- [1.1.1] Patches and improvements - 14 May 2026
With the new 1.1.0 release there have been some bug reports and some suggestions. There's some other new features inside the engine that are also worth exploring - so we did that in this patch. CHANGELOG: Fixed a bug where zombie game mode could crash (Thanks Akelaphobia) Fixed graphical issue in E1M2 (Thanks Akelaphobia) Fixed a small memory leak in campaign modes / tutorial (some still remain but those are a bug in the engine...) Fixed physics offset for walls and assets (causing invisible collisions with cars at the wrong spots) Fixed some performance issues with lighting system Fixed headshot effect happening even when friendly fire is disabled (Thanks Akelaphobia) Fixed explosive damage ignoring friendly fire (Thanks Akelaphobia) Fixed map editor starting in center of map, instead of at the topleft edge Fixed issue with piece renderer in map editor Fixed issue where collider would…
- [1.1.0] Updated 2026 Release - 17 March 2026
Howdy! This release has some major changes in the background - hopefully not too many on the frontend. We've upgraded our engine to the latest version (that's almost 8 years of updates..) so that it runs on modern machines better. There's been quite some changes we had to do to get it to work - but I think we're here! If you find any bug, performance issues or other remarks - please let us know. CHANGELOG: Major engine upgrade! Might have introduced some bugs... I think i got most though :) Fixed double shot sound in some cases on local machines Fixed potential bug where player gets stuck in campaign E1M1 Removed gore from melee hits with fist Tuned some audio levels on shooting Selected menu is now clearer Fixed some issues with online game server checks Fixed music player back up Major backend server upgrade
- Minor updates & Linux issue fixes - 1 April 2021
This patch fixes; - Disappearing map selection menu in rare cases - Map downloader stuck on Linux - Fixed error message when typing invalid port number - Allow XP to be earned on non-official servers
- Controller support added - 10 September 2019
As requested I've quickly implemented a basic gamepad / controller input layer. The entire game should be navigateable from A to Z and completely playable, albeit there are some caveats; - Hints and tips will still display keyboard / mouse names - I will have to refactor this so I can show actual buttons.. But for this I need more controllers as well. - Car controls are a bit funky, you'll have to use the joystick instead of trigger buttons to step on the gas. - The game is much harder with a controller, as there is no aim-assist. - You can't re-map controls yet (only configure the movement / aim speed) in-game. If you want to edit those, you will have to fiddle with the button numbers in the "settings" file located here: %LOCALAPPDATA%\\ShootMUp\\settings This file is an INI file that will contain a section of "GP_CONTROLS". The numbers there relate to the numbers you see in the Window…
- 1.0.1 Patch - 7 September 2019
The 1.0.1 patch brings some small changes; - Added informative text on main menu - Adding bots now uses max players - Fixed issue when filling max players when hosting server - Fixed some issues with filesystem (map loading / scanning) - might fix some crashes
- Shoot 'm Up release 1.0.0! - 6 September 2019
The 1.0.0 release is finally here, bringing very small updates for the open beta users, but a completely new release for the rest of the world. Here are the patch notes: Added more documentation on map editor Improved some gun sound effects Fixed breaklights being despawned too quickly Fixed getting stuck in car in campaign Fixed wall visibility in map editor Check it out now, leave a review, and then check it out again :+)
- 0.10.2 - Open beta patch - 29 August 2019
Another patch that fixes some minor issues and should improve the zombie survival gameplay; The zombie survival gameplay still is kind of unbalanced (mainly because of the ability to freely respawn / no possibility to revive downed teammates), it should be a bit clearer for new players now. More changes will come, but not in a patch - that will be a new version. Here's the changelog for this patch; Added bot count to server list Added notification showing shop location after surviving the first wave of zombies Added notification to vote skip daytime (will be a default integrated feature soon!) Changed zombie spawn rate Replaced Improved zombie SFX Fixed double clicking in server list not working right Fixed zombie shop deployables (barbed wire was missing) Fixed zombie match starting at wrong day Removed need to press key to pickup health Removed ear-rape after a zombie match where you'…
- 0.10.1 - Open Beta Patch - 22 August 2019
Thanks for the valueable feedback during the open beta! I've addressed some issues and made some improvements here and there; You can now always spawn in zombie survival mode - no need to buy new spawns. You don't lose money yet when you die - as the zombies coming at you might be a challenge.. We'll see how this goes. Also prevented issues where you'd be able to buy things that didn't help (e.g. didn't fit, or already full health). Thats fixed! I've improved a bit on the drawing pipelines regarding lights and walls - there's still some more optimisations to be done, but this should help out a bit already. Added name to bots Changed spawning options in zombie survival mode Improved chat sound effects Improved car sounds effects Improved some performance by batching light draw calls together, should improve performance on older machines. Improved wall rendering by a lot, lowering VRAM us…
- Open beta inbound! - 17 August 2019
The open beta for Shoot 'm Up will commence next monday - august 19th. This open beta is focussed on streamers / youtubers / influencers, and you're encouraged to take gameplay footage of the game! If you don't have a key yet, you can contact me over Discord :) https://discord.gg/FFz5tzd Cheers!
- 0.9.0 - closed beta release - 29 July 2019
A big update! This update prepares for the closed beta test. If you want to join the closed beta test, please join our discord channel here: https://discord.gg/FFz5tzd Changelog: - Added vote system - Added selectable classes - Added unlockable weapons - Added customizable classes - Added static token-based login through Steam - Added gamma configuration at first boot to make sure the game is not too dark - Added option for particle amount - Addes spectate option in zombie game mode - Added wall optimalisation script - Added worldwide dedicated servers + support for Ubuntu servers - Added support for a lot of foreign languages (chat & usernames) - Added missing skin sprites - Added support for texture sizes (to support lower end hardware) - Added new gore sound effects - Added new sound effects and graphics for zombie game - Added more information (official & bots) to server listing - A…
- 0.7.2 patch - 19 April 2018
Changed depth at which textures / assets will be initially placed (over instead of under) Added possibility to duplicate texture / asset / collider with CTRL+D Added Player-Only colliders to mapeditor and maps Added possibility to scale assets on X and Y seperately (scale uniform by holding shift) Fixed bug where bots all had the same skin Fixed crash in map editor when swapping types Fixed issue in map editor with textures Fixed depth ordering for assets Fixed possible bug in main menu when logging in
- 0.7.1 Patch - 15 April 2018
Added steam invites / in-game joining Added functional in-game menu Added timer / score overview for online game modes Added progression bar + leveling system Fixed a bug / crash with deployables in zombie survival mode Fixed main menu behaviour with escape button Fixed main menu text colour bug Fixed environment not being sent properly from dedicated servers Fixed issue where console would open up in registration (console now is F7) Fixed memory leak in lighting engine Fixed small issue with lighting engine Fixed some smaller bugs in campaigns Increased performance of lighting engine Tweaked some sound levels
- DevLog #14 | EA Release is nearing (0.7.0) - 14 April 2018
Again, a lot of work has been done in the last period of time - as the game isn't released yet, it doesn't require me to post updates weekly / monthly, so I can easily work on bigger features. I've done a lot since the last 0.6.0 version - here goes! Added complete initial campaign Added flamethrower Added new zombie Added deployable setup Added barbed wire deployable Added lantern deployable Added indoor to hospital map Added random weather to all maps Added doors to car Added particle options Added realistic smoke to main menu Added more sounds to emitter tool Added properties in map editor Added more light functionality (both in editor and in-game) Added notification to teammates dying in zombie survival mode Improved in-game HUD Improved network validation to prevent issues Improved particles Improved lagging feet behind player model Improved shadow casting from players Improved zom…
- DevLog #13 | Major updates o7 (0.6.0 release) - 6 December 2017
Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog: In-game performance improvements for assets and custom sprite drawing In-game performance improvements for particles Added advanced environmental / ambiance system + audio Worked on a Wiki page to document features of the map- and asset editor New Lobby UI + ability to add bots in lobby Added breakable lights to car Added skidding to car Added doors and in/out animations to car Fixed lights showing through r…
- DevLog #13 | Major updates o7 (0.6.0 release) - 6 December 2017
Its been long since the last DevLog! But as always, I've been busy. This new version brings us closer to the actual EA release on steam, which will be happening very soon. As the EA release will include the campaign mode, I've been spending a lot of time on that. Then there was the lobby UI that was bugging me a bit, and I've been improving the dedicated servers so that I can now host multiple servers at the same time, running different game modes. Hooray! Here's the full changelog: In-game performance improvements for assets and custom sprite drawing In-game performance improvements for particles Added advanced environmental / ambiance system + audio Worked on a Wiki page to document features of the map- and asset editor New Lobby UI + ability to add bots in lobby Added breakable lights to car Added skidding to car Added doors and in/out animations to car Fixed lights showing through r…
- DevLog #12 | Open beta, map improvements, login - 14 October 2017
Open beta time FINALLY! The open beta is now available for the public. I hope all goes well and everyone has fun. Remember to check the FAQ page. I'd also love it if you join for a chat in our Discord channel, let me know what your experiences have been so far. Map sharing There used to be a "map sharing" logic in the game, where the server would send the map to the client, if the client doesn't have it. That was broken. Now its fixed again. Great for people with custom maps and their own servers! Login / registering Now, to be fair, I hate logins in games. You have Steam and everything, right? Well, kind of. I actually want to keep track of the users' stats on official servers + prepare the game for skins, unlockables, XP systems and contests. Hence the login. Its not required, so you can play as guest, but you can also register your own account via the game. Should not be too much of…
- DevLog #12 | Open beta, map improvements, login - 14 October 2017
Open beta time FINALLY! The open beta is now available for the public. I hope all goes well and everyone has fun. Remember to check the FAQ page. I'd also love it if you join for a chat in our Discord channel, let me know what your experiences have been so far. Map sharing There used to be a "map sharing" logic in the game, where the server would send the map to the client, if the client doesn't have it. That was broken. Now its fixed again. Great for people with custom maps and their own servers! Login / registering Now, to be fair, I hate logins in games. You have Steam and everything, right? Well, kind of. I actually want to keep track of the users' stats on official servers + prepare the game for skins, unlockables, XP systems and contests. Hence the login. Its not required, so you can play as guest, but you can also register your own account via the game. Should not be too much of…
- Join the open beta! - 13 October 2017
Hey everyone! I'm happy to announce that the open beta will be starting shortly. In 17 hours to be precise. Its free to download & play, and I encourage you to join in! Contest other players in deathmatch, capture the flag, or work together with your friends in a game of zombie survival. If thats not enough, you can use the map editor to make your own awesome custom maps! Download the open beta at www.shootmup.com/open-beta
- Join the open beta! - 13 October 2017
Hey everyone! I'm happy to announce that the open beta will be starting shortly. In 17 hours to be precise. Its free to download & play, and I encourage you to join in! Contest other players in deathmatch, capture the flag, or work together with your friends in a game of zombie survival. If thats not enough, you can use the map editor to make your own awesome custom maps! Download the open beta at www.shootmup.com/open-beta
- DevLog #11 | Asset editor, performance improvements - 9 October 2017
Another little Dev Log to keep everyone updated. Very little information from my side, so lets set it straight in this post. READ MORE: http://shootmup.com/development-log?id=4 CHANGELOG: - Ability to edit / add custom assets - New map structure to allow custom texturing of maps - Map loading improvements (faster + more visual feedback) - Updated particles - faster & nicer! - Added "indoor" type to map editor (inside / outside affects lighting and visibility in map) - Fixed several small bugs / performance issues