New Camp Management Gameplay – Development Update # 2

Hello everybody!

I would like to share another glimpse of the upcoming new camp management gameplay that will become a part of our major update.

Workshop building during daytime phase, players will be able to manage the camp production from the workshop building menu.

The storage building during evening phase, each building will grow as players upgrade the building level.

The radio tower during evening phase, this is where players will manage the diplomacy tasks of the camp.

Headquarters at night, is where players will be able to access the camp status, report, tasks and other important camp information.

Roster tent at night, here players will be able to manage their custom characters and transfer the equipment.

Roster tent interior, is where your characters hang out.

Camp gates during the morning phase.

Camp perimeter wall.

All of the camp interface will be available by interaction with the in game building or directly from the camp interface that can be accessed from anywhere in the camp.

Most of the camp management features will be adjusted to suit the new gameplay and the camp population will be drastically increased. The buildings will be manned by survivors and will become more productive with more survivors working in them.

Stay tuned as we will be releasing more screenshots and a gameplay video soon!

Thank you!


This is a technical update for the game infrastructure that will allow for the new changes, it is designed to upgrade the technical side of the game’s foundation in preparation for support of our upcoming Multiplayer and Free Roam update.

The majority of the components being updated to support server / client functionality and are transparent to the gameplay.

Thank you.

Free Roam – Development update # 3

Hello everybody, it’s been another very busy week for us here and I would like to share a few very important things with you! In this announcement I will be talking about the Free Roam gameplay updates coming our way as well as a short term road map regarding the new features.

Free Roam overview

First I would like to thank you all for your feedback! You have been a great help and because of this active community we can now identify and improve the gameplay experience.

I would like to start with my personal observation and experience with the new Free Roam gameplay. During the last week I was heavily involved in breaking down the gameplay and reviewing the feedback from the community. And personally, I felt that the gameplay was lacking in several aspects. The free roam section map did not capture the feeling of the open space and was heavy on the machine resource consumption. The overall experience playing the free roam map did not deliver what we were aiming for and it was something I was not comfortable with!

We put our heads together, and worked even harder on improving both of these aspects of the gameplay and I am very happy to announce that we have made great progress!

The screenshots below will show you the newly developed Free Roam Utah State section:

We were able to create a map that captures the essence of the open world gameplay. Vast planes, mountains and forests now cover the land that is four times larger than the previously introduced section.

These new developments allowed us to invest even more details into the living world of the game. Each location (node) that is spread across a huge terrain will have additional sub nodes that will be governed by the location state.

The sub nodes will be randomly spawned in the area governed by the primary location (like the farm in the screenshots) and those sub nodes can vary between scavenging sites, bandit or survivor camps, resource drops, random events, missions and more..

The Faction controlled locations will have reputation vendors that players can purchase resources, materials and equipment from by spending the faction reputation currency gained from tasks and events.

Players will have to maintain the control of the locations and help faction NPCs fend off the infected and bandits. Should the location fall into bandit hands or be overrun by the infected, the sub nodes related to that location will be less frequently spawned until the location is liberated again.

This is just one example of the upcoming features that we plan to implement into the new gameplay. We plan to have these features gradually added onto the free roam gameplay in our weekly updates.

The new free roam will feature all of the locations present on the current section as well as several new ones.

The day night cycle will be revised respectively to the new free roam section size.

We are in our final stages of the dynamic world loading system and we plan to implement it with the new Free Roam section release.

I will be posting updates as we progress through the development and talk about the features I have mentioned here in more details soon!

Thank you,
David Shefet,

Free Roam – Development Update #2

Hello everybody!

It’s me again and I’m here to give you another quick update on the free roam development progress.

First I would like to let you know that we are making good progress and plan to have a free roam map available with our next update. It will not have all of the features implemented but players will be able to explore the map and visit all of the locations.

I know that I have promised to record a gameplay video and I fully intend to do that, we are getting so very close to releasing our new player controller that I wanted to include it in the video. I also promised to show you how the new deployment interface would look like:

The new “MAP” button on bottom right will open the North America region map from which players will be able to choose the place to travel.

Once the location is selected, players will be given some basic information of what is available. Such as number of towns and cities, missions, controlling faction, etc..

The blank tab on the left will hold player character portraits to select and the left tab will display a list of points of interest, like City of Woodsfield for example.

The new free roam map will feature new gameplay elements such as random encounters, where players will meet other survivors or engage in combat with bandits for resources and maybe save someone’s life.

There will be two more missions accessible from the map, the Waterfront Liberation mission will have players fight for control of the clean water supply in the area. And the Factory Assault mission will put players into a thrilling challenge of taking back the old factory and it’s resources from the bandits.

I will be posting new updates as soon as possible, showing the new map and it’s features in action!

Thank you,
David Shefet.

Free Roam – Development Update #1

Hello everybody,

I am super excited to let you know that the Free Roam development is going very well! These last few days were extremely productive, we have added several more locations to explore on the map and I am personally very happy with the internal testing results so far.

Before writing this I decided to do a little run around the map, to be exact just the main perimeter highway that circles it, started the stop watch on my phone and started sprinting.. By the time I have reached the point where I stared, the stop watch counter was 30:46.7 , It took me more than half an hour real life time just to run around the map on a main highway, without stopping at any location anytime. And I haven’t gone in a middle of the map yet, just circled it.

One of the best things I have noticed, is that I never was “In the middle of nowhere” for more than a minute at a time. There was always something coming up on the horizon. Personally I like the concept of huge maps, but I don’t really enjoy walking / running simulators. So I think we have nailed it in that aspect. The map is a very decent size, and you don’t have to run for 15 minutes just to reach a site you want to scavenge or explore.

And this is just a quarter of the Utah state that we are planning to implement into the game for players to explore. And yes, then we will do the rest of the states..

I will be making a short video showing you a little bit of the gameplay on the new map and how the interface in the camp will change for deploying to real time action gameplay, sometime this week. As soon as I will get a chance to record it.

Thank you all for your support and feedback, you keep us inspired!

David Shefet.


In this update we introduce new “The Den” mission accessible from Woodsfield Upper St.Claire Site. In addition new visual effects have been added to enhance the combat experience. Bandit AI cover based behavior has been adjusted for better performance, along with other performance optimizations.

Under Fire

New stunning visual effects have been added to enhance the look and feel of the fire fight combat when engaging bandits. New realistic muzzle flash effects with gun barrels spitting out flames, smoke and heat blurring.

New bullet trace and bullet impact effects truly take the overall combat experience to a new level. Each engagement becomes an adrenaline pumping thrill as players dodge to cover with bullets whizzing all around.

Bullet impacts sending pieces of concrete, brick, wood chips and dust flying through the air.

Ripping covers in bursting dust explosions with our new precise bullet impact detection system, makes each effect align with the direction of the surface it hits making the effects look even more realistic.

Material based bullet decals system with material surface based detection.

The Den

Introducing the new mission accessible from Woodsfield Upper St.Claire. Players will be able to take on an abandoned military outpost along a highway that has fallen under bandit control. Also introducing a beta weather effect system that is currently implemented on new mission.

The new mission will have brand new weapon rewards and random weapon modifications.

New Toys

New weapons are joining the arsenal:

PDW Small Machine Gun

Vector K10 Small Machine Gun

Mac 11 High velocity machine pistol

Patch Notes:

Fixed: Bandits sometimes getting stuck in cover
Adjusted: Bandit cover mode behavior
Added: New muzzle flash effects
Added: New bullet trace effects
Added: New bullet decal system
Added: New Bullet impact effects
Added: Bullet impact surface alignment system
Added: The Den mission
Added: Beta weather effects system

Multiplayer Closed Beta – Registration is Open!

Multiplayer Closed Beta Registration is now Open!


Hello everybody, I am very excited to announce that we are opening a closed beta registration for Multiplayer! As you probably know we are talking about the multiplayer feature since the beginning of this project, and if you have any questions regarding the MP concept you can visit our Multiplayer FAQ post HERE

To register simply follow the link below and enter your Name and Contact information. The Withering team will be contacting all registered players with details on the closed beta access.


Work directly with the developers on testing and improving the multiplayer features and receive special in game rewards!

Thank you!

Pack your bags, we’re going outdoors!

Upcoming new free roam map

Hello everybody!

It’s yet another weekend of a very busy week and I just wanted to share a few things you. I have noticed that more and more people are wondering about the open world features that we promised you, and wanted to shed some light on the development process in that department.

We are working on our first free roam section of Utah state, that we plan to make available by the end of June. This is the very first of the four sections that players will be able to explore. Players will be able to transition between the sections without having to return to camp. Each section will hold a lot of activities for players to participate in. Missions, bounty hunts, etc.. In each section of the state a controlling faction will have a safe stronghold where players will be able to trade their reputation for unique rewards and gear, ammo, medicine and more. Our beloved city of Woodsfield will also be directly accessible from the free roam mode.

Vehicles, missions, storyline, community activities, achievements, new equipment, character skill trees.. I can really talk for hours on how many possibilities and new features this will add to the gameplay, so I will be posting weekly updates on the development process.

Thank you all and have a great weekend!


New features

Hello everybody, I’d like to start with good news regarding our progress on the multiplayer development. As I mentioned in my previous announcement, we are in final stages of development and working on establishing a solid multiplayer platform, both hardware and software wise to support upcoming features. We are working on a scalable model which will allow us to provide game servers across the world in North America, Europe, Asia and other locations.

Our team is working very hard to make this happen in the shortest time frame, which in return requires us to move several tasks around our schedule. The new Graham Street Tunnel mission release has been rescheduled for next week due to these changes. However, this does not mean that there will be a delay on over features that I mentioned in our previous update announcement. It just means that other features were moved ahead.

New Shiny Crates

A brand new addition to the game are the “Supply Crates” that are scattered around St.Claire site. These crates will randomly spawn across the site and contain various types of gear, from Weapon upgrades and outfits to Primary and Secondary weapons. Including brand new weapons that we are introducing with this update.

New Shiny Toys

New weapons are joining the arsenal:

AK-12 7.62 Assault Rifle
TRG 5.56 Marksman Rifle
Classic Pump-Action Shotgun
SVU 7.62 Marksman Rifle
HK SL8 5.56 Semi Automatic Rifle
Aps 9mm Handgun

These new weapons can be found in Supply Crates on St.Claire Site. In addition, all weapon stats have been adjusted in preparation for expanding the weapon system with new elements.

New Production Recipes

Players can now craft Primary and Secondary weapons back at the camp. Crafted weapons rarity chances will increase with the level of Workshop building. Additional recipes will be added in upcoming updates.

Update Notes

Added: New supply crates mechanic
Added: New weapons
Added: New production recipes
Adjusted: Improvised weapons recipes are now easier to make
Adjusted: Weapons stats have been adjusted
Fixed: Weapon name would not display properly on the HUD
Fixed: Weapon model LODs not being processed properly sometimes

Players are strongly encouraged to provide feedback on the new features and report any problems experienced.

Thank you!


Update is now live!

I this update we address several issues that were reported by the community and discovered during internal testing.

Short Term Roadmap

Hello everybody! It’s late Friday night, and I am once again here with you. I would like to talk about some of the upcoming features we will be adding in our following updates scheduled for the next three weeks.

As you all know we are concentrating our efforts on developing multiplayer co-op game mode and I am pleased to inform you that we are now entering final stages of the development. We plan to roll out three weekly updates in a row, that will add the new gameplay elements and setup the game world environment for the upcoming multiplayer game mode.

The first update scheduled for next week will include the Graham Street tunnel mission accessible from St.Claire site. After a long discussion among our team members, we have came to a conclusion that we do not want to limit these missions to Multiplayer game mode only. These missions will be available in both Solo and Co-Op modes. Players will be given a choice how they want to start the mission and the difficulty will be adjusted accordingly on the fly.

We are also expanding the camp production functionality by adjusting and adding new blueprints for players to craft. The new blueprints will allow players to craft primary, secondary and melee weapons of various rarities. The rarity chances of the weapon crafted will depend on the camp upgrades and Workshop building level.

We are also going to introduce a new mechanic where players will no longer simply destroy items but take them apart instead to gain special “Parts” component that will allow for repairing weapons and craft different items in the real time action gameplay mode in the future.

In addition players will have new “Armor” type gear item, which will offer players protection against incoming damage, and also have special bonuses depending on the item rarity. Backpacks will be reinvented and will have different rarity bonuses as well as special slots for tools like Medpacks allowing players to heal quickly during combat and grant different bonuses.

We plan to roll out these new features by the end of first half of June, and I will be posting additional details and information on these features on a weekly basis.

Patch Notes

Fixed: Camp tabs become blank sometimes
Fixed: Bandits do not process targets properly sometimes
Fixed: Players spawn with empty stamina (will now spawn players will full stamina)
Adjusted: Several weapon models adjusted

Please report if you are still experiencing any issues that are mentioned above.

Thank you!