News Liste HumanitZ

HumanitZ 1.0 Official Release
HumanitZ
Heute 17:59 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/41284373/827c0017167576235770094697550b576595c61f.png"][/img]
[/p][previewyoutube="JGyA5gbRe9k;full"][/previewyoutube][p][/p][p]After years of development, two years of Early Access, and months and months spent remastering the world, improving performance, and adding new systems, HumanitZ has officially reached 1.0.[/p][p]This release brings together everything we have been building alongside the community. From visual upgrades and reworked systems to new content and deeper survival mechanics, 1.0 represents the next chapter of HumanitZ.[/p][p]Because of the scope of these changes, 1.0 starts with a fresh beginning. Here are some quick-fire answers before you load in and start surviving.[/p][p]
[/p]
  • [p]Yes, you will need a completely new save. Nothing will carry over.[/p][/*]
  • [p]Yes, servers will be wiped, and all private server owners will need to update their servers.[/p][/*]
  • [p]Yes, we will continue to add more content to HumanitZ past 1.0. This is just its next evolution.[/p][/*]
  • [p]Steam Deck: With the major performance and UI changes in 1.0, Steam Deck support is being handled post-launch. You may run into performance or UI issues with the 1.0 build, and we have an update focused on Steam Deck optimization coming soon.[/p][/*]
[p][/p][p]Fresh starts mean fresh stories. New character models, new bases, and new ways to tackle the world. We cannot wait to see how everyone survives this new chapter.[/p][p]Thank you to everyone who helped shape HumanitZ into what it is today. What comes next will be built the same way.[/p][p]Jump into our Discord  to share feedback, report bugs, and connect with other players. You can also post any issues in the Steam Discussions, and leave an honest Steam review if you can. It helps us more than you might think.[/p][p]We think you should jump in and experience HumanitZ 1.0, but for those who need to know everything, here are the full patch notes.  [/p][p]
[img src="https://clan.akamai.steamstatic.com/images/41284373/4d349b4059b1015e0fcb1d13be9ea6a1983c5298.png"][/img][/p][p]
Character Models
The hunchback and muscle-mommy (sorry Dera) are no more! Thanks to our character creator Vitali, we now have some pretty cool character models. This was a huge undertaking, and one of the most important parts of the update. After many revisions and gruelling remodelling of textures for both the Survivor and the clothing, we now have a much more customizable and realistic looking pair of people for you all. We also have new body types (slim, regular, and overweight), hairstyles, facial hair, eye color, tattoos, and starting clothing options to build your perfect survivor.

Overhauled Skills and Professions
Brand new skill trees that are now locked until you complete three (3) pre-requisite tasks. You can currently multiclass at level 30 and again at level 60, allowing you to have a maximum of three classes. Each profession has its own inherent passive ability, 2 free skill unlocks associated with their profession once that tree is unlocked and individual profession trees as well. The early levels are more accessible, but as you progress, the XP curve becomes steeper.
[/p][p]Afflictions[/p][p]This is the HumanitZ version of impairments, limiting your character in some form or fashion. You can choose not to take one, pick a random affliction, or cycle through and select which one that suits you. These options are for those who wish to RP their Survivor, or if you want to make the game more challenging.

Infection System Overhaul
[/p][p]We’ve overhauled the infection system! Previously it was based on a dice roll whether the Zeek would bite you or not, and you were on borrowed time once infected if not stopped with a treatment. Now, each time you get hit by a Zeek, you’ll take on a small amount of infection which will build up over time. Once your infection meter hits 10%, it will display on your player HUD so you can keep track of it. The infection meter ranges from 0 to 100, but beware: a single bite adds 50% to that meter, so things can go bad fast. If the meter hits 100, you’re dead. Some zeeks cause more than the normal infection rate, some afflictions can increase the rate of infection as well, so engage your enemies at your own risk![/p][p]When you die, you will lose all accrued XP. We have more things we're planning in the future but want your feedback first!

[/p][p]How to Combat Infection[/p][p]Clothing and armor now help reduce infection damage, as denoted by the shield symbol on the tooltip for that specific item. You can still craft an infection treatment, but it now reduces infection by 50% and is tied to an unlocked skill. We’ve also added a new homebrew medicine, the Infection Inhibitor, that can be crafted at the chemistry station. It suppresses infection gradually, a sort of poor man's version of the full infection treatment and this is NOT locked behind a skill. You just need the resources to craft it. So while the system is kind of similar to before and you can manage infection to prevent your death, it is now more dangerous and requires more careful planning.
[/p][p]Vicinity Loot Inventory System
Players can now select loot that is piled on top of each other or stacked on shelves! You're now able to select which item you want individually by opening your inventory and seeing all the close-by items in the immediate vicinity. This does not mean what is in the room, just what is immediately near the character. It took us a great while to get this implemented as we didn’t want to have a plethora of menus open, as well as pave the way for being Steam Deck and controller friendly, so thank you for being patient with this feature!

Ranged Weapons Immersion
Recoil, sway, reticle bloom and jamming added: crouching can help manage weapon sway slightly, but everything can be further reduced via skills. In addition, weapons will no longer unload themselves when exiting the game, storing them, or dropping them. Once the ammo is in the weapon, it will stay in the weapon until it runs dry or the Survivor unloads it manually. Weapons can even be found with some rounds still in them! For special ammo (more to follow below), you will need to manually unload regular ammo to insert the special ammo and vice versa.

Special Ammo Types[/p][p]Armor Piercing – Punches through armored enemies[/p][p]Dragon’s Breath – Shotgun rounds set targets on fire[/p][p]Shredder (Bleed) Rounds – Causes bleeding damage[/p][p]Hardcast – Heavy impact rounds for larger threats[/p][p]Incendiary – Ignites enemies on impact

Difficulty Changes and Settings
New settings at the start of the game let players choose between preset difficulties or create a custom setup. We have added the options to change spawn rates of specific loot categories for those who want to change up how plentiful or scarce certain items can be, as well as weather chances to name a few examples

Tutorial Changes
When HumanitZ first released, our tutorial was very in-depth, teaching every facet of the game at that time. Based on player feedback of the tutorial being too long and hand-holding, we revamped it so people could get the bare basics and jump into the game; however, as more people played, more people wanted a tutorial that explains every little detail of how to do everything in the game. So, in an effort to appeal to both houses, we have added extra areas to the current tutorial that players can choose to learn everything about the game. Otherwise, you can get your basics and be on your way! NPCs have replaced the pop-up windows for better immersion and less direct hand-holding, while still having very subtle pop ups which inform the Survivor of what button does what action. This is tied to your keybinds, instead of hard-coded UI buttons. This also carries over to the XBox-standard controller. Quick tip…you have a flashlight already. Turn it on at night!

Introduction Training Quests “Onboarding”
We’ve added some quick introduction training quests for those who want to skip the tutorial and just have objectives right off the bat upon loading in, and will award a small amount of XP for completing them. These functions are able to be toggled on/off as you see fit by pausing the game and turning it off, or completely removing it by going into your game settings, as veteran players may not want to do these every run and just get to surviving!

Main Quests
The Radio Tower is no longer your first “main quest”…sort of. Now, when you begin the game, you’ll see an exclamation point guiding you to where you need to begin your adventure on your map. Like before, you can do this whenever you want, but for those who want a more streamlined approach to the quest system, that’s your first point of contact. While there is no mainline story, paying attention to NPC dialogue throughout the world will build your knowledge of what happened and where it’s going.

More World Quests
Without spoiling anything, more world quests have been added. These will help guide you to new areas and will provide a challenge to complete which will yield great benefit to your playthrough, or to a server as a whole.

Lore
We have added bits of lore to find out in the world to help give you a clearer understanding of what happened, and who may be responsible. Can you piece together the world of Anytown, USA? Keep an eye out for these pieces of information!

Server Owner Additions
New console commands for single player, hosts of multiplayer sessions, and server admins

Anti-Cheat, Exploits and Server Bans
Fool me once, shame on you. Fool me twice, shame on me….Everyone deserves a second chance. Anyone who was banned during Early Access has had their Official Server privileges reinstated. Those unfortunate Survivors who cannot seem to play fairly and in accordance with the Official Server rules going forward will be permanently banned without the possibility of reinstatement. We ask all our Survivors to go to the Official HumanitZ website and review the Server Rules. When you initially log into the server, you are presented with the prompt that you automatically opt into, so not reading/reviewing the rules is not an acceptable “well I didn’t know I couldn’t cheat or exploit” excuse. Let’s all be good stewards and survive fairly.

Completely Overhauled Map
Feedback about the map was “boring and repetitive”.…rightfully so. We have been hard at work on populating the land we have over the last 2 years and allowing you all to play in it while it has evolved. You will see a lot more life has been breathed into all areas of the world, places expanded, moved, destroyed…it’s come a long way since September ‘22. While many have asked for a larger map, we feel that what we have now is better suited for HumanitZ. Furthermore, we have updated the in-game map to reflect its current state. This was a huge point of contention as many people wanted an updated map with each update and it just was not possible while the map was fully under construction. It still retains its greyscale motif, but perhaps a more colorful version in the future is in the works…So, get out there, explore, and thank you for all the feedback in helping us shape the world!

New POIs
As the map evolved, we had to add more individualized POIs: a few examples are Huddson City High School (Go Hawks!), the Museum, the National Bank, the Taxi depot, and locked hardware storage facilities were added for new potential base locations, sweet loot, and of course, money for trading.

The Island Is Open…
Many of you have found that there was a huge portion of your map which was inaccessible past the broken bridges and checkpoints in the northernmost region of the map. Those with the superadmin mode on may have flown over there, past the invisible blocking walls and saw a desolate void of nothingness. Well not any longer! This will be our “endgame” content area. Remember, it’s an open-world sandbox game, so endgame means different things to different players. Once you complete a few tasks in the world, get geared up appropriately and put together your HAZMAT gear, you’ll have access to The Island. Good luck…

Honorable Mentions
“NOW ENTERING” UI pop-ups have been added for when you enter a named location. Don’t forget to mark it on your map!
Zeeks now have obvious hit reactions. This also depends on the weapon and stagger window of specific zeeks
Added the Cement Mixer for all your base upgrade crafting needs which will come in handy for the newly added concrete wall upgrades, as well as a new generator circuit switch to power on specific portions of your base
Canning Station added to preserve cooked soups or stews and help you get through those grueling winters
Player heal other player option (must have bandage in quickslot)
Player healing option for NPCs (must have bandage in quickslot)
New traps: Shotgun door trap, tripwire alarm, tripwire grenade[/p][p]New weapons: New ZM7 Armor Penetrating rifle and 6.8mm ammunition, Longsword, Improved Fireman’s Axe, Mini-30 rifle, Mowzen sniper rifle, Flare gun, and the Steel Hammer. We have also added two very special items: The Baron’s Molly and The Axe of Loki. Huge shoutout to Undead Baron and Loki 793 AD for their continued support and community involvement these past couple of years!
More clothing: Shorts, hotpants, button up shirts, and more variety of currently existing clothing items
Food Items: sardines, soda variants, energy drink variants, flour, bread, apple pie, jams, and the ever-popular Twinkle spongey cake
Sharpening stone for repairing bladed weapons
7.62mm extended magazine
Armored Helmet
Duffle Bag backpack
Alarm Clock: Can be placed, goes off after 10 seconds as a distraction, and can be picked back up
Mining resource: magnesium
Large Bear Trophy to decorate your base
Military Canteen for water collecting[/p][p]The Money Man trader makes his debut. Trade any unwanted goods you have for cash to then use with other traders!
More in-game challenges (also gives XP upon completion)


[/p][p][img src="https://clan.akamai.steamstatic.com/images/41284373/a9b152953e973f6199a6d91162944f6cfd5633f6.png"][/img] [/p][p]PERFORMANCE & FUNCTIONALITY
Revamped Save System for improved stability
Adjusted tree respawn rates
Day and Night values can now be set longer than 1 hour, but must have a minimum of 60 minutes
Day/night cycles now get darker later and lighter sooner (self adjusts based on player settings)
Changes and improvements to the pickup and interaction system
Entering God Mode or Superadmin now clears sicknesses
Entering God Mode removes the waiting timer and level requirement for quest acceptance
Added deadzone to inventory slots so you don’t drop items on a misclick when transferring
Lockpicking no longer requires a skill
Removed designated spawn locations from Official Servers
Increased timing of heat sources when lit
Reduced vitals drain values so it’s less an “eating and drinking simulator” (we hated the original values too)
Rebalanced stacking values of certain items
CB radios are now on a player cooldown (still 12 in-game hours/30min IRL) rather than bench cooldown. No more trader/AI farming
Characters now have a starting weapon based on their selected Profession
Starting rag has been moved to the quickslot instead of inventory space when beginning a new Survivor
Removed military crates from storage units near starting areas
Updates happen at the end of the animations (repairs and consuming etc)
Compass and Pocketwatch added to the hotbar, synced with player keybinds
Vehicles will move slower when traversing through water to a certain height
Vehicles now become destroyed when submerged into water
Rebalancing of XP, largely due to the Skills & Professions system, and added quests

Audio & Visual

Added blood buildup and dirt VFX to clothing and weapons, and can be cleaned using water or when raining
Can now toggle shirts tucked in or out
New Zeek models
Improved Zeek hit SFX
Adjusted zeek screaming volume
Tree-felling SFX when chopping down trees
Winter now freezes ponds/lakes
Improved item icons
Improved flavor text in tooltips
Updated tooltips with appropriate crafting/function icons
Improvements to all vehicle audio
Vehicle reverse light tweaks
Attack cancel added for melee weapons when hitting solid objects (reduces clipping and prevents hitting enemies behind cover)
Vehicles now create water VFX
Generator runtime now displayed in minutes
Ponds/Lakes updated with new SFXs and foliage added around the water
Improved Zeek animations, smoother blending when attacking
Updated pitchfork collecting hay animation
Can no longer climb on top of the Chemistry Station
Increased radius of airdrop landing SFX
Inventory keybinds synced with UI tweaks

Crafting & Inventory
Full HAZMAT gear pieces are added and will be needed for all toxic zones for full protection, not just the gas mask. You will take damage over time without a full set of gear and gas mask
Can now dismantle most trash and props around buildings for a cleaner base atmosphere
Can clean up trash decals inside homes using the clean emote and having a broom, much like playing the guitar emote requires holding the guitar!
Dismantled building props (i.e. table, desk, bed, etc) will respawn on servers once a week to help facilitate new players coming into servers which have been active for a bit. If a respawn point is active, items will not respawn within those areas to prevent affecting your base
Dismantling a structure now outlines to show what you’re trying to dismantle
Dismantled resources will no longer give full return value to prevent cheesing
Padlocks removed from loot table when dismantling doors
Some tents can now be dismantled for tarps
Hammer construction and dismantling degradation values have been changed
Structures now highlight to indicate what you’re looking at when placing blueprints
Placing a blueprint will no longer return you to the build menu to select the same thing to build
Placing blueprints consumes hammer and shovel durability instead of each time you add resources
You no longer have to rotate a fresh blueprint to match blueprints just placed
Resourceful perk now shows blue colored blueprints when placing
Certain building pieces now hide the foliage when built
Generators can now be upgraded to expand radius of effect
Can craft gas masks and antiseptic bandages at chemistry station
Duct tape will no longer repair bladed weapons. Must use a Sharpening Stone
Winter Coats and Wolf Bear Jackets can no longer go in pockets
Seed packets added for more seeds
Removed rag crafting using clothes from the player crafting menu, now use the TEAR option instead
Rags health amount has been slightly reduced (now 10 instead of 15)
No longer receive XP when tearing clothing to make rags
Level 3 car upgrade now requires a skill book

Quests
Quest markers for where to turn in quests will appear on the map when using the “Show On Map” function. They will also automatically move to the turn-in location when the objective has been fulfilled. NOTE: This is only for mainline quests. You will still need to mark on your maps when encountering random survivor locations.
Quest markers will now disappear from map when completed
Quest rewards will now only show upon completing the quest
Added “between quests” random dialogue to NPCs
Updated various quest text


Weapons
All melee weapons now reflect icons denoting Blunt/Bladed, or Light/Medium/Heavy to help with identifying which skills are better suited for which weapons
Starting weapons and bandage now moved to a quick slot by default[/p][p]Weapon reticles have been tweaked to compliment recoil, bloom, and sway
Rebalanced damage output of melee weapons, firearms, and bows
Rebalanced durability of weapons
When ‘Weapon Break’ is off, weapons no longer drop below 1% durability[/p][p]Added Apoc Pitchfork to allow collecting of hay
Baseball bats now do a 4-hit combo attack
Increased LMG firing distance detection
AK47 now accepts the red dot sight
AR-15 is now a semi auto rifle

[/p][p]Enemies, NPCs & Companions
Performance improvements and balancing made to AI (Zombies, Animals, NPCs and Bandits)
Updates to animals, including blood effects and new hit reactions
Large zeeks have a change to knock the player down with two-handed heavy attacks
Zombies now try to reach up when the player is above them[/p][p]Zeeks now do a pre-grapple bite animation/lunge when trying to bite the player[/p][p]Zombie hearing is limited in certain weather conditions[/p][p]Zombie vision is reduced in certain weather conditions[/p][p]Zombies will no longer be distracted by other Zeeks’ noises if they’re already chasing player
Crawling zeeks can no longer grapple you
Crawling zeeks can no longer go through windows
Toxic Fatty explosion now adds infection buildup
Door change to avoid zeeks piling up at the doors
Can no longer damage zeeks/enemy AI through closed doors
Collision improvements to not allow AI to see through walls
Wolves and Zeek Dogs now travel in packs
Roman the Black Market Trader system overhauled (best items in the game for a high price, stranger…)
Rebalanced prices of items for trade/sale
Horse can eat bread


[/p][p][img src="https://clan.akamai.steamstatic.com/images/41284373/e58481db0779c0e3f0f91ce6a99d3d9e3eaa441f.png"][/img] [/p][p][/p][p]
Performance & Functionality
Vehicle audio only playing in mono (from one direction)
Fixed multiple hard-coded key issues[/p][p]Fixed settings not saving
Fixed Accessed None warning related to cursor issue
Fixed various gamepad-related issues
Cursor no longer vanishes while in the Settings menu inside a vehicle
Fixed server auto-save issue
Fix for map losing data when game crashes
Fixed heat timer length issues for all assets that give off heat
Fixed various duping methods
CTRL button no longer needs to be reengaged when hotswapping items out of inventory

Audio & Visual Issues
While in God Mode, you will no longer see the bleeding UI icon or vignette if bitten by a dog
Standardized Building Menu text
UI prompt for the trailer/caravan in the Wave Survival scenario fixed
Carjack button prompts no longer hardcoded and will change with keybinds
Wheel armor now shows properly on the Rally Car
Trading window now shows all backpack slots
Gunrack UI indicator fixed
Crowbarring prison doors no longer give wooden door sounds
Fixed water bottle consumption animation
Fixed water cooler replication for client when collecting water
Fixed consumed items not matching their inventory images
Fixed an issue where zooming in on the map and then moving it caused the screen to freeze
Animal blood effects not spawning
Animal harvesting prompts are now in the correct locations when harvesting on an incline
Fixed copper ore from spawning in the air
Fixed hoodie toggle not saving
Fixed backpack charms/attachments from disappearing when placing the backpack in the world
Dismantled items on second floor of buildings no longer flash through the building when outside
Client can appropriately see resources added to building/crafting assets
Can no longer see other player’s backpack attachments from first floor when they are upstairs
Larger inventory backpacks no longer cut off the menu options at the bottom of the screen
Backpack attachments on players upstairs can no longer be seen by a player on lower floor
Repairing clothes while in storage container inventory will not skip the animation
Fixed heat sources showing on and not providing heat
Fixed water footstep sounds when not in or around water
Fixed water effect persisting if entering a vehicle while in water
Fixed reported assets having snow on them indoors and not having snow when outdoors
Fixed CB radio causing player to get stuck when accessing multiple CB radios
Fixed Rally Car wheel armor upgrades not showing
Lights at Survivor Camp now turn on at night (must have completed generator quest)
Fixed electrocution audio and visual synchronization
Fixed issue with gunrack interactions
Thermometer icon updates appropriately when loading in during hot/freezing/cold conditions
Dying while sick will not cause character to be sick when respawning
Spamming attack button no longer spazzes out the character animations
Fixed lighting issue at the airport terminal when rotating your camera[/p][p]

Weapons
Can no longer throw grenades into the pool to collect perch fish
Laser sight now attaches to the M4A1 properly
Fixed AWM ACOG socket
Fixed silenced weapons when equipped from container not utilizing suppressor
Fixed attachments not updating when moving weapons from containers to hand slot
Flamethrower consumes gas bottles as intended
Fixed refilling flamethrower capacity by dropping it or putting it away
Weapons no longer take durability damage when hitting unbreakable objects
Fixed bug where pickaxes didn’t lose durability when mining
Fishing rods are no longer indestructible when giving them to other players
Using the bow indoors no longer aims at the ceiling

Crafting & Inventory
Consuming items no longer turn red when indoors
Fixed wall torches and standing torches not taking rags
Animal and Fish traps will consume bait as intended
Adjusted weight of cabbage seeds
Beehives can finally be dismantled
Beehives will now properly collect honey if 2 empty jars are added
Clean water correctly changes to dirty water when becoming OLD
Fixed splitting stacks from containers not stacking in inventory
Fixed stacking of reported items not stacking correctly (MREs, sealed canned goods, etc.)
Fixed partially consuming salted meat and using autosort to reset capacity
Log storage blueprint now at the correct height when placing
Stools no longer flip 180% when building from blueprint
Dismantling wall torches are now detectable
Sewing kits can no longer be used to fix NVGs
Balanced mined resource weights to reflect appropriately
Fire barrels will no longer consume ignition sources when putting out the fire
Fixed force-glitching inventory menus by rapidly pressing interact key and escape keys
Gun rack now shows weapon attachments on weapons
Fixed fertilizer growth issues
Redeploying a damaged tent no longer restores the tent to 100% durability
Stones and Glass Jars will not go into main hand when moving from inventory to a container (controller)
Portable heaters working correctly
Fixed duplication exploit with the “Use” option inside containers
Fixed Amero spiked wheel armor mod issue
Fixed vehicle modification bench timer resetting when crafting additional armor upgrades
Fixed vehicle modification bench crafting UI to use appropriate slots
Fixed tutorial truck not refueling correctly
Can no longer create infinite stone knives from a single rock in-hand
Crafted explosive barrels no longer disappear when logging out

Enemies, NPCs & Companions
Fixed zeeks not pathing around picnic tables
Fixed human AI and NPCs not reacting to HAZMAT tank before detonation
Fire no longer floats when zombies die from burning
Raider dog enemy no longer teleports
Zeeks and enemy AI now respect respawn timer settings to include NEVER spawn[/p][p]Zeeks won't get stuck in a loop moving towards and away from a player
Zeeks now walk up the stairs at the airport
Zeeks and AI now take damage when powering on electrified floors and they are in killbox
Zeeks correctly eat dead animals where the body is, not where it died
Zeeks no longer spawn inside building walls/shelves/etc. at reported areas
Explosive barrels now alert zeeks as intended
Helicopter crashes spawn enemies correctly
Horse eats all food as designated by the respective tooltip icons (green beans, cereal, etc.)

Quests
Fixed various quests giving 0% durability item rewards
Fixed NPC pathing for escort missions (Yes, Doc is 100% fixed…we promise this time!!!)
Fixed items required for quest completion not populating in trade window
Fixed acceptance of quests which were supposed to have a delay between previous quest completion
Adjusted quests on hosted multiplayer and servers only allowing completion by one person

User Interface
Fixed exiting God Mode causing UI to display inaccurate health (resulting in death over time)
Fixed hypothermia icon and heat values not updating as intended
Fixed fish not counting towards caught total
Fixed symptoms from remaining on screen after player death
Using meds in cars or on horseback will no longer show zero health on player UI
Weapons attachments show properly on weapon icon in inventory
Vehicle kills accounting properly in Stats menu

Map Related Issues
Fixed inaccessible generators on reported houses
Fixed curbs causing zeeks to not path over them
Bunker doors will no longer open themselves when saving and logging out in them
Exiting a bunker at night time no longer makes the night time longer
Dismantled furniture will not respawn when saving and loading back in/returning to render areas
Can now climb down the ladder in Alpine across from Strongbuild Storage
Storage containers (CONEX) can no longer be opened from the top or side
Fixed prison freezers turning transparent
Fixed mining node scaling issue
Fixed swimming pool/ground texture clipping
Fixed terrain issues/floating rock textures near Hilltop Spawn
Fixed floating mined ore resources on reported areas[/p][p]Can no longer vault through the walls of the 2nd floor of barns[/p][p]Fixed gas station pumps classed as indoors and warming up the player
Fixed camera view of reported building switching to outside camera when in the kitchen

[img src="https://clan.akamai.steamstatic.com/images/41284373/d13aa1bd86de59662c0039e83f8784136b494ac5.png"][/img] [/p][p] Lots of people have asked “will HumanitZ continue to have updates or is this it?”. Well, we’ve still got some things we were not able to get to as some things took precedence over others, and ultimately we still have a lot of ideas which are more appropriate for future updates. In addition to that, the community is always generating new ideas which we can incorporate. We’re not going anywhere, we’ve got lots more to come! We will have a Post 1.0 Road Map up soon after release, so keep your eyes peeled![/p][p]
[/p]
Logo for HumanitZ
Release:18.09.2023 Genre: Action-Adventure Entwickler: Yodubzz Studios Vertrieb: Freedom Games Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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A new season, a new deal!
HumanitZ
13.03.25 17:00 Community Announcements
HumanitZ .916.Qv2 Hotfix
HumanitZ
27.02.25 11:30 Community Announcements
HumanitZ .916.Q Update
HumanitZ
27.02.25 01:47 Community Announcements
HumanitZ .916.B Hotfix
HumanitZ
18.02.25 02:51 Community Announcements
HumanitZ .916.A Hotfix
HumanitZ
17.02.25 03:46 Community Announcements
HumanitZ .916 Update
HumanitZ
16.02.25 18:43 Community Announcements
Experimental Branch 916 v0.3 Hotfix
HumanitZ
31.01.25 23:35 Community Announcements
Experimental .916 Update v0.2
HumanitZ
30.01.25 19:55 Community Announcements
HumanitZ Experimental 916 Update!
HumanitZ
28.01.25 00:31 Community Announcements
HumanitZ | .915.X Hotfix
HumanitZ
21.12.24 00:43 Community Announcements
Loots and Ladders Update
HumanitZ
19.12.24 17:30 Community Announcements
HumanitZ | Labor of Love Steam Awards 2024
HumanitZ
27.11.24 18:21 Community Announcements
HumanitZ 0.914.TG Hotfix
HumanitZ
23.11.24 01:17 Community Announcements
Update 0.914
HumanitZ
21.11.24 17:55 Community Announcements
913.H.A Update/Hotfix
HumanitZ
31.10.24 01:26 Community Announcements
Bunkers & Junkers Update
HumanitZ
25.10.24 15:41 Community Announcements
Halloween Weapons and Clothing Teaser
HumanitZ
23.10.24 23:03 Community Announcements
HumanitZ Bunkers Update
HumanitZ
22.10.24 16:27 Community Announcements
New Camera Position
HumanitZ
17.10.24 13:38 Community Announcements
HumanitZ Website Launch
HumanitZ
11.10.24 16:58 Community Announcements
Important Server, Map and Wipes Information
HumanitZ
07.10.24 18:57 Community Announcements
Zeek Feed 005
HumanitZ
03.10.24 17:57 Community Announcements
Small Hotfix 912.C
HumanitZ
19.09.24 08:48 Community Announcements
HumanitZ One Year Anniversary
HumanitZ
18.09.24 12:08 Community Announcements
Update/Patch 912.B
HumanitZ
14.09.24 15:07 Community Announcements
912.A Hotfix
HumanitZ
01.09.24 09:26 Community Announcements
Personal Message to all our survivors
HumanitZ
29.08.24 10:29 Community Announcements
The next major patch is here!
HumanitZ
28.08.24 16:04 Community Announcements
Join Us at Gamescom: New Demo Live on Steam!
HumanitZ
23.08.24 17:00 Community Announcements
912 Experimental Branch
HumanitZ
16.08.24 12:46 Community Announcements
0.911.C Bug Fix/Patch
HumanitZ
11.07.24 03:32 Community Announcements
0.911.B Patch
HumanitZ
05.07.24 02:25 Community Announcements
HumanitZ | 0.911.A Hotfix
HumanitZ
04.07.24 02:13 Community Announcements
Kick off your summer gaming with savings!
HumanitZ
27.06.24 17:01 Community Announcements
Pursuits & Perspectives Update
HumanitZ
27.06.24 15:01 Community Announcements
Zeek Feed Special Edition: Sneak Peek
HumanitZ
07.06.24 16:00 Community Announcements
New Camera Tilt Test
HumanitZ
05.06.24 14:46 Community Announcements
HumanitZ | Zeek Feed 004
HumanitZ
03.06.24 16:29 Community Announcements
Humanitz is part of the Open World Survival Crafting Fest!
HumanitZ
28.05.24 22:05 Community Announcements
HumanitZ | Zeek Feed 003
HumanitZ
20.05.24 19:50 Community Announcements
HumanitZ | Zeek Feed 002
HumanitZ
13.05.24 20:56 Community Announcements
HumanitZ 910.B Update/Patch
HumanitZ
07.05.24 19:50 Community Announcements
HumanitZ | Zeek Feed 001
HumanitZ
05.05.24 18:39 Community Announcements
910.A Update/Patch
HumanitZ
26.04.24 16:00 Community Announcements
Stronghold Update
HumanitZ
15.04.24 15:59 Community Announcements
Experimental Branch 0.910
HumanitZ
11.04.24 17:40 Community Announcements
Humanitz is part of the Steam Spring Sale!
HumanitZ
14.03.24 17:01 Community Announcements
Outlast and Outrun Update
HumanitZ
26.02.24 17:30 Community Announcements
909X Experimental Update
HumanitZ
25.02.24 18:51 Community Announcements
Experimental Branch 0.909
HumanitZ
22.02.24 22:55 Community Announcements
Urgent Client/Server Fix 908.C.2
HumanitZ
15.02.24 00:11 Community Announcements
HumanitZ 908.C Mini Patch
HumanitZ
14.02.24 20:43 Community Announcements
Windows Server Update
HumanitZ
11.02.24 14:54 Community Announcements
908.A Hotfix
HumanitZ
09.02.24 19:07 Community Announcements
Official Servers Restart
HumanitZ
09.02.24 18:45 Community Announcements
Dev Update 0.908
HumanitZ
08.02.24 17:00 Community Announcements
Official Server Announcement
HumanitZ
08.02.24 03:54 Community Announcements
Experimental Branch 908 Update
HumanitZ
02.02.24 00:49 Community Announcements
Experimental Branch for Beta Testing!
HumanitZ
25.01.24 19:40 Community Announcements
907 Hotfix for vehicle container issue
HumanitZ
11.01.24 21:58 Community Announcements
Dev Update 0.907
HumanitZ
11.01.24 18:00 Community Announcements
Violent Night Dev Update 0.906X.4
HumanitZ
24.12.23 16:19 Community Announcements
Violent Night- Hotfix
HumanitZ
22.12.23 00:56 Community Announcements
Violent Night Update
HumanitZ
21.12.23 16:33 Community Announcements
Dev Update .905
HumanitZ
02.12.23 09:48 Community Announcements
The Steam Awards 2023, Nominate HumanitZ
HumanitZ
21.11.23 18:01 Community Announcements
Dev Update 0.904A Update/HotFix
HumanitZ
09.11.23 15:00 Community Announcements
Dev Build 0.904
HumanitZ
03.11.23 15:33 Community Announcements
Steam Scream Discount & In Game Halloween Event
HumanitZ
25.10.23 15:00 Community Announcements
Dev Build 0.902C Hotfix
HumanitZ
16.10.23 20:29 Community Announcements
DevBuild 0.902B
HumanitZ
13.10.23 18:33 Community Announcements
Dev Build Version 0.902A Hotfix/Update
HumanitZ
02.10.23 23:31 Community Announcements
Roadmap to 1.0!
HumanitZ
29.09.23 23:53 Community Announcements
Patch #2 Dev Build 0.902 UB
HumanitZ
29.09.23 03:05 Community Announcements
Patch #1 Dev Build 0.901
HumanitZ
22.09.23 01:29 Community Announcements
Survivors Unite: A Zeek-Slaying Thank You and Update!
HumanitZ
19.09.23 15:26 Community Announcements
HumanitZ Early Access Launches Today!
HumanitZ
18.09.23 16:15 Community Announcements
Release Date Announcement! Coming Sept 18th!
HumanitZ
31.08.23 14:11 Community Announcements