u/EnzeDfu

The big v0.2.0 is out: Meta-progression, New terrain generation, Neural Networks, New Controls, Inventory and an experimental Science Laboratory

The big v0.2.0 is out: Meta-progression, New terrain generation, Neural Networks, New Controls, Inventory and an experimental Science Laboratory

Greetings Operators,

This is a big one: v0.2.0 adds the first version of Science progression, a new late-game production chain, RTS-style controls, terrain generation, missions, unlocks, bonus progression, inventory, manual harvesting, and the game's been translated in 9 languages!

It is also the first release where the roguelite side of ZPM starts feeling like a real layer of the game to me. There are now goals between runs, rewards to unlock, credits to spend, and a late-game science system to start pushing factories to the maximum ZPM.

New content / features

  • Science: Still work-in-progress, you can now produce Science Points by feeding GPUs to the Science Laboratory during a run and spend them in a new Science Tree for run-based upgrades.
  • New production chain: Gold Ore, Gold Ingots, Silicon, Cognition Matrices, Steel, GPUs, Neural Networks, and Science Laboratories are now part of the factory loop.
  • Neural Networks: Neural Networks consume Cognition Matrices and coal to boost DNA XP gains for the rest of the run. In short: invest in the cognition chain to level faster.
  • RTS-style controls : The operator's robot is now a selected unit instead of being tied to the camera. You can right-click to move, queue orders with Shift, mine, chop, deposit items, and attack.
  • Missions: There are now 28 missions. They give longer-term goals and unlock buildings, recipes, CPU upgrades, bonuses, and other progression rewards.
  • Unlocks: The Unlocks screen now contains 51 entries across buildings, recipes, CPU upgrades, bonuses, operators, zombies, and maps.
  • Bonus progression: There are now 8 bonus tracks with 54 total purchasable tiers. Runs award credits, and credits can buy persistent bonuses like more upgrade slots, extra rerolls, skips, bans, and starting resources.
  • Terrain generation: Fresh maps now spawn with cliffs, plateaus, rocks, trees, Gold Ore, and Silicon veins. The map should feel less flat, and defensive layouts should depend more on the terrain you get.
  • Manual harvesting and inventory: The operator can now chop trees, mine rocks and resources, gather Silicon, pick up nearby belt items, and carry resources in a six-slot inventory.

Improvements / quality of life

  • The main menu now has clearer Play, Unlocks, Missions, Bonus, Options, and Quit screens.
  • Mission-complete notifications now show what you unlocked, instead of making you guess what changed.
  • Placement previews, conveyor dragging, hotbar categories, minimap responsiveness, panel scrolling, UI sounds, custom cursors, and keyboard navigation all received polish.

Balance changes

  • Coal miners now need starter fuel before producing their first coal. You will need to cut wood and cold-start the opening factory.
  • Game-over credits now come from waves survived, survival time, Max ZPM, and bonus effects.
  • Zombie wave pressure has been tuned around the larger progression loop.
  • Ore fields and map resources have been adjusted so expansion targets are more deliberate.

Bug fixes

  • 144 bug fixes

Known issues

  • Science progression is a first pass. Some Science Tree branches are visible as previews of future progression, but they are not playable unlocks yet in v0.2.0.
  • That includes the previewed faster belts, advanced inserters, reinforced walls, net launchers, chainsaw barricades, electrified walls, ammo depots, repair towers, observatory towers, research beacons, and other future science branches.

Full patch notes are on https://zombiesperminute.com or https://enzed-studio.com/changelog/v0.2.0/

Let me know what you think, and please report anything weird from the new progression systems. You can use the new "feedback" button in-game.

CLAIRE is watching the Science Tree with suspicious interest

Enzed

u/EnzeDfu — 12 days ago
▲ 2 r/zombiesperminute+1 crossposts

100,000,000 zombies crushed by your factories!

Greetings Operators,

I'm glad to see so much progress in our mission to reclaim Earth from zombies.

Today we reached 100,000,000 zombies that failed to overcome your factories!

That's a significant milestones.

The first billion soon?

Thank for your efforts, Operators.

CLAIRE
(Enzed)

u/EnzeDfu — 10 days ago