- Missions and Recoloring now available - 15 August 2026
The features mentioned in our last post are now live!Missions have been enabled.The recoloring system is now available.A new set has been added to the random mission reward pool.Translations are not included yet, but they are planned for the next content patch.This update also includes some performance improvements. Thank you for playing and for your continued feedback!
- Changelogs #26.07.23 - New patch, new heal! - 23 July 2026
It’s been a while! First off, there have been bot changes and fixes without even patches or changelogs in between; those will likely happen in the future as well. The current patch might feel a bit underwhelming due to some things being in the background, but thanks to this patch on the 15th of August, a whole new recolour & mission system will activate! Currently we are filling it up with rewards, so look forward to that! Now, as for what you get already on this patch that you can access…GameplayTrying to switch into an empty weapon slot will no longer eat active weapon’s inputsFixed ray attacks showing damage combo based off camera ray’s distance instead of the gunNetcode improvements on hitbox rollbacks and interpolatorGame ModesTouchdownAdded /bots on|off command to disable or enable bots (where it’s applicable)MapsToxic ArenaLight settings fixedSome colliders are fixedOuter SpaceSo…
- Changelogs #26.04.15 - 16 April 2026
We are updating some SFX, our TouchDown Maps got a visual overhaul and our character-shader was adjusted! Bots are going to need some more cooking, but we are close to opening the gates for their entrance on our other TouchDown Maps. Skills and Weapons got some small adjustments.MapsToxic ArenaFull visual reworkAdded a collider to allow easier pathing towards GoalIronworksLighting upgradedCity SquareFixed a bug where a collider was missingSFXGuardgun (Item: Scarab) SFX replaced fullyMelee SFX updatedMovement SFX updatedShield SFX addedHMG (Item: Wildfire) warmup and cooldown SFX addedRiflecannon (Item: Helios) explosion SFX addedShooting and Running SFX got a fade-out featureWeaponsGuardgun (Item: Scarab)New Guard and Punch VFXChanged Shoot VFXSwordgun (Item: Scorpio)Stab animation updatedStab attack duration increased by ~0.1sShoot accuracy increased at start by 22%HMG (Item: Wildfire)…
- What´s next? - 19 March 2026
Here is a quick update on what is coming next for Code ZIN. Coming in the near future: • Bots will be added to all Touchdown maps• Gameplay balancing updates• A new weapon, currently leaning toward a healing role• New SFX created by Planetboom• Activation of the first Event system iterationIn earlier stages: • Progression system (missions and similar features) is now in concept phase• Chaser-inspired mode and its map are in early development• And more, of course. So, stay tunedAs a small teaser of what is ahead with the chaser-like mode, take a look at this artwork made by Kiri. Let us know what you are most interested in.
- Changelogs #26.03.11 - First Bot integration and more - 11 March 2026
Dummies got an upgrade! You can now play with them in Touchdown, starting with Outer Space today and with rest of the maps added in the upcoming days. Currently they are babies, they might get stuck and/or stop at times but they should be able to do some basic combat, use skills and walljumps for navigating.GameplayRemoved bugged walljump start where push didn’t happen but player went up alreadyChanged walljump to be more linear and removed the drop gravity overwrite, leaving it on normal 1x gravity instead of 0.95xAdded poison mechanic which stacks up to 5, dealing as much damage as the stack level every second. Clears by itself after 3 seconds of last poison applicationAdded landing state for full body jump animationsNote: Regular poison received from attacks leaves you at 1 Health instead of killing you, but the map poison sources are stronger and will kill you if you don’t leave the…
- Changelogs #26.02.13 - 14 February 2026
It’s been a while, friends! We have a bunch of balance changes, new systems added in the background for future use, and a friend's system. We want to expand on the social features over time, including whispers/private messages.GameplayCrouch healing now starts at 4 HP/s instead of 2 HP/s, and speed has changed to be more gradualReduced running stamina consumption to 20 SP/s from 22 SP/sWalljump stick duration increased to 0.29s from 0.18sWalljump push animation has changed to be quicker, overall duration shortened to 4 seconds from 10 secondsWalljump movement speed increased by 24%Walljump gravity increased by 10% before the peak, and 1% after the peakDodge and slide movement speeds have become more simplifiedSlide gravity now reaches full force in 0.52s instead of 0.8s, making it less floatyFixed partially missed shots using the missing distance to calculate damage, reducing guns damag…
- Changelogs #25.12.18 - Event mode and more - 18 December 2025
And it is once again snowing in Netsphere! There are also some creations roaming in snow, although they don’t seem very intelligent just yet.Note that we plan to adjust the exp gain and robot logic of the event mode at a later date on server side. They are both in testing phase at this time but will not require a patch for these.Game ModesSnowball FightAdded Snowball Fight game mode into matchmaking for a limited timeMapsToxic ArenaFixed lasers and some collidersAdded effectsSnow GlobeAdded Snow Globe map into Snowball Fight game modeWeaponsRifle Cannon (Item: Helios)Scaled down the charging VFX and reduced intensity of bloomEvent Club (Item: Icicle Club)Added simplified version of Bat with a single blunt attack which deals 50 damage, unobtainable outside of Snowball Fight game modeSwitched to new bat swing compared to last versionThrowing Bomb (Item: Snowball)Added the weapon with a si…
- Changelogs #25.12.12 - A new map - 12 December 2025
Before it starts to snow again, we are here to manage toxic waste of Netsphere… Please try not to fall into it.MapsToxic ArenaAdded the map to Touchdown and Practice game modesClientFixed second skill not showing up in waiting UI after switching teams
- Changelogs #25.11.25 - New weapon, new skill and more - 25 November 2025
New content and gameplay changes are here. You asked for equipping two skills, so here it is as wellSo first off, we have split skills into two categories, Utility and Movement. You can only equip one skill from the same category, so we basically have a dedicated Utility and a dedicated Movement skill slot now. The said categories of each item will be written under their names in your inventory.GameplayWalljump’s gravity boost after the peak is removed, it will now use the same gravity over time and cover slightly more distanceRunning now clamps your vertical speed to +2 instead of -1, removing the install push down while still cutting it offRunning movement speed increased to 1.74x from 1.6x (%8.75 increase), making up for the old speed increase of broadsword walk speedAdded stun crowd control effect, unlike stagger it cannot be recovered using a dodge but other crowd controls can over…
- Early Access Update – Thank You and What’s Ahead - 10 November 2025
Hi everyone, It’s been just a few days since Code ZIN: Esper Arena became free to play, and we’re genuinely grateful for the support and feedback so far.Seeing new players join, share impressions, and help us shape the game during Early Access means a lot to the team. We’re already working on the next update, which will introduce a new weapon and a new skill designed to open up fresh tactics and playstyles, arriving very soon. Our current Roadmap you can read here: Code ZIN: Esper Arena - Steam News HubIf you’re enjoying the experience or see the potential in what we’re building, a short review on Steam would really help others discover the game and support ongoing development. It only takes a moment, and your feedback makes a big difference. Thank you again for playing, testing, and helping us improve Code ZIN: Esper Arena. We’re excited for what’s coming next.
- Code ZIN is Now Free to Play! - 5 November 2025
We’re excited to share that Code ZIN is now Free to Play. Starting today, everyone can jump in and experience the game without any cost. We’re continuing in Early Access, which also means the game remains in its Alpha stage. Our primary focus is on content development, overall improvements, balance, and, of course, your community feedback. At this stage, there is no monetization, allowing everyone to enjoy the game freely while we continue to refine the core systems and expand the experience together.Later in Early Access, we plan to introduce optional monetization featuring cosmetics, quality-of-life improvements, and other fair additions that enhance the game without affecting balance or competition. Thank you to all players who have been with us so far. Your feedback and support mean a lot to us, and we look forward to welcoming many new players as Code ZIN continues to grow and evol…
- Tutorial Video Playlist - 3 November 2025
With the Free release set for November 5th, it is the perfect timing to share a playlist of tutorial videos created by our player, Rubi King. Check it out!Guides - YouTubeSee you on November 5th in-game!
- Changelogs #25.10.30 - Alpha - 30 October 2025
While we are getting ready for Free to Play release and preparing new content, here’s a new patch putting out the rest.GameplayAdded base recovery using Jump button at +0.3s for Stagger & Knockback states, and +0.4s for Throw stateChanged crowd control sharing method and reduced 40 ms of latency on crowd control interactionsGame modesDeathmatchChanged spawn distribution to reduce extremely isolated spawnsWeaponsBroadsword (Item: Durendal / Founders Sword)Increased jump attack range by 16% and increased vertical hitbox area to be evenAdded more critical hitboxes to make crits on dash attack more consistent when the attacker doesn’t stop on timeDelayed heavy attack hit timing by 0.24s and shortened the total duration by 0.05s to fit the visualsBat (Item: Cyclone)Increased jump attack range by 16% and increased vertical hitbox area to be even (same as Broadsword)Swing animations changed an…
- Code ZIN goes FREE on November 5th! - 13 October 2025
We’re staying in Early Access, and at first, there’ll be no monetisation.Later during EA, we’ll add monetization with optional cosmetics, quality-of-life features, and other fair additions that complement the game without affecting balance or competition.The Steam-exclusive game items will no longer be given out once the game becomes free. If you want them, buy & login to Code ZIN on Steam before Nov 5th; after that, they’re gone for good!
- Changelogs #25.09.18 - Alpha - 19 September 2025
Hello, Before continuing the work on the Tutorial, we wanted to add an area where you can test all the weapons. With some expansions, we should be able to combine them, too. Our plan there is to improve both over time to be more useful for newcomers, and of course, integrate your feedback. We also have some content and QoL updates, so without further ado…WeaponsHeavy Machine Gun (Item: Wildfire)Disabled awakening on RMBIncreased damage per bullet to 7.5 from 7Increased fire rate to 15 from 12Increased accuracyAdded a cooldown animation at the end of shooting that is 0.483s, which can be cancelled with a dodgeSkillsShieldChanged the shield visual effectChanged the icon to reflect the new shapeZoneAdded the skillZone is a skill that ground smash upon activation (no VFX there yet), and creates a spherical area with 19.5m diameter. Inside, you get 5 HP and 5 SP per second, for 10 seconds. A…
- Steam TPS Fest - 25 August 2025
We are participating in the Steam TPS Fest and offering a 50% discount. If you haven't bought it yet, now is the perfect time to take advantage of it. Don’t miss this opportunity to save big!
- Changelogs #25.08.14 - Alpha - 14 August 2025
This patch can be summed up as a QoL and balancing one.GameplayFixed dead players absorbing attacks and causing hitstopsGame ModesTouchdown:Fixed certain game mode events such as ball pick ups still happening after match endsDeathmatch:Increased player limit from 6 to 8Made players spawn away from every other player as much as possible (still random between the 3-9 furthest spots)WeaponsHeavy Machine Gun (Item: Wildfire)Added internal mode tracking to prevent having to reawaken if you get interrupted while holding RMB (experimental)Normal bullet damage reduced to 7 from 8Awakened bullet damage reduced to 5 from 6Awakened flux consumption speed increased to 20/s from 15/sAwakened bullet push now starts at 0% up until 3 meters, goes up to 100% at 10 meters and starts to go down again at 20 meters until it reaches 0% at 100 metersNormalized curve for reference, 1.0 on Y axis is 100% and X…
- Changelogs #25.07.30 - Alpha - 30 July 2025
Changelogs #25.07.30With this patch, we are adding our newest weapon, Heavy Machine Gun (HMG), and making a change to our Team Deathmatch mode, turning it into a (FFA) Deathmatch to allow a small and uneven number of players to enjoy the game without having to “sit” and wait for others. Aside from that, we revisited some existing maps to reduce their gameplay frustrations and made a few other minor adjustments.GameplayDisabled dodges resetting your vertical velocity and using a lower gravity in favour of keeping your existing vertical velocity and using regular gravity, allowing you to jump and dodge instantly for tricks without having to wait for the peakGame ModesTeam Deathmatch:Disabled until further noticeDeathmatch:Added with a limit of 6 players and only a time limit of 15 minutes until we decide on a score limit as wellAnimationsSlightly improved left and right walljump animation…
- First look of upcoming HMG - 25 July 2025
Get a first look at the upcoming HMG (Heavy Machine Gun) in Code ZIN: Esper Arena! 💥 This beast brings serious firepower and a futuristic edge — and it’s almost here. A new patch with this weapon is coming soon!
- Changelogs #25.07.08 - Alpha - 8 July 2025
Changelogs #25.07.08We are testing the new hitbox rollbacks for improved hit registration once again.MapsIronworksLights now react to settingsAdded pillar collider that was missingNote: All maps either had very small fixes and/or small performance improvements, the latter being the case for Ironworks as well.ClientReduced new smoothers interpolation time to 1 tick from 2 ticksPotato quality settings now has slightly less, rounded 20 meters real time light distance as opposed to 22.5 metersCharacter’s rim lighting now reacts to baked GI of the mapsInventory now shows Archetype and Type of the weapons below the item nameServerSwitched to custom hitbox rollbacks to match attacker vision back in time better