- Death reset fix - 21 September 2026
The Physics Tick/Camera Smoothing fix broke the position reset on death- this fixes that. -Joe
- After more than 4 years, Camera Smoothing has arrived! FPS changes now work - 18 September 2026
MHZ player Maldonado pointed out yesterday that the framerate didn't seem to change between the 60fps and the 244fps setting on his PC, and the 60fps and 90fps setting on his Steamdeck, with the helpful hint that other Unity games had the same issue, and his research pointed at a difference between the physics sim rate and FPS. I did some research of my own, and implemented a change that moves the camera independently of the helicopter based on its interpolated position, and now everything looks silky smooth at high frame rates. Thanks, Maldonado! Additionally, I've added the logic that submits your race time with GPU plants to the non-GPU leaderboard as well. I'm currently working on fixing some of the difficulty buttons in VR mode that have stopped working; that should be up soon as well. And, MHZ and the VR DLC are on sale through the 21st if you have any friends who haven't succumbe…
- Leaderboards, Skins, and Flight Model Update! [VR live now too; see below!] - 5 September 2026
\Team, I know I said no more big updates, but the pilots from Wardogs all flocked over for heli practice after the first beta, and they modded the sh*t out of the game and had a bunch of requests, so I couldn't help but jump back in and make some changes. They drove more sales last week than I had in the last year, so it's the least I can do haha...Changelog:Leaderboards! There are now a billion different leaderboards for you to plaster your name on. They are mostly on hard difficulty and flight physics, so don't get too excited, although the Race modes only enforce hard physics, so if you're not a true Gun pilot, try your hand at one of those to get your internet (well, MHZ community) fame.Skins! (and a new base look) All the most common colors can be selected via the in-game menu -> Pause, Options, Code Entry: enter an all-lower-case color, and your new color will be assigned. There's…
- Turret Mine Fix! - 30 August 2026
Hey guys, in the process of getting the audio for the weapons fixed, I accidentally left the turret mines in the wrong state, making them stick in position where spawned instead of falling to the ground. This patch fixes that. Thanks for everything; I hope you all had a good weekend, and shoutout to Haze from the War Dogs Discord- he won their fan-run (and for legal reasons, unofficially sanctioned) Time Trial tournament on Friday! The latest time to beat on The Laboratory is a blistering \ (stay tuned for thousandths of a seconds on those times!) -Raulboy
- Logarithmic sound, fixed Rescue Mode enemies, ads only show once per type - 26 August 2026
\Hey team, In time for the Madras Airshow on Friday and Saturday, I've uploaded builds for all OS's and VR: Fixed: Weapons now have logarithmic rolloff, so for example you will only hear the turret mines if you're close to them. Rescue/Initial mode of Marathon enemies weren't activating as AI until their 0-level of LOD was activated (so if you shot at them from a great distance they couldn't be hurt until their highest-detail LOD was visible). That's been fixed- at a price. Now, depending on difficulty, they can wander off on you and won't be where they initially spawned, and they're much more likely to off a civilian if you don't find them in time. Finally, I've made it so that the ad that shows briefly on the Home Screen on start will only show twice- once for the Redbubble page, and once for the iOS/Android version, per device you play on, since there is no online-cached save state.…
- Experience MH-Zombie at the Airshow of the Cascades, August 28-29 in Madras, OR! - 24 June 2026
Hey there, I know it's extremely late in coming, but I'm excited to announce the first-ever public MH-Zombie event!I'll be at the Airshow of the Cascades 2026 on August 28 & 29 at Madras, Oregon. I'll have a very limited amount of swag available, and the opportunity to try out MH-Zombie VR. First person to come by and show me your review gets a free shirt ;)Airshow of the Cascades Info
- MHZ-VR now has Grabbable Cyclic and Collective! [Update: + housekeeping] - 24 June 2026
\Hey guys,I finally figured out how to add the ability to grab the cyclic and collective in the VR version. I also fixed an issue with the position reset on medium and easy difficulty, and fixed an issue with the civilians not getting on the bus at the end of Evacuation. Moveable controls means I also had to actually make the controls move when you're not grabbing them too- +1 for immersion, although the pedals are still stuck and I gotta be honest I don't think you'll ever convince me to do the modeling and animation to change that.I've had one or two complaints about not being able to bind controls- I'm still not running into that issue myself. It looks like the X-Box controller is getting labeled with blank symbols. but it is selectable to edit the bindings. Also just a reminder, the two versions are completely separate executables, and the bindings don't transfer so you do have to r…
- TIHB and MacOS video player & gamepad Fixes! - 27 May 2026
Hey Team! Quick bug fix for a missing reference causing the TIHB achievement to fail, and MacOS video player and gamepad issues. Fixed: All: o TIHB achievement is now earnable, but you will have to meet the conditions one more time. MacOS o Initial load screen animation plays, and the Zombie Outbreak video plays correctly o Xbox controller compatibility fixed Thanks for your continued support! -Joe
- Rescue Ending / Marathon Transition Fix - 26 January 2026
Edit: forgot to mention, the VR version is still affected by the bug- I’m in the middle of integrating grab-able controls, so the fix will come when that’s completeTeam,This update is a bit longer in arrival than it should have been, so I apologize for that.At the end of the Rescue mode / transition in Marathon mode, the last civilian(s) getting out of the helicopter were getting conflicting orders, resulting in them returning to the holding area instead of the bus until the failsafe timer completed. There was also a chance, if you'd injured one of them (possible if you're still moving when they get out and bump into them), that you would be blamed for killing them when they were despawned.That's been fixed.Thanks for your continued support!-Joe
- Unity Vulnerability Fix - 19 October 2025
Hey team,I've finally managed to get the Unity vulnerability update uploaded for all platforms- your risk of getting hacked through one of the most niche games on Steam has been mitigated hahaIn other news, I'm about midway through my first semester of fixed-wing flight school, and it's been pretty consuming. Aside from the center-look update and this "patch" (I just had to update Unity and rebuild for each platform), I haven't been able to get back into game development. But I expect as I get more used to being back in school I'll eventually get sucked back in.I hope you're all having a great fall or spring (depending on which hemisphere you're in!-Joe
- Center-Look button added! - 22 September 2025
Team, MHZ player 'coligny' asked for a button to center look while free-looking (whether toggle is selected or not). It's a pretty simple addition (and it's cool he's still finding ways to improve it), so I made the addition. Enjoy! Side note: I start fixed-wing flight school IRL on Monday, and the simple project I started last year in hopes of helping fund the next helicopter game turned out to not be nearly as simple as I thought it would be, so progress on code-name "Oh the Places You'll Go" is going to be slow, but rest assured it will come eventually (and make FS2024 career mode look like garbage...) Always yours, -Joe
- Failure to Launch Fixed for Linux/Steam OS! - 9 September 2025
Team, I just discovered that the Linux version has been failing to launch since I updated it in May. I apologize for any of you who encountered this (and failed to mention it to me haha). It was possible to force it to run on Proton instead, but now I've fixed it so if you've been running it with proton you can switch back and see the funny animation in the loading screen instead of fuzz and colors. Production has started on my next two titles, one of them being the promised flying game, but I've been focusing on the other one more in the hopes of getting it out and maybe actually making some money this time haha... It's a point-and-click about luring your wayward chicken home that I thought would be extremely simple but has been anything but. I'll let you guys know when the new games have pages- until then, (or I need to fix something here)! -Raulboy
- VR input functionallity poll - 15 June 2025
Team, a few of you have reported issues with the input system in the VR version acting like the UI navigation axis' are stuck. I can't reproduce it on my system, but it's clearly not a one-off issue, so I'd like to find a solution. My best guess is that OpenXR (the VR system) and Rewired (the off-the-shelf input system) are clashing. Rewired doesn't play well with OpenXR, and I had to make a compromise in order to make them both work and make the XR controllers mappable. Were I to remove mapping support for the XR controllers, I would be able to reverse the compromise with Rewired, which would also probably fix the issue one of you had with the trigger not continuing to fire when held down.The XR controllers would still function as 'hands' in the game- you could still move the HUD with them, and press world-space buttons with them (or your hands if supported by your setup), but you woul…
- MHZ VR is now actually purchaseable! - 14 May 2025
Hey team- many apologies on the terrible launch of MHZ VR! I had to make an emergency trip to Georgia last month before the launch, and thought it would be short enough that I didn't need to bring my computer and VR setup. Unfortunately, I'm stuck here acting as a sort of security guard for my sister and her kids until they can move away from the area. With that said, the purchase-blocking issue has been rectified (you should be able to purchase it now if you need to ), and I'm having my brothers send me my setup so I can troubleshoot the input and potential UI issues. Thanks for your patience, support, and bug reports! I hope you're all having a better start to your summers than I am! -Joe
- Fix: (Flat-screen versions) Back Buttons cause stacked UI! - 9 May 2025
Hey team, Apparently the back buttons on The Laboratory have been broken since the last patch and nobody's said anything until now. My apologies for not catching that myself, but it's fixed now! Also, for the VR version, my last change doesn't seem to have fixed the issue, so I'm still working on that. Thanks for your patience and support! -Raulboy
- MHZ VR (STILL!) un-purchaseable; shows as already in library; won't launch - 6 May 2025
I'm getting reports that MHZ VR is un-purchaseable; it shows as already in your library, but won't launch. EDIT: The change didn't work. Still working on the issue! I've made a change, but can't test it, so let me know if it's purchaseable/works now for you! I'm curious how the beta testers are getting on, because they were fine before launch, and I didn't ban their codes, so it should still have worked for them. Thanks for your help and support, and sorry for the hiccup! -Joe
- MH-Zombie VR is available now! - 28 April 2025
Team, I am excited to announce that MH-Zombie VR is now available as a $.99 DLC to MH-Zombie! Full disclosure- there are a few things to work out. For instance, Rewired doesn't work very well with OpenXR or VR input in general, so I had to make a few compromises to maintain the wide support that Rewired offers while also making it possible to use and rebind your VR controllers. I will continue to work on better solutions, but for now, here are the known issues: o 'Action/Select' button is hardwire mapped to the button-south button on gamepads and VR controllers, and button navigation is hardwired to the left stick, due to binding issues between Rewired (the input rebinding manager) and OpenXR o VR headsets other than Meta Quest may have centering issues, resulting in the player being too high, low, or off-center. o Some joysticks may send erroneous 'button up' messages from triggers, re…
- MH-Zombie VR Beta Test! - 16 March 2025
Team! The MHZ VR Beta is here! Comment below for a chance at a code! It's been tough bringing MHZ to VR. I had to rework a lot of the way things were handled, and while I initially tried to integrate it into the non-VR version, it quickly became apparent that wasn't going to work because of that. The HUD gave me the most trouble, but I'm happy with how it turned out! I recommend at least doing the beginning of the tutorial for an explanation of the VR-specific updates to the game. I'm curious what people think the price should be, and whether or not this should be treated as a DLC or as its own separate title- let me know! Thanks for your support over the last almost three years! -Joe
- PSA: MH-Zombie is Steam Deck-Compatible! - 15 March 2025
As a very small indie title, MH-Zombie has yet to be reviewed by Steam for Steam Deck compatibility, but rest assured, it is indeed compatible. Please excuse my derpy look of concentration here haha Thanks for all your support, -Joe
- Input sensitivity fix! - 28 February 2025
Hey team, I hope the new year is going well for you! User Kidney Airlines pointed out an issue with the input axes sensitivity a couple months ago, and I've just realized while testing the in-progress VR version, what he was talking about. So this update fixes that , along with a couple other minor fixes. Changelog: o Input axes were scaled to 2, meaning they maxed out at half-travel on input devices. Default scaling is now changed to 1. CAVEAT: THIS FIX REQUIRES ACTION ON YOUR PART IF YOU'RE A CURRENT PLAYER: In the rebind menu, third button down from the top left is a new button, "Sensitivity". This is a top-level, all-axis "sensitivity" menu. Press the button, and either press "return to default", or move the slider right and then back fully to the left. Minimum sensitivity is 1, max is 1.2 (axes will max out at 80% deflection at 1.2). o Default HUD reticle color changed to cyan (wil…