- Version 0.43.2 is now live! - 17 September 2026
Hi everyone!This week I decided to tackle the bug list that was beginning to pile up, so here come the fixes!The loot and barricade buttons in control mode were always accessible even when they shouldn't be, so that's fixed.Fixed a lot of situations where doctors carrying corpses weren't dropping them properly. They now drop the body correctly in these situations:When turning into a zombie.When dying.When being attacked by zombies.When being attacked by hostile military.When having zombie symptoms.When being evacuated from an area.Also fixed a bug where doctors would incorrectly drop a dead body when spotting an alerted survivor.Fixed a visual bug in the Military overlay where regions were marked as having squads in them when all squad members had died.If you encounter any more bugs please let me know in the discussions, and I'll see you in the next update!
- Version 0.43.1 is now live! - 8 September 2026
Hi everyone!I wanted to start expanding how the military operate and overhaul how the military screen works.I didn't like how selecting the drop zones for the military on this screen wasn't intuitive, so now I have the Select Drop Zones option. This opens up space for the user to select which zones the military drop into.I've also changed how the selected zones look visually, they flicker to be more obvious.Military squads will now take over parks and designate them as military bases. At the moment this works as a safe spot for civilians to hide in but I want to add more functionality later on, like disposing of bodies in these regions when cleaning up, or having regions designated as quarantine zones.Once a squad has reached a park, they will designate it as a base and patrol around the edges to keep it safe from zombies.Please let me know what you'd like to see added that makes use of…
- Version 0.43.0 is now live! - 24 August 2026
Hi everyone! It took a little longer than I expected but I've overhauled the way the police stations work because I've not been happy with it. The "Assign Police Station" section has been completely changed. Now instead of only one police station being assigned, all police stations in a city are assigned police stations and the cops are split between them. The assign button now lets you customize the options of the police station but there is no more assignments. Each police station has it's own ammo stash and is counted separately.Another big change is the system for how cops return to police stations that are under attack. Previously when a single zombie appeared in the assigned station all cops would retreat back to the station, causing issues where all the cops would keep stopping and starting what they were doing. Now there is a system where a station will not call for support unti…
- Version 0.42.1 is now live! - 5 August 2026
Hi everyone!I've reworked the City Generating Screen and it has new options:You can now specify how much a randomly generated city is covered in parks, or the number of hospitals, or how many rivers run through the city. The Rivers slider goes up to 50% because the way the city generating works it's not possible to fill the whole thing up with rivers. On larger maps it may reduce the amount of rivers a small amount if it's having difficulty generating one but as you can see it's a pretty decent amount!I think this improves the variety of generated cities quite a bit, let me know what you think!I've also fixed a bug where the police achievement wasn't working, so that should be fixed now.Thank you as always and see you in the next update!
- Version 0.42.0 is now live! - 29 July 2026
Hi everyone! This update has been a long time coming and I know you've all wanted it, introducing the Hospital update!This large new building will spawn in each generated city. You can also make your own custom hospital in the block editor by marking it as such. At the moment only a single hospital spawns but I'm working on having the amount of hospitals be a variable settable in the city generating screen and to accommodate this I have changed the city generating screen to make more room, with the Generate option being it's own screen that I will update soon in a future update. Any civilians that work in that building will now be assigned as Doctors. At the moment they don't look different to regular civilians as they commute back and forth to work / home like the rest, but they have new behaviours.Instead of becoming alerted and calling for the police a doctor will perform CPR for a w…
- Version 0.41.1 is now live! - 8 July 2026
Hi everyone! It's been a long and exceptionally warm month! It took a lot longer than I wanted but the City Editor is now complete with river editing features!You can now plot out your own river layouts, though there are a few rules involved. At the moment a river must start at the edge of the city and also end there, so no lakes yet.As well as being able to choose the layout of the rivers you can toggle the bridges on and off in whatever configuration you choose. The rule with this however is that the whole city needs to be connected and accessible or else the AI will run into problems. The editor will warn you if that is the case.When a river is spawning it may freeze for a while (especially on bigger maps), though I'm working on speeding this up. You can save the cities you've created and in the future there will be an option for sharing the cities you've made.Also on a side note, De…
- Version 0.41.0 is now live! - 12 June 2026
Hi everyone! This update is the first part of something that I've always wanted to add to DeadOS, an in game City Editor update!You can now choose which buildings and parks go where in your generated cities. On the city generating screen you can now see the Edit This City option:From here you can select the city blocks and change them as you see fit. You can choose the default blocks I put into the game but also mix in your own custom made blocks in any layout you choose. Perhaps you want your city's police station to be in a specific spot? You can now do that! This update is the first part of a few editor updates. The next update will be to edit the rivers to create your own river layouts as that is a large job in itself to develop. I also want to add things like a rotate option as at the moment a random rotation is picked.It took a LOT of programming changes to get this editor working…
- Version 0.40.1 is now live! - 20 May 2026
Hi everyone! I've been sick for the last week so I haven't been able to make much progress with the game lately (such is the perils of being a one person game dev team) but I have still managed to put in some bug fixes and small changes in this update that I will talk about.The main bug I have tackled is related to military clip sizes. Previously if you called the military in and say they had clip sizes of 10, then called in another military with clip sizes of 20, the first group would get bugged and think they also have a clip size of 20. This part is fixed. At first I thought that was going to be the end of the matter but it ended up requiring a change in how picking up weapons changes things for unarmed civilians as there were several issues in this area too.Now if anything picks up a weapon that had a larger clip size, they will use that larger clip size as their default. So if a ci…
- Version 0.40.0 is now live! - 7 May 2026
Hi everyone!I've added something I've wanted to add for a while in this update - Parks!When generating a city park areas will now also be procedurally generated (there is a checkbox to turn them off if you desire).This was a slightly tricker update than I expected as I had to change a bunch of the AI systems to compensate. Civilians will go and relax in the park in the same way they go to work and go home but they will not use a park as a stronghold nor will they retreat to the park if they feel threatened where they do for work and home areas.Zombie AI is also changed so they will wander across parks when they hear noises where they know to go around buildings. It's worth noting that these parks are not considered countryside but inner city recreational areas and aren't really meant to be treated as countryside by the AI systems.At the moment a park will spawn for roughly 1 in 30 city…
- Version 0.39.0 is now live! - 20 April 2026
Hi everyone!I've added a new AI feature that I think is going to be a game changer:Zombies that aren't chasing humans are now attracted to loud noises. The more the noise builds up the further the zombies are pulled in from. Things that attract zombies include gunshots, screaming civilians and crashing vehicles. It's a significant change to the endgame scenarios of outbreaks and I think the simulations are a lot better for it.This means the military dropping in and the police last stands are a lot less survivable as zombies from all around the city are attracted to the noise and overwhelm them.I'd like to add something that visualises this noise on an overlay at some point in a future update, but let me know what you think of it!Thanks for playing as always and see you in the next update!
- Version 0.38.0 is now live! - 3 April 2026
Hi everyone! I've added a quality of life update that I think you'll appreciate:When generating cities you can now choose to regenerate the city again and again if you don't like the layout or the river configuration. This also gives you a chance to see the city before you save it as the previous save system wasn't great.To make this update work a LOT of code changes had to take place in the background as previously the whole simulator would just start over again when a new city needed to be generated, but I think it was worth the effort.If you encounter any strange new bugs with cities that have been regenerated this way please let me know in the discussion forums, though I've tried to catch as many issues as I can there are a LOT of ways this game can be played and it can be hard to test for every possible situation.I am thinking in future updates this will be where the user would be…
- Version 0.37.4 is now live! - 25 March 2026
Hi everyone!This week's update focuses mainly on improvements to how the military AI works when helping cops quarantine areas and deal with the zombie threat.Once cops have been whittled down by a certain amount (down to 25% by default) they go into Withdraw mode and retreat to the police station. Before this update this would be irreversible, meaning if you dropped military with cop AI in they would all attempt to retreat to the police station causing a massive ballup that didn't really make any sense:Now if military are added with cop AI it can be reverted and the cop AI will revert into quarantine mode and will start pushing back out and trying to reclaim the city:This means if your city is overrun you can keep dropping in military with cop AI and see them reclaim the police station and the rest of the city in the manner the police would, rather than using the military's "search and…
- Version 0.37.3 is now live! - 18 March 2026
Hi everyone!I've been attacking my bug list since the last big update and this update aims to fix a lot of bugs, so let's get to it!In the previous update the pathfinding for how people drive to commute back and forth to work was temporarily disabled, I've now reenabled it and it supports the new system.Fixed a bug where users could manually control a vehicle into the rivers.Fixed a bug where police vehicles had their lights still flashing after a sim had been reset.Fixed a bug where cops would get stuck in a loop getting in and out of their vehicles.Fixed a bug where a black box remained on screen when reverting the sim to an earlier phase.Thanks for playing everyone and see you in the next update!
- Version 0.37.2 is now live! - 11 March 2026
Hey everyone! I've got a big update for you this time! Introducing the Bridge Update:This update was a long time coming as a whole load of systems had to be altered and some of them redone in order for this to work, but now rivers can act as choke points with bridges only appearing infrequently.I'm really pleased with how new generated cities come out, I think this will make for far more interesting simulations and will break up the variety. The way police go to quarantine zones and how people commute back and forth from work, as well as the traffic systems all have had to be reworked, so if you find any bugs please let me know in the discussions threads! They should act a lot better than they used to now in regards to finding their way around these cities.You can load and save the cities you generate, but there is a new save system for cities meaning your old ones will no longer work.…
- Version 0.37.1 is now live! - 9 February 2026
Hi everyone!I've uploaded a small patch fixing a visual issue with black squares appearing above rivers when viewing a city on all layers.Thanks for playing as always and see you in the next update!
- Version 0.37.0 is now live! - 6 February 2026
Hey everyone! I've got something I'm very excited to bring to you this update....Procedurally generated rivers are now in DeadOS! On the city generating screen you can now choose to Spawn Rivers:Cities can now look a lot more interesting and the layouts are no longer a single block of buildings. I think this really takes city generating to the next level and adds a lot of new possibilities for more strategic simulations. Check out a few examples!At the moment you cannot manually decide where the rivers go, and in this regard I am planning an upcoming City Editor mode that can do this alongside choosing which buildings go where, etc in a future update, so for now you'll have to keep generating cities until you find one you like. I look forward to seeing what kind of cities you generate!I also intend to you to be able to remove bridges from the river to create interesting new choke points…
- Version 0.36.1 is now live! - 9 January 2026
Hi everyone! I hope you all had a good Holidays / New Year! I'm back from my break with the first update of the year:Survivors will now remember their pre-outbreak home/work places when they are in survival mode and attempt to go there as a way of finding somewhere safe to hide.Instead of sheltering on the roof these people will hide in their homes or in their work places, depending on which is closer. If they have to evacuate or flee the building they will abandon this location and possibly try to go to the other instead.Hopefully this will make survivors a little more interesting instead of having them all clump together on the rooftops, though they will still have to do that when they are driven from their homes and other safe spots.Thanks for playing as always and see you in the next update!
- Version 0.36.0 is now live! - 11 December 2025
Hi everyone!I'm trying to make the game a little more user friendly for people just starting out so I've restructured the first setup screens this week as I've found with playtesting that players are getting overwhelmed by the amount of options shown to them. With this in mind I have this first screen:Pressing "Generate" is the same as pressing the Skip button on the original screen and it generates a scenario for you based on the default settings."Custom" will bring you to the screen you are all used to seeing, which has now been simplified:The scenario button will open up the scenario select page. This feels a lot better to me than having all the options on the phase explanation screen as two of those options don't require the user to go through those phases. Later on I might add a "Tutorial" to this new screen to help guide people further.The escape menu has also been tweaked to matc…
- Version 0.35.2 is now live! - 5 December 2025
Hi everyone!This update I've been focusing on the cyan civilian AI and giving it new behaviours.Previously the AI in this state would simply shelter in place but they now have behaviour where they will seek out cops when encountering non-zombie dead bodies or after they have been panicking in a crowd.Once they find a cop they will ask them for help and if they are not busy doing a more important task they will try to find the source of the trouble. This means civilians will now lead cops to dead bodies they find.If the cops find a body they will go into the evacuate / incident state.Hopefully this makes the civilians a little more realistic in how they react to finding dead bodies and seeking help. I've also fixed some other bugs:Fixed a bug where survivors were getting stuck in these spots when trying to flee to the roof in a stronghold.Fixed a typo in the last update.Civilians will al…
- Version 0.35.1 is now live! - 28 November 2025
Hi everyone! I was on another twitch stream with a friend of mine (which you can watch here) and from that I was inspired to create this week's update.Civilians and cops when they first encounter zombies will now hesitate before they open fire. I found that people were too keen to start blasting the moment they saw a zombie and that in my opinion isn't the way a zombie experience should play out. They now hesitate a moment, try to reason with the zombie or warn them to stay back. They will step backwards and still flee but after a small time they will open fire when they feel like they have no choice. Once cops have become aware of the zombie threat and start quarantining they will stop hesitating and will open fire, and Military units never hesitate. (Also I've just noticed while writing these patch notes that there's a spelling mistake in "Hesitating", so that'll be fixed in the next…