
Summary of info from Brian’s latest Q&A video
Here’s some new info I noticed was mentioned in Brian’s Menard’s latest vid.
Link here: https://www.youtube.com/watch?v=dDDFP4hSOOk
There’s heaps of other stuff he talks about that I didn’t include below, so make sure you watch it for yourself if you want to hear everything. I’ve included rough time stamps aswell.
Also, don’t forget to Wishlist SoD3 to show support for the game.
- No boarding up windows {1:02:40}
- Can only add one survivor as a follower (at this stage) {1:04:03}
- AI followers are still in development but already are “very competent, for the most part”. Shoot reliably, as opposed to going for melee. Follow your lead, crouch when you couch etc... Followers aren’t a liability anymore. Bringing a follower with you in SoD3 is meta {3:51:35}
- Followers have infinite ammo {3:45:15}
- Devs are aware players want to see deeper, inter-connected survivor relationships. Romance etc.. Currently ideas are being thrown around {1:44:00}
- Your survivors turn into zombies if they die {1:48:25}
- No sleep / skip time system {2:17:40} & {2:50:40}
- No gun durability (guns apparently never break), melee weapons still have durability {2:25:20}
- No more melee one-button instakills. Can still one-hit kill a zombie with a levelled up survivor, but need to time attack like a normal melee attack {2:38:30}
- No more gunslinging aimbot / snap aim {2:43:10}
- Confirming that backpacks have zero impact on gameplay and purely cosmetic, like a wardrobe item. Unsure if weight is even a thing at this stage {32min} & {49min}
- Rucksacks being visible on your back is still a heated debate among devs/testers {35min}
- Running over zeds with the back of your car is no longer OP, car might get stuck if you try to back into a group of zeds and they’ll rip your car apart {37min}
- “Don’t quote me on this, but a van with upgraded storage can hold like 40-something slots” - Brian Menard 2026 {52min}
- Every search hazard crash will spawn zombies, but less likely if you‘ve cleared an area {56min} & {2:27:10}
- No leader system. Sheriff, Warlord etc… (with this point, I’m not sure if he meant ever, or just that it hasn’t been implemented yet) {1:57:15}
- New facilities confirmed = granary, sawmill, water filter, ethanol reactor {1:38:10}
- If you want to move a certain survivor to a different base, they will just teleport there. No need to move them manually {57min}
- The plague spreads out and takes over sites. You see it spread over houses, walls etc… like we saw with plague walls in SoD2 {2:33:40}
- Zeds can’t see your flashlight, doesn’t effect stealth, same as SoD2 {1:05:00}
- There will be a tutorial {1:07:55}
- No swimming {1:09:10}
- Crossbows confirmed {1:22:10}
- On harder difficulties, with a 9mm, it could take 3-4 headshots to down a runner zombie. Will depend on what shooting skill your survivor has {2:45:30}
- Juggernaughts can be found in buildings {2:01:30}
- Might be plans to allow players to use allied enclave’s base facilities / supply locker etc… {18:10}
- Less guns, but their differences matter more now with more gun modding options {38:25}
- There are lots of unmarked looting locations {48:25}
- When you start the game, sometimes plague hearts/nests will start awake (depending on difficulty) {58:50}
- There are 10+ bases on the map, will take multiple playthroughs to explore the entire map. Current goal of devs is to make the other side of map (which we haven’t seen) look very different {1hr}
- Towns are bigger than in SoD2. About 12 towns on the map {1:40:10}
- Outpost system is different to SoD2. There are ‘outposts’ which are bigger, significant sites. Almost like mini-bases. And ‘harvest sites’, which are smaller and just provide resources. You can’t just turn any location into an outpost {1:02:40}
- Zombie’s glowing eyes still exist, but is less pronounced, only see them if you get close enough {2:46:15}
- There has been some discussion about adding functional clothing (like Kevlar), but no system like that exists in the game yet {1:05:25}
- Infestations can produce ‘blockade sites’ around your base that cut off your resource income, turns area around your base into a hellscape {1:06:30}
- Wardrobe is slightly more in-depth, can select different shirts, pants, hats, backpack (not just outfit + hat) {1:13:55}
- Getting influence is easier. Traders/enclaves have more influence to sell. Killing normal zeds (not just freaks) also provides influence now {1:16:40} & {1:37:40}
- Takes over 8mins to drive from top of map to bottom at max speed {1:23:50}
- No pets in game at launch, but devs said they would love to include them at some point {1:36:10}
- No more climbing a high structure for scouting, now have to walk to site on the ground in order to properly see what a site has in it {1:39:20}
- Foggy weather and storms confirmed {2:30:40}
- Zombies can climb most things, even juggernaughts can climb shipping containers {3:25:25}
- All variants of freaks are found across all difficulties {3:02:20}
- Zombies can drop loot, necklaces, rings. Armored zeds can drop ammo. Bloaters drop ‘bloater bile’, jugs drop ‘juggernaught glands’ used for crafting {4:17:10}
- Scent block confirmed
Also, this wasn’t talked about in the latest video, but I noticed it in his previous video and not sure if it‘s been mentioned yet. But certain walls in your base now have a health meter. Similar to destructible walls in Daybreak.