About the Game
A zombie virus, airborne and with an incubation period lasting years, has suddenly swept across the entire world. Almost everyone is already infected. You are one of the rare few born immune to the pathogen. Do whatever it takes… survive.
● Realistic physics collisions:
Outstanding hit feedback, and the armor no longer provides abstract defense values — instead, it physically covers the body surface to block incoming damage.
● Fully dynamic, completely destructible world:
Terrain, buildings, trees, rocks—everything can be destroyed !
● Insanely creative vehicle construction:
Combine any building materials to create wildly imaginative mobile fortresses! Use Lua scripts for precision control over your vehicles—no coding experience? No problem, just plug and play.
● Extreme building freedom
● 10 randomly generated biomes:
Forests, ruins, deserts, canyons, rainforests, snowfields… blending into one seamless, endless procedural world.
● Wide variety of firearms
● Powerful and diverse traps
● Intensely oppressive bosses
“Watch out for the night hordes — they run fast !”
Co-op is in full development… Coming soon.
Screenshots
17 imagesVersion Information
Steam Patch Notes
Official update history
● Added a Frame Generation option with both FSR and DLSS support. Even without an RTX 40-series or newer GPU, you can use FSR Frame Generation. FSR 4 Frame Generation currently only runs on AMD 9000-series and newer GPUs; other GPUs automatically fall back to FSR 3, so mid-range and entry-level cards have at least one usable option.
● In the in-game mod browser, clicking "Installed Mods" lets you disable or enable mods without restarting the game.
● Replaced the loot prompt on loot crates, pickable items, and zombie corpses with an outlined silhouette and flashing particle effect.
● Fixed a bug where player-built train tracks sometimes failed to load.
● Fixed a bug where the character occasionally became headless when switching to first-person with H.
● Fixed the screen shake issue when holding a gun in first-person.
This is a fairly large update. Part of the size comes from code changes triggering asset updates, and part from the many new 3D models we’ve added for buildings and the merchant system (not yet visible in-game). If you’d rather not update, you can right-click the game in your Steam library and switch to the previous stable branch.
● Fixed the bug where some abandoned cars could not be looted.
● We found that after entering the game for the first time, VRAM usage would spike significantly even if the texture size had previously been set to 0.5K. Fixing this issue can save about 2 GB of VRAM. This is likely strongly related to player reports that frame rates continue to drop as they approach large buildings. Note: The residual VRAM usage when returning to the main menu is not a leak; it will be automatically overwritten when entering the game.
● Adjusted the parameters of the streaming texture loading system. Loaded textures are no longer cached permanently, so VRAM usage will no longer keep growing. This may help stabilize frame rates during long play sessions.
● Objects closest to the player—such as chunks, abandoned buildings, and player-built bases—are now loaded first.
● Fixed a bug where bases built on the skyscraper in the forest biome would often collapse unexpectedly.
● Fixed the issue where a locked rotor could not be unlocked. Setting the locking force to 0 now has the same effect as unlocking the rotor.
● Fixed a bug where one arrow nocked on a bow would be lost after exiting the game.
● Fixed a bug where small trees and low vegetation occasionally disappeared from view and then immediately reappeared.
[p align="start"]● Fixed a bug where ladders could not be placed on the concrete supports under the rails.[p align="start"]● Fixed a bug where large patches of trees could be seen falling while the train was moving.[p align="start"]● Fixed the train duplication bug. Duplicated trains already present in saves will be automatically deleted on the next save.[p align="start"]● Fixed a bug where another rotor built onto a rotor could not rotate.[p align="start"]● Fixed a visual bug where trees in the wasteland flickered with white spheres.[p align="start"]● Fixed a bug where the character randomly took fall damage.[p align="start"]● Fixed a bug where the number of arrows occasionally decreased after picking them up.[p align="start"]● Fixed a large number of Polish translation errors reported by players.[p align="start"]● Fixed a bug where breaking the walls of abandoned houses failed.[p align="start"]● For the unusually stubborn ghost zombie bug, we added a black box feature that silently records state. Once it detects that the player and zombies cannot hit each other, it will pop up an error report and automatically attach the information recorded by the black box.[p align="start"]Note: The merchant system has been fully developed (new building modules and vehicle parts have been added), but this content alone is not enough to make the merchant system interesting. Moreover, the biomes after Warzone are still very empty, so in recent days we have been trying to add a large number of new abandoned houses, and even large cities, to each biome. Once all this work is done, it will be released together with the merchant system.Also, map-related mods may stop working.
● Greatly improved vehicle tire stability. Tires hitting other objects no longer launch the entire vehicle.
● The heavier the vehicle, the higher the damage when hitting zombies, while damage taken by the vehicle itself remains low and unchanged.
● When a vehicle knocks down a tree, the tree now skips the falling animation and directly spawns log resources on the ground.
● Fixed the issue where vehicles got stuck or launched when hitting small stumps, small trees, and other small objects. These small objects can now be crushed without damage, making driving smoother.
● Fixed the bug where after a vehicle hit a zombie, its own blocks shattered and caused the vehicle's speed to drop to zero.
● Fixed the bug where a player or zombie standing on the tires of a moving vehicle would launch the vehicle.
● Fixed the bug where traps on rotors almost never triggered.
● Fixed the bug where a high-speed rotor could not deal impact damage to zombies. Now, the farther a block under the rotor is from the rotor, the higher its angular velocity, and the greater the impact damage.
● Fixed the jitter issue when holding the right mouse button to rotate the view left and right at under 50 FPS. Fixed the jitter issue when zombie models turn left and right at under 50 FPS.
● Fixed the bug where vehicles continuously damaged their parts when hitting dead zombies.
● Fixed the bug where the pistol occasionally failed to hit targets when fired.
● Fixed the Mod upload file size limit and fixed the upload timeout issue.
● Fixed the bug where some asynchronously loaded assets were not properly terminated when returning to the main menu scene.
● Fixed the issue where painkillers could not be recorded by saves after use, causing the icon and damage bonus to disappear after loading.
● Fixed the issue where the Adrenaline talent displayed [Stamina Cost -5%] but actually caused jumping/running to restore Stamina instead.
● Fixed the issue where every save (including autosaves) reduced the [Feign Death] cooldown, causing the cooldown to end early.
● Fixed the bug where the [Genetic Damage] state was abnormal after death and revival. This bug caused errors when deleting talents again and displayed two Genetic Damage icons when stacks were depleted.
● Fixed the issue where, when "Interact (F)" and "Take All" were bound to the same key, pressing "Take All" to loot a container did not automatically close the window.
● Fixed an issue that could cause buildings in saves to be permanently lost.
● Fixed the issue where, after entering a large world seed (such as 7211111511), saving and then loading changed the seed value.
● Fixed the issue in the Mod browser where titles containing an English apostrophe (') were incorrectly displayed as "undefined".
● Fixed the bug where a single callback throwing an exception in the global update loop would interrupt other callbacks in the same frame, and F8 error logs now include loaded mods and versions along with the mod patch attribution of the erroring method.
● Fixed the issue where the character's head was not displayed after leaving the vehicle driver's seat.
● Fixed the occasional game crash when destroying ruin buildings in ruin areas.
● Thanks to NF, the author of the "Buttered Host" mod, for providing the smoothing solution; we have finally completely fixed the severe screen jitter bug. Now, when the game detects this mod's smoothing method, it will automatically disable its own smoothing function to prevent multiple smoothing.
● Fixed the train jitter issue and fixed the bug where multiple train cars would split onto separate tracks when turning.
● Fixed a bug where the character would occasionally be unable to turn around when getting out of the driver's seat.
● Fixed a Convex error when bullets shatter objects.
● Fixed some minor bugs.
● Fixed an issue where memory was not fully released on some systems after returning to the main menu scene.
● Fixed a bug where the game crashed immediately on launch.
● Fixed a bug where zombies' bodies slightly jittered when moving.
● Fixed an issue where the axis was incorrect when fine-tuning the position of preview objects in build mode.
● Fixed some minor bugs.
● Fixed an issue where trains would derail when hitting zombies.
● Fixed an issue where vehicles placed in underground caves were forcibly pulled back to the surface by the anti-void system.
● Fixed various minor bugs.
● Fixed a bug reported by a player that could cause the game to crash.
● Fixed an object pool recycling race condition bug caused by the "Explosives" mod killing a group of zombies at the same time.
● Added a "Ghost Zombie" self-healing system. The next time this issue occurs, it will automatically attempt a fix and pop up an error log. Players who receive this log, please report it to us. This way, we can completely fix the bug.
● Fixed a bug where deleting Mods repeatedly in the in-game Mod Browser stopped working.
● The in-game Mod Browser will now automatically sync subscribed Mods that are not in the Plugins folder.
Current Release
Build 26342655
Uploaded Nov 01, 2026
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System Requirements
How to Install
Human Host.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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