2065: Humanity prepares itself for the colonization of Mars. The early history of the red planet, however, holds some mysterious surprises. There is already life on Mars – (un)dead life.
Guide your crew through a breathtaking single-player campaign and solve the mystery of the undead. Well-thought-out base building and skillful resource management are the key to fending off zombie attacks. The game challenges your creativity and each level demands new tactical approaches. It is up to you to make quick, clear decisions and limit the spread of these creatures. This is the only way for you and your crew to get through the mission safely.
Our first big update since our Early Access launch is here, bringing you two new levels to play!! YAY!! Level 14 – “Phantom” and level 15 – “Sanguine Mesa” of the campaign are now ready and implemented. What’s more? We’ve gathered a lot of great feedback and suggestions from the community, and have already managed to implement some of them in this update. Besides of a lot of bug fixes we’ve also made huge optimizations in regards to our crowd simulation, and have reduced the memory footprint.
Let’s have a closer look at the new features:
Level 14 – Phantom:
A wide and open ranged level with huge amount of enemies coming from basically every direction. Discover large craters and old relics of the former times.
Level 15 – Sanguine Mesa:
You’ll be landing at some very unstable ground here. You should better listen to Cpt. Tobin. Does it remind you of level 3? Yes, but this time…. it’s different!
The lander now has an optional shield which can be activated in it’s ring menu. The shield protects the lander from minor attacks, and gives you additional time to deal with the attacking enemies while keeping the health of the lander at 100%. Certainly some of you are desperately waiting for this feature :)
No destroyed buildings task:
In regards to the difficulty, we have removed the “no destroyed buildings” from the victory task while keeping the “no crew lost” task. So you do not have to worry anymore if you’ve lost a building or not. But you still have to keep an eye out for your crew ;) Quick tip: You can evacuate a crew out of a building by double right click on the building.
Crew fire range:
Crew has now an increased fire range from 6 to 8. This way the crews reaction to enemy attacks is improved.
Crew members turns now into a zombie after their death. This idea came from one of our testers and we liked it so much we had to implement it. It also makes your crew even more valuable.
Bomber explodes after death and stuns crew members around.
Bug fixes and optimizations:
In addition to all the bug fixes and visual improvements, we’ve also made great optimizations in regards to our crowd simulation which can now handle even more enemies!! Muahaha!
We had quite some fun stress testing our game:
The overall feedback concerns the difficulty in the game – we hear you! This update already reduces the difficulty and frustration level while maintaining the challenge. We have also adjusted the wave countdown timers in every level. That means that the enemy indicators of a wave are showing up much earlier than before. This helps a lot in regards of preparations.
We are still evaluating additional features and suggestions from the community and happy for further feedback. Post them in the official Steam community forum here:
Thank you for your support!
Over and out!
After more than two and a half years of hard work we reach a great milestone. As you can expect, we’ve been looking forward to this moment for so long...
Busy times at doorfortyfour. Our BETA test is currently in progress and we are working on all fronts to fix all bugs and to push MarZ Rising.
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