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Genre: Other
Developer: Bohemia Interactive Stu... Official Site:
Release Date:
Wednesday, 17 February 2021
Post by Steve Farrelly @ 09:57pm 17/02/21 | 1 Comments
So yeah, it's kind of like Bohemia Interactive sort of decided to nuke the pesky zombies once and for all, but like any good zombie media trope, it'll be the return of the living dead in an all new-look DayZ designed to "complement the update... for a fresh start in 2021".

Too bad for you and your hours and hours and days and days and weeks and weeks and months and months and... well, you get the idea. The clean out and update, however, addresses a number of key tenets of the game, while also bringing in some new toys and goodies for old, new and returning players alike. Here's the Dear John from Bohemia to players left with no choice but to say goodbye to their old server avatar(s):
"Dear John,

With Update 1.11, a complete wipe of both characters and official servers will take place. The wipe is meant to compliment the update 1.11 for a fresh start into 2021. It also secures us a clean foundation to monitor the changes made with previous economy updates. It’s not just all about fixes! Players will be glad to learn there’s a new weapon to discover; a “badass” rifle spawning at helicopter crash sites around Chernarus and Livonia, the SVAL, which is the Czech word for muscle. In addition, there are new 20 round magazines for 9x39 ammo, which can be used with both the SVAL and VSS.

DayZ update 1.11 brings important optimizations fixing bugs and improving stability. For a full list of the additions check the update’s changelog. These are some of the changes you will encounter:
  • Fixed various zombie behaviors such as the infected colliding and going through the player's character.
  • Interaction with cars is more realistic, fixing random character bugs when entering and leaving cars.
  • No more strange interruptions when sea fishing
  • Huge improvements to horticulture
  • Polished damage dealing and triggers
  • Massive improvement on the engine script, allowing servers to load more mods than ever before.
These are just the tip of the iceberg, but be sure to check out the forums for all the changelog notes - PC and Console.
All of this also comes with a teaser video you can watch embedded below.

GAME TRIVIA - Did You Know?

Zombies are as much a part of videogames as lives, ammo, powerups, XP, skills, abilities and treasure. Often referred to as "toys" for players to engage due to their slow movement, zombies are often simply considered "moving imediments". The first game credited with introducing zombies to gamers is Zombie Zombie, which appeared on the ZX Spectrum in the mid 80s, and they've never looked back since. Unless of course you've removed their head.

Would you like to know more?

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Monday, 12 August 2019
Post by Steve Farrelly @ 03:33pm 12/08/19 | 3 Comments
In case you missed it, last week it came to light that DayZ had been refused classification in Australia taking us back to the classification stone ages, once again. The reason, despite the game being out in the wild for a fair amount of time now, was because a submission was made by local distributor, Five Star Games for a physical release of the game, with the classification board citing drugs within the game as the issue.

The thing is, this seems to have come about because there's Cannabis in the game which you can use to heal you, and we've seen this happen in the past, most notably with Fallout 3 where Bethesda famously went back to the development drawing board and created new names for its numerous healing and buffing devices.
"Through general gameplay, the player is able to collect and use a variety of equipment, supplies and weaponry. One of the options to restore the player's health is a marijuana joint, labelled 'cannabis', which is denoted by a cannabis bud in the player's inventory.

"The use of drugs (marijuana) as an incentive or reward during the gameplay exceeds what can be accommodated within the R18+ classification and therefore must be Refused Classification."
DayZ developer Bohemia initially said despite the RC, the digital version of the game -- again, having been out in the wild for quite a while now -- would not be affected, but that looks set to change thanks to an update on all things zombie survival from Kotaku AU.

So, despite the most recent IGEA report stating that, in Australia, the average age of gamers is 34, we're still stuck in draconian concepts and ideologies, despite being able to stream Dave Chappelle's stoner classic, Half Baked.

Maybe it's time for the Classification Board to grow up, and not the gamers.

For the sheer fun of it, here's a flashback video of

Sunday, 25 January 2015
Post by Eorl @ 10:06am 25/01/15 | 22 Comments
Bohemia Interactive's Steam Early Access zombie survival shooter DayZ has officially sold 3 million copies of its standalone version, according an announcement by the company.

While the game is still in early development, it has managed to garner around 3 million players since its release in December of 2013. The game has also changed a bit over the last year thanks to 24 updates since launch.

"We would like to say thank you to every single one of the three million players, that have joined us on the journey of making DayZ. You all have helped make DayZ the best open world, zombie survival game," said project lead David Durcak.

"This is an amazing achievement, and we are really looking forward to start sharing with you all of our game design improvements, anti-hack solutions and other optimizations we have been working on for a majority of the last year."
Thursday, 18 December 2014
Post by Eorl @ 12:47pm 18/12/14 | 15 Comments
While DayZ as a whole has been available for nearly three years thanks to its earlier ARMA 2 mod in January 2012, its standalone release has celebrated its first birthday since launching on Steam Early Access in December of 2014 with a retrospective video and updated roadmap.

Coming in at just under five minutes, the clip features a number of developers talking about the world of DayZ and how it has grown. Those featured include creator of the game Dean "Rocket" Hall alongside producer Brian Hicks, who chat about the events leading up to the game's release, the role of the community and more.

As for the development roadmap, it isn't all too different from the one released in November. The new additions include improved cooking/horticulture and an advanced anti-hack system in Q1, world containers and a new physics system in Q2, and advanced communication in Q3. Full list can be found below.
Q1 2015

  • Basic vehicles
  • Central economy (advanced loot distribution)
  • New renderer
  • New Zombie AI
  • Basic stealth system (zombies, animals, ...)
  • Diseases

  • Q2 2015

  • Advanced vehicles (repair, modifications, ...)
  • Advanced animals - life cycle, group behavior
  • Player statistics
  • New UI Stamina / fatigue
  • Dynamic events

  • Q3 2015

  • Traps
  • Barricading
  • Character life span + soft skills
  • Animal predators + birds
  • Aerial transport
  • Console prototype

  • Q4 2015

  • BETA version
  • Animal companions (dog, horse)
  • Steam community integration (Achievements, Steamworks modding, etc)
  • Construction (building shelters / walls / ...)
  • Bohemia also revealed that DayZ's price will shift to $34.99USD later this month, with the final price point being $49.99USD.
    Thursday, 27 November 2014
    Post by Eorl @ 09:45am 27/11/14 | 9 Comments
    The zombie apocalypse survival game DayZ will enter beta in the fourth quarter of next year, with developer Bohemia Interactive revealing future milestones that include vehicles, zombie AI fixes and base building.

    DayZ celebrates its one year anniversary next month. What began life as a popular mod for Arma 2 in 2012 launched on December 16th, 2013 as a standalone alpha through Steam's Early Access program. It reached 1 million units sold a month later. Today the team at Bohemia Interactive marked the anniversary with a laundry list of expected updates and enhancements, and set a date of the third quarter of 2015 for the beginning of their beta.

    First on the list the DayZ team plans to add vehicles, as well as a new zombie AI system. Combined with a new graphics renderer and a new user interface it will make for a dramatic improvement to the player experience. The balance of the feature set coming in 2015 includes traps, barricades and player bases, aerial transport, predatory animals and an upgradeable player skill system.

    Finally, the team says that its console prototype will be ready some time in the third quarter. That means that players could be roaming Chernarus on the PlayStation 4 by late next year.

    The time to purchase DayZ is now says the publisher. The price has gone up to $34.99, but during the current Steam sale it has been discounted 15 percent to $29.74.

    "You can expect a new price point for DayZ which will be 34.99 USD," reads a press release. "This is part of a gradual price change as we progress with the development, and reach the goals that we set for the project. We would like to avoid a sudden increase in price once we hit the final release version."

    "If you want to start surviving in DayZ, then now is the best time to get involved."

    The game's final release will take place in the first half of 2016, at a cost of $49.99.
    Thursday, 11 September 2014
    Post by Eorl @ 04:52pm 11/09/14 | 5 Comments
    Since launching on Steam Early Access, popular mod-turned-standalone DayZ has had its fair share of criticism, and today producer Brian Hicks took to the forums to calm concern over the development cycle.

    Hicks stepped in to address a thread titled "Has anyone else lost faith in DayZ?", which revolved around players complaining that the title is not in an acceptable state, despite quite frequent updates. Hicks insisted DayZ was still early in development, and advised players that they weren't actually playing DayZ, instead stating that "you are playing development builds. Early development builds."
    DayZ is 11 months into principal development, on what should be a three year standard development cycle. I can't force you to be a fan of DayZ, but I can call this out:

    Defining or judging what DayZ is by a build so early in its development is much akin to judging a painting within the first few brush strokes. Hell, even Bob Ross's paintings didn't look great for the first few minutes (until you realized what it was he was making).

    I can promise you none of your favorite AAA games played, or even resembled the final product that early in their cycles. (Okay, maybe some of the larger titles that push small incremental updates out every 12 months - but we all know those are special snowflakes).

    Take a break, and come back in beta or even the full release. The Early Access period of development will have many peaks and low, low valleys. This is the nature of software development. Yes, it is stressful as heck - for all of us, but you get to be part of shaping the DayZ experience.

    For me, its worth it - for some of you, it might not be. No one can fault you for that.
    Since its launch on December 2013, DayZ hasn't strayed far away from its top-selling position on the digital market. While it is perfectly sensible to care about a product's health after paying to access its early development, the Steam page makes it very clear what you are getting into: "THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING."

    Hicks said the DayZ development team, which is a part of Arma maker Bohemia, was still aiming to enter the beta phase by the end of 2014. "You can be certain the weekly status reports will keep everyone updated on that," he added.

    "We're trying to effectively do a three-year standard cycle in 2 to 2.5 years. It might be a lofty goal, but as long as I have something to say about it - you will all be kept updated as to what is going on."
    Thursday, 14 August 2014
    Post by Eorl @ 02:12pm 14/08/14 | 0 Comments
    Zombie survival simulation DayZ is coming to PlayStation 4, Bohemia Interactive's Dean Hall announced during Sony's Gamescom press conference.

    “Committment to the PlayStation 4 version has given us cause to expand the parameters of the overall project,” Hall explained, “providing benefit to the existing PC early access.”

    “This has already resulted in the provision of 64-bit servers, and we’re now committed to developing an entirely new cross-platform renderer to bring amazing new visuals to the game.”

    DayZ is currently available as an early access title on Steam for PC. Since its announcement on PlayStation 4, Hall has taken to various social networks to better explain the current situation between developing two platforms, noting that PC support will still be ongoing. You can find a full wrap-up of his Q&A over at Reddit.
    Friday, 2 May 2014
    Post by Eorl @ 11:11am 02/05/14 | 9 Comments
    Zombie survival game DayZ Standalone has sold over 2 million copies since going live on Steam's Early Access program, creator Dean "Rocket" Hall revealed on Twitter.

    “Just over 2 years ago the DayZ mod released. Today, the Standalone game just broke 2 million units in under 6 months,” the tweet read. This is a staggering feat for a game still in early access, and one that only just recently announced it had surpassed 800,000 sales in January, a month after its launch.

    DayZ Standalone's sales have been rather rapid, beginning with 88,000 sold in just the first 12 hours, which was later topped by 172,000 in 24 hours. It also dominated the Steam charts at Christmas with its first week of sales numbering over 400,000. One can easily say that DayZ Standalone is indeed a popular title, no matter the early access label.

    Hall has previously revealed the roadmap that players can expect DayZ Standalone to travel, including barricades, ragdoll physics, vehicles, hunting and a whole lot more. Check out the full post over here for that discussion, and let us know in the comments on your thoughts about DayZ's early access so far and if you are still playing it.
    Saturday, 29 March 2014
    Post by Eorl @ 12:17pm 29/03/14 | 12 Comments
    DayZ mod and standalone creator Dean Hall has revealed further information about the standalone's roadmap plans during a presentation at EGX Rezzed, outlining exactly what we can expect for the zombie survival game including the possibility of the next update coming as soon as two weeks time.

    Of the major points discussed, Hall revealed that crossbows, bows and of course arrows will be due in the immediate future, who described them as a "labour of love" by the team. In regards to the next update, Hall said that players can expect the update to roll out in two weeks as a “best-case scenario“, or the end of April as a “worst case scenario“.

    With the bow and arrow update, players will be able to track their own arrows and bolts, Hall stating that this will allow you to reclaim any that aren't stuck in human (or zombie) flesh. Hall also noted that The Elder Scrolls V: Skyrim was a big influence in terms of hunting and skinning animals, so hopefully we'll see an interesting take on those mechanics.

    Other more imminent changes include the addition of fireplaces, with the team consulting with developers of Project Zomboid for further expertise, and plans to allow fireplaces to upgrade into ovens. Ragdoll physics, neutral animals, persistent loot and objects are also due around the second quarter of the year, with Hall also briefly showing an AK-47 image for the third quarter update.

    The long-awaited zombie behaviour overhaul will also be established in the second quarter says Hall, and become more advanced in the third quarter. Loot as well will be controller centrally - Hall stated that his team have been taking notes from games like EVE Online to ensure balance is kept. Advanced animals will also make an appearance in the third quarter of 2014, including animals such as bears and wolves for players to worry about plus companions like dogs from the mod and horses.

    Barricading was also mentioned during the presentation, with the ability to place wood onto doors to protect buildings that will "dramatically changed the game,” said Hall, particularly combined with better and more aggressive zombie behaviour. Vehicles also gained a mention, though don't expect any advanced vehicular motion until next year, with more simple two or four-wheeled vehicles planned for fourth quarter.

    You can read up on more on the slideshow presentation through these slides thanks to Reddit user jsroberts08. What are you currently looking forward to in the DayZ roadmap? Are you still playing and enjoying the game? Let us know in the comments below on your thoughts.
    Thursday, 20 March 2014
    Post by Eorl @ 12:38pm 20/03/14 | 1 Comments
    Bohemia Interactive's early access zombie simulator DayZ has received a new patch late last night, introducing a number of features to the game including a handful of items to accommodate the upcoming cooking system.

    Of the quite large update,which weighs in at just over 1GB, the most notable additions include a simple respawn mechanic for zombies, new weapons to help accommodate your bandit needs, a large variety of food that will go hand-in-hand with the cooking system and two new towns.

    The complete patch notes can be found on the DayZ Steam forums, though creator Dean "Rocket" Hall revealed a new blog post yesterday giving a more detailed look at just what the new patch has to offer. Among the patch talk, Hall also revealed that work on the highly anticipated animals, collision and zombie pathfinding has now been offloaded to a new team in Bratislava, and can be expected sometime in the future due to its high scope.

    Let us know in the comments below on your thoughts with the new patch. How are your adventures in DayZ fairing?
    Tuesday, 25 February 2014
    Post by Eorl @ 11:08am 25/02/14 | 21 Comments
    Creator of the hit DayZ mod and standalone title Dean "Rocket" Hall has confirmed that he will be leaving Bohemia and the open world sandbox project, moving on to opening a new studio in his local home of New Zealand.

    Eurogamer revealed the news, with Hall stating that he will leave DayZ development in the hands of its current team, and will leave Bohemia to start his own studio at the end of the year. The developer who rose to fame thanks to his hit DayZ mod for ArmA 2 already has a few ideas up his sleeve, in a search for the ultimate multiplayer experience. “I want to chase that,” he told the site, and adding that he feels DayZ's concept is still a flawed experience.

    Speaking with Eurogamer, he revealed that “I am a grenade. I have a specific use. I’m really good at risk-taking and making other people take risks, I’ve always been good at that in my life. Like you say, maybe I’ve got the gift of the gab, so I can talk, I can explain something, I can talk people up to the ledge and get them to jump off it."
    "That's what I did with DayZ; I've done it twice now [once with the mod, again with the standalone] - two new code teams have separately done it. But eventually, that's the bad person to have. Eventually, you don't want the guy telling you to go over the top and get through. So at some point I'll be a disaster for the project, at least in a leadership role."
    Interestingly Hall revealed that he never actually intended to be where he was, but thanks to the huge success and popularity of DayZ - both the mod and its standalone project - he became entangled in the development. "I never intended to be here. And it’s kind of like cooking in someone else’s kitchen: I don’t want to be constantly telling Bohemia that this is how I do it and this is the way we do it.”

    Currently Hall plans to remain at Bohemia's disposal for as long as is needed, though does intend to leave by the end of the year. "Originally I wasn't going to do this year, but it would be stupid not to, and it would be unfair to the community. I have to be on the project as long as it's important to. Whether that role is as the leader, whether that role is in a more creative sense... But at a certain point there will be diminishing returns."

    What do you think of Dean Hall's departure? Let us know in the comments below.
    Monday, 3 February 2014
    Post by Dan @ 04:19pm 03/02/14 | 4 Comments
    Two weeks ago, Joab Gilroy took us through the basics of DayZ, and last week, explored some of the nuances of post-apocalyptic combat. This week's DayZ Standalone Video Diary entry takes a different approach, explaining some of the many reasons why you're frequently better off avoiding gunplay during confrontations with other players in the wasteland.

    Watch the new video diary entry embedded below (here for the 720p stream or here for a 1080p download) and be sure to drop your thoughts on the game or our video series in the Comments below. You can also click through to watch part one and part two.

    Thursday, 30 January 2014
    Post by Eorl @ 10:37am 30/01/14 | 7 Comments
    As DayZ moves into its third month of being available to eager bug testers in the Steam Early Access section, creator Dean "Rocket" Hall has revealed the newest patch making its way to the experimental server build, one that will be adding a number of new additions and fixes to the zombie survival game.

    One of the biggest changes coming in this patch is the introduction of player queueing and anti-combat logging, essentially punishing those who disconnect during combat. The new queue will add a penalty waiting time to those who switch a server or disconnect within a short period of time, making you wait a currently unknown amount of time before re-connecting.

    This new change is one that has already got fans celebrating as the game has been plagued with people disconnecting since launching, which causes a number of frustration namely the loss of hard earned ammo. Players disconnecting will also be kept in-game for 30 seconds, making it possible to die from either other players or zombies.

    A number of other new additions are also coming in this patch, which is currently available on the experimental servers to test. These include the new machete melee weapon, the SKS rifle and its speedloader, a new "Improvised Courier Backpack" and a whole page's worth of bug fixes and engine changes. All of these can be read over at the official forums, with DayZ creator Dean "Rocket" Hall expecting the consumer version of the patch to be available sometime around February 5th-7th.
    Tuesday, 28 January 2014
    Post by Steve Farrelly @ 01:33pm 28/01/14 | 9 Comments
    Last week Mr Joab Gilroy took us on an introductory video journey into the world of DayZ. The game has been released in standalone form as part of Steam's Eary Release program, and while it's far from the product the studio is likely envisioning for the official release, early access certainly grants players a chance to interact with the game's systems and help the team build the ideal product.

    This week Joaby is back, this time showing off a reasonable amount of combat and generally showing you just how tense the confrontation aspect of the game can really be, and it's not the zombies you really need to worry too much about.

    Watch the new video diary entry embedded below and be sure to drop your thoughts on the game or our video series in the Comments below. You can also click here to watch part one.

    Friday, 24 January 2014
    Post by Eorl @ 01:15pm 24/01/14 | 3 Comments
    With the development of the DayZ Standalone going at a steady pace - a patch was just deployed yesterday adding berries, decreasing weapon spawn and adding graffiti - creator Dean "Rocket" Hall has appeared on Reddit in a AMA (Ask Me Anything) regarding where he sees the standalone title moving next, with mentions of increasing difficulty as time goes by.

    Among the game's change in pace, Hall also confirmed that upcoming improvements to the very popular survival horror game includes milestones like "hunting, camping, bows and vehicle." As part of the AMA, Hall suggested that vehicles are an easier addition to the game than the more complex player bases or transport such as aircraft.
    “Vehicles will be done based on the architecture we are doing for items/weapons now (i.e. attachments). So it’s in progress really. We are replacing the physics system for items (throwing, etc…) and this new middleware will be used for vehicles also.

    “Bases will take longer. Barricades will happen first,” he said. “I think helicopters and small aircraft will be important. But they should be very complex to maintain.”
    According to Hall, these additions will make what is already considered a hard game more difficult. The plan, according to Hall, is to "increase the difficulty significantly as new functionality comes online (such as throwing and improvised weapons, hunting, bow and arrow.” Currently at this time personal experiences have found that the difficult in DayZ isn't really there once a player has been well-equipped, with the only deterrent being death itself.

    As always with DayZ, Hall still recommends waiting this one out until a more solid platform is established. He admits that the game is still a long way from its final form, where "It’s currently about 20% of what I’d want for DayZ.” Engine performance was also brought up when a suggestion was made about including Oculus Rift support, with Hall stating that such additions are on the cards but “we would need to drastically improve client performance first.”

    Other worthy notes include Hall's want for endgame goals that require teamwork, and eventually collaborative gameplay seen in the MMO genre. “This kind of endgame stuff is quite key to what we want to do. However, in order to do this we have to perfect the architecture which is what we are doing now. Certainly I think underground bases and advanced vehicles will allow some of this really exciting and ‘eve’ style play,” he said.

    When asked about the profit he has made so far on DayZ, Hall revealed that he had sold the rights to the game to Bohemia Interactive, though is receiving royalties on any and all sales. “Compared to royalty rates for other artists and such I am probably doing very well. Compared to game designers (who mostly don’t get royalties) I’m doing extremely well,” he said. “My royalty rate is not insignificant (it is fairly significant).”

    You can read up on the full AMA over here, which as pointed out by VG247 also include his real-life tactics for zombies (though everyone should have a plan for that day) and oddly enough why drank his own urine. Yummy.
    Monday, 20 January 2014
    Post by Steve Farrelly @ 03:12pm 20/01/14 | 10 Comments
    While the DayZ standalone effort is out in the wide world, it's not yet fully finished and is still very much a work in progress. This hasn't stopped its popularity though, and with so much hubbub around the game we asked Joab Gilroy, a self-professed master of, and person addicted to, DayZ, to introduce us, and you, to the game's rich and exciting world.

    Rather than spew the written word at you, and because DayZ is emergent gameplay personified, we decided Joab should partake in a series of video diaries running you through the DayZ experience, kicking off this week with a look at simply starting out. As his play experience matures, so will the content provided until as much of the experience you can expect from the game is covered off, or we're all just sick of hearing how good he is at it.

    Click here for our DayZ Standalone Preview Diary, entry #1. Or watch it embedded below.

    Saturday, 18 January 2014
    Post by Eorl @ 11:34am 18/01/14 | 11 Comments
    As DayZ moves into its third month of being available to eager bug testers in the Steam Early Access section, creator Dean "Rocket" Hall has revealed the newest patch making its way to the experimental server build, one that will be adding a number of new additions and fixes to the zombie survival game.

    One of the biggest keynotes is the ever-balancing of player food levels, with the patch notes revealing that stomachs will be growing "bigger", allowing for more food to be stuffed inside your survivor. Another big change is the ability to now pick berries from bushes, though Hall has left the idea widely open to guessing as to whether certain berries will be poisonous, so prepare that charcoal tab medicine.

    Other changes include weapon spawning balances, animation changes, various glitches and bugs. Players will also find shotguns will now be appearing in loot spawns alongside the new hacksaw item which can be used to create a saw-off shotgun for those wanting to be different. Spraypaint has also been added into the game, so it will only be matter of time before players start blackening out village signs and painting their Mosin bright pink.

    Changes to the game itself come in the form of editable character names in the menu, database support for sub-hives and changes to server browser as well. Signature verification against PBO files has also been added, which should stop a number of exploits that removed grass, rocks and trees from the game.

    For the full list of changes head over to the official forums (ed: forum is down so find patch notes here), which also includes a handy rundown on how you can participate in the experimental build before the patch goes live.
    Thursday, 9 January 2014
    Post by Eorl @ 10:20am 09/01/14 | 30 Comments
    With DayZ's standalone title now surpassing more than 800,000 copies sold since its launch in December, developer Bohemia Interactive has taken to the DayZ blog to once again remind players that the Steam release is an alpha, and as such should not be taken as the final game.

    "Please be aware that our Early Access offer is a representation of our core pillars,” it began, “and the framework we have created around them. It’s a work in progress and therefore contains a variety of bugs. We strongly advise you not to buy and play the game at this stage unless you clearly understand what Early Access means and are interested in participating in the ongoing development cycle.”

    If that isn't enough warning that you shouldn't expect bugs and crashes the same warning is also presented on the store page and on an in-game popup upon launch. The blog also outlines that the team don't expect a beta version of the game until the end of 2014 at the earliest, so don't get your hopes up.

    “We didn’t want to compromise on the brutal and unforgiving nature of the early days of the DayZ mod so we’re very surprised to see such interest as this clearly is not a game for everyone, especially considering that there are some radical changes under the hood in comparison to the mod."

    “These changes may be more subtle than when comparing the relatively limited amount of content in the standalone game against the mod in its very mature state itself, but it should be much more valid in the long term for the overall game experience and of course we’re aware how much more work is ahead.”

    The blog post also expands upon the previous list of upcoming changes, which include additional support for more complex environment interactions, upgraded graphics and physics engine plus support of user mods and flexible hosted server types.

    What feature(s) are you looking forward to? Let us know in the comments below on your DayZ experiences so far.
    Tuesday, 7 January 2014
    Post by Eorl @ 11:05am 07/01/14 | 6 Comments
    Standalone title of the hit zombie survival mod DayZ has now surpassed a whopping 800,000 copies sold since its launch in early December, continuing its trend of being the number one Steam title according to creator Dean Hall on a recent Reddit post.

    "We (Bohemia and I) had very ambitious plans for 2014 already, however this amount of sales was completely unexpected. Honestly, 250k within a quarter was what I would have considered a success. So to move nearly 800,000 in under a month is crazy," he wrote.

    "We'll be finalising our roadmap in mid January, but it is safe to say that this kind of result will be having a very positive effect on that roadmap."

    At a rough guestimate (not taking into account servicing fees from Steam), the team at Bohemia Interactive have taken in nearly $24 million since the game launched. That amount of money is definitely a healthy injection into the game's budget.

    Those looking to jump in on the action should remember that DayZ isn't finished and is still in the Early Access category. This means you'll most likely encounter several bugs causing frustration, but if you are okay with that (and it seems 800,000 other players are) you'll find the game available on Steam.
    Saturday, 4 January 2014
    Post by Eorl @ 09:20am 04/01/14 | 13 Comments
    With the latest title update now behind us and a new one already in the works to fix a number of issues hindering player experiences like rubberbanding or server crashing, DayZ creator Dean "Rocket" Hall has focused his scope onto the future of the survival title, detailing in a new forum post just what you can expect in the new year.

    So, what can DayZ fans expect in 2014 for the newly release early access title? Quite a number of changes it seems, though focus for early 2014 is being put on two key formulas that will make this game more thrilling: zombies and respawning loot. Rocket says the team is looking for a way to handle both that doesn't feel "scripted", and he says a new iteration of the zombie respawn process will be implemented in the near future.
    We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.
    It won't be just zombies getting a boost in numbers, with non-ambient (read: huntable) animals beind added to the game, along with a variety of options for what to do with the resulting meat, corpses, bones, etc. after dropping your prey. These new prey will be based on a cut-down version of the zombie AI, though at the moment the team only expect roughly 300 animals on a server, with plans to extend that number in the future.

    Improvements are also being planned on the crafting-side of things, with an extension on what players can gather "such as firewood, stones, etc... This will then be utilized by the existing crafting system." Additional anti-hack security will also get some attention during 2014, though Hall is confident their reliance on Valve's VAC anti-cheat system will work for the better part.

    For a full run down on what you can expect in the next year of DayZ, head over to the official forum post. Let us know in the comments below how you are going with DayZ, and what kind of improvements you'd like to see for the future.