- Major Update 0.3-A.0 - 7 June 2026
Hey 👋📝A quick note before the patch notesThis update has taken much longer than expected.Originally, version 0.3 was supposed to be released as a single, large update encompassing all events, artifacts, new classes, upgrades, enemies, and several side systems.Over time, the project became too ambitious to develop effectively at my own pace. Between studies, work, several unexpected personal issues, and simply a lot of accumulated fatigue over the months, I finally realized that continuing in this direction wasn't a good idea.Rather than making you wait several more months, I've decided to completely change my approach.Version 0.3 will now be released in several parts: 0.3-A, 0.3-B, 0.3-C, etc.Each part will bring its own set of content until the entirety of Update 0.3 is considered complete.This first step lays the groundwork for the event system and introduces the Museum as well as t…
- [Early Access - 0.2.3] - 1 March 2026
🐛Bugfix: - The color change for resource amounts in the bunker was malfunctioning; this has been fixed. - The color change for resources in camp upgrades was also broken; this has been fixed. - It was possible to activate building placement and building movement mode simultaneously, which completely froze the game and prevented exiting the menu, forcing a restart. A check has been added to prevent both from being activated at the same time. - The tutorial box could sometimes get stuck even after the corresponding menu had been closed. A check of this box and its position has been implemented to retract it if necessary or if its behavior is inconsistent.
- [Early Access - 0.2.2] - 23 February 2026
🐛Bugfix: - Removing the link between the rock and the zombie caused an unpredictable drop in resources when breaking the rock. This has been fixed. - When viewing stat labels and closing the menu simultaneously, the labels could remain stuck on the screen after closing. Clear these labels has been added to the menu closing process and should no longer be an issue.
- IdleZomb — So, what’s next 2? - 21 January 2026
A big thank you!Version 0.2 of IdleZomb was released this Monday, and I’ve already started receiving feedback. Honestly, considering the current size of the game and the number of players, I wasn’t really expecting to see comments coming in so quickly, and it genuinely means a lot to me.Seeing that some players are happy to follow the game’s evolution and to see that it’s still moving forward — not abandoned — is incredibly motivating. Thank you for that.So, what’s next?So far, no major bugs have been reported, which allows me to move forward calmly with the next step of development. I’m now focusing on version 0.3, which will be the second major content update for the game.In terms of timing, I’m aiming for a delay similar to the one between the game’s release and version 0.2, roughly three to four months. Now that I have a better understanding of my development pace and clearer bounda…
- [Early Access - 0.2.1] - 20 January 2026
🔧Modif / Add:- Optimized speed adjustment in Zombie mode based on bonuses and class.🐛Bugfix:- Fixed a critical bug that caused the game to freeze completely when a save file was loaded before the first tutorial was completed.- The full-screen button could be activated even when it was hidden and the General Settings menu was not open.- Fixed the hard reset of settings that restored the default settings for a French keyboard and added the rotation key that was not included in this feature.- The cross in the build menu was not working properly. This has now been fixed.- Zombie camps were moved with the build menu feature, adding another space to the hospital, which was not supposed to happen. (Not certain)- Attempt to resolve irregular bear hunting. Please note that the issue may not yet be resolved.
- Major update 0.2.0 - 12 January 2026
Hey 👋After three and a half months of waiting for you, and hard work for me, I'm happy to finally put version 0.2.0 of my game in your hands, which adds a brand new class system.Version 0.2.0 marks a real turning point: new classes, a revamped progression system, new buildings, and a lot of work on the UX and tutorials.In short: the game is finally starting to look like it should 🔥 If you're reading this, thank you for continuing to follow me on this project. I'll let you discover all the improvements I've made to the game in the rest of this patch note.Patch Note 0.2.0:🧟♂️ Zombie class system (NEW)- Zombies can now belong to a class, each with its own visual identity, bonuses, and penalties: - Hunter 🐾 - Damage against creatures - Meat gain - Less effective on rock and cactus - Miner ⛏️ - Rock gain - Faster movement - Less effective on cactus and in combat - Gatherer 🌵 - Cactus g…
- [Early Access - 0.1.6] - 28 September 2025
🔧Modif / Add: - Added an orientation cooldown to the walking animation. Result: your zombies no longer have epileptic seizures as soon as they walk diagonally. - Complete overhaul of harvesting behavior in mines. Nothing visible to the player, but it's now much cleaner and more robust in the background, ready for future additions. 🐛Bugfix: - Sacrificing a zombie assigned to a mine would freeze the mine until the save file was reloaded. This has been fixed: your mines will no longer go on strike.
- [Early Access - 0.1.5] - 27 September 2025
🔧Modif / Add: - Faster target switching: Reassignment behavior has been reworked to fix a potential job loss bug (uncertain resolution). Specifically, your zombies no longer wait for an animation (break or death) to completely end before moving on to the next one. As soon as the death animation is triggered on their target, they immediately switch to the next one. - Cactus & rock respawn: The system now takes into account the number of zombies working on them to avoid blockages. No more 6th zombies standing around waiting for divine intervention.
- [Early Access - 0.1.4] - 26 September 2025
🔧Modif / Add: - Added a directional zoom system: the camera moves closer to the mouse while zooming → smoother navigation! - Anti-cheat no longer punishes: it simply blocks and warns. A breakage barrier, not a guillotine. - Changed the default keys from WASD to WASD (your English keyboards will already thank us).
- IdleZomb — So, what’s next? - 25 September 2025
A big thank you! IdleZomb launched on Saturday, and already several dozen of you have started raising your first zombies. Your feedback and testing are extremely valuable for adjusting the game, and every bug report is being taken into account.So, what’s next? I’m currently preparing version 0.2, which will be the first major content update since release. The goal is to release a significant update roughly every 1.5 to 2 months, so that the game can keep growing on a steady basis.Coming in 0.2: – A major addition to building and decoration (a part of the game still underused… for now). – The first improvements to the zombie system. – A few extra surprises that I’m keeping under wraps for the moment.And after that? Once 0.2 is out, I’ll take a short break to focus on bugfixes and feedback, then move on to developing a limited demo version. This will allow even more players to try out Idl…
- [Early Access - 0.1.3] - 20 September 2025
🐛Bugfix: - Implemented a test check to fix the issue of zombies getting stuck in their task (uncertain resolution 🤞). - The mausoleum interface displayed incorrect information upon opening; this has been fixed. - The rune spending code in the skill tree was duplicated, causing double spending. This issue has been fixed.
- [Early Access - 0.1.2] - 20 September 2025
🐛Bugfix: - The build menu verification was ultimately poorly integrated... this time it's actually correct. - When loading a save, a delay has been added before reloading the zombie's profession to prevent it from freezing.
- [Early Access - 0.1.1] - 20 September 2025
🐛Bugfix - When a zombie was sacrificed, its target would get stuck on this target... a little too attached, really. Fixed. - The zombie ID counter had a short memory and wouldn't save itself → no more memory lapses. - The build menu had a tendency to occupy the screen without asking permission → one more check and it's out.
- 🧟♂️ IdleZomb rises from the grave for its very first bundle! 🧟♂️ - 20 September 2025
My zombies were already dragging their feet, but now… they stumbled into a shared bundle with another cute pixel game: Idle Together!👉 This bundle is basically a shared brain buffet:IdleZomb (my lovely corpses hunting for DNA 🍖)Idle Together (their cleaner, less decomposed cousins 👥)Two idle games, two pixel art flavors, one tasty offer.🧟 Fun fact: My zombies didn’t really choose— they just smelled the fresh meat coming from Idle Together and followed the trail… The result? Bam, a bundle!💀 On top of that, you get a 10% discount to fill up your cemetery of games.So, are you ready to click before my zombies devour the deal?On that note, happy feasting…