12 (CC12 in game)
- PKM (PMK in game)
- ADAR (APAR in game)
- AK-12 (EC 12 in game)
- AK-15 (EC 15 in game)
- AK-308 (EC 308 in game)
- SR-25 (RS 25 in game)
- M45A1 (N45A0 in game)
- Automatic shotgun AA12 (CC12 in game)
- 10 new armors:
- 2 Bandits armor
- 3 armors that can be found only in airdrops
- Boss Lazar armor
- Boss Orel armor
- City map boss armor
- A variant of Kibba armor
- An end game armor
- 2 Bandits armor
- Officially Steam Deck Verified
- Hunter skills have replaced old skills which will have resolved some pre-existing issues - you can also re-spec them in the bunker!
- Additional localisation added
- Updated PDA icons
- New Controller Features - Haptics/rumble added, toggle sprint in game
- Graphical improvements to animations when item looting, shooting bullets facing a wall (muzzle flash and bullet shells falling), smoother transitions for character and equipped weapon loadouts
- Lasers and torches updated with glow
- Module base have more levels you can upgrade to - all crafting recipes are now tied to module base level rather than through the skills
- XP system has been expanded upon
- Updated tutorials - Now includes effective range
- Bandit tiers are now visualized better due to the new armors
- Instead of one Air drop loot pool, there is now 3: Medication, ammunition and supplies.
- Infestation now drop random loot instead of just raw meat.
- Bullet blocked by armor still do 15% damage
- New layout for the Sawmill in the forest
- Doctor can repair armor only with class < 4
- Repair armor kits are now divided by armor class.
- One for armor with class [0,1,2,3,4]
- One for armor with class [5,6]
- Repair armor kits are now divided by armor class.
[h3]Gameplay[/h3]
Weapon improvements
- Weapons now only spawn in loot boxes with their compatible attachments
- Shooting accuracy balanced for gamepad and keyboard & mouse
- Repeatedly shooting an empty gun no longer interrupts reloading
- Weapon scope now resets when switching weapons
- The weapon "Marauder 700 Modern" now has a compatible grip by default
- Laser attachments and torches now follow the weapon direction better and start at the correct location
- Min/Max weapon durability now displays correctly without decimal points
- Accuracy stat value issue fixed when modding a weapon
- Weapon tooltip now displays gun types to make it clearer what type you're levelling up
- NPCs in “The War” quest, and Mr. Junk spawn areas improved to ensure they only spawn in reachable areas
- Multiple quest locations blocked by environmental objects now fixed
- NPCs can no longer spawn near the Purple Crystal on the Swamp map
- Gas/fire anomalies spawn locations improved
- Loot boxes no longer spawn in unreachable places on the Industrial area map
- Forest map houses can no longer be blocked from entering by water
- Instances of contract quest objectives spawning outside of the map have been fixed
- Crows no longer get stuck in a loop!
- Wolves remaining idle when attacking now fixed
- Killed NPCs no longer drop full durability armour
- Run animation fixed when Big kills an NPC
- Big’s aggro area increased
- NPCs shooting to the right after killing an enemy NPC corrected, they now return to patrolling instead
- Ability to now sort stacked items by Category, Quantity of a stack, Price of a stack, Weight
- Rotated weapons will now revert to their default orientation when equipped in primary slots in the inventory
- Rotated items will now revert to their default orientation when equipped in quick slots in the inventory
- Surplus item stacks auto placement improved, they will now appear next to other stacks and rotate to their default orientation
- Scrap stack no longer exceeds the maximum limit when scrapping Cyclops suit
- Instances of inventory items disappearing when quick moved have been fixed
- Consumable items are restored back to their original place in the inventory if the action to consume is cancelled
- "You don't have enough space" incorrectly showing in trading screen. Items now automatically rotate when there is enough inventory space
- Land mines can no longer be placed in quick slots and quick slot no longer highlights when land mines are selected
- Incorrect highlighting fixed for disassembled weapons
- Weight now updates correctly when using a repair kit on armour or weapons
- You can now navigate over unsearched items, and includes mouse support
- Teleporting around the base loads assets in faster
- Removed floating black line that sometimes appeared when looting weapons from bandits
- Graphic flicker fixed in weapon mod screen
- Shadow graphic now fades correctly when the train departs
- Mod weapons screen glitch fixed
- Map centralising on player in the PDA
- Armour durability now decreases after taking explosive damage
- Using Weapon inspection when no weapon is equipped no longer triggers any SFX
- Fixed ‘overencumbered’ message appearing incorrectly when reloading save
- Duplicated objectives fixed in Green Army’s daily quest
- Quest cutscenes now only play once before the objective is completed
- When in the Teleport menu, pressing Esc key now closes the Teleport menu instead of showing Pause menu
- Yes button now functions correctly when scrapping armour
- Scrapping a stack of medicine now displays the correct amount scrapped
- Updated skill pip design on the PDA
- Gun skills now display which rank a skill is assigned to on the PDA
- Locked maps on Conductor menu are clearer - Cost removed and red outline added to show not available
- Unlocked maps are no longer greyed out
- Empty map panels removed from the Conductor menu
- Improvements to looting visuals - percentage and fade in
- Text overlap on Weapon skills descriptions on the PDA fixed
- Scroll bar on Weapons skills page no longer overlaps on the PDA
- New Arrivals task text can now be viewed fully on PDA
- Can now scroll The Missing Spy task text on PDA
- Green army objective text
- Held landmines no longer highlight inventory slots
- Weapon tiers added to Weapon skills descriptions
- Checkbox for tracking crafting materials fixed and interactable
- Pop-up now displays when inventory weight limit is exceeded
- It now displays if you’re over-encumbered before you travel
- Extra talking prompts if carrying too much / using too much energy
[h3]Gamepad[/h3]
- Improved functionality for Nintendo Switch Pro controller
- Scrolling speed on objective text using analog sticks improved
- Inventory navigation improved using a gamepad
- When there are many overlapping things to interact with (like chests) on gamepad a prompt will display buttons to press
- It’s now easier to split inventory stacks
- Conductor "Go" button is selected as default
[h3]Other notes[/h3]
- Phantom cloud saves fixed
[h3]Post 1.0[/h3]
With the release of 1.0 our primary focus in the coming days and weeks will be keeping a close eye on any bug reports and gameplay feedback we receive from the community, and we will be ready to work on hotfixes or patches accordingly.
After this, we will be turning our attention to additional updates to the game, starting with Steam Workshop support - though please be aware, we don’t have a timeline for this yet. More details on this will be shared in the next couple of months.
Big thank You to all our early access players for sticking through this journey with us and excited to see all the new hunters board the train to Zakov!
--
☢️ Follow ZERO Sievert on Twitter
☢️ Join the community on Discord
☢️ Subscribe to ZERO Sievert newsletter