Rove Open Beta
Hey everyone, I am very excited to announce that Rove will officially be launching on September 18th, at 4:00 PM EST.
This is an Open Beta release, and we plan to keep the server open even after the beta is over. Rove will continue to receive chapter updates and content drops monthly with server wipe once the beta concludes. We will not be closing the server anymore for updates.
We've added a bunch of new features and made a whole ton of improvements to the game. Read all about it below..
Outpost Changes
All damage in Outpost is cancelled and you can no longer loot players there. If you log off in Outpost, you are killed after one hour. New players now spawn in Outpost on first join.
New Armor Set
We've added the Nomad armor set - a craft-able alternative to the Police set, with similar stats. Must find blueprint to craft, and requires Workbench I.


New Monument: Warehouse
We've added a new Tier 1 monument - the Warehouse.


Resource Gathering
Wood and stone pickups are scattered through the wilderness so early tools are easier to get.
New tools:
- Stone Pickaxe
- Stone Hatchet
- Salvaged Icepick
- Salvaged Axe
- Fire Starter.
The old Stone Hatchet melee weapon is gone — the new Stone Hatchet is a tree-chopping tool, and stone nodes can only be mined with a pickaxe.
Furniture
We've added placeable furniture to decorate your base with! You can buy chairs, a sofa, tables, and even a fireplace at Carpenter Joseph in the Outpost.

And yes, you can sit in the chairs. Chairs and sofa will be made dyeable in a future update.
Daily Rewards
A new NPC has been added to Outpost to reward players for logging in. Talk to Joe to get a free backpack on day one!

Event Calendar
We've added an event calendar you can view by talking to the new NPC Scientist Eugene. Zombies now mutate every day and evolve throughout the 30 day wipe cycle. Health, damage, speed, and even senses are all buffed over time. There are positive world events too though like more frequent supply drops, and more military crate spawns.


Food
We've fixed a long term bug where food would not properly apply saturation. This caused hunger to be completely drained almost immediately after eating. We've also added brown and red mushrooms across the wilderness you can find and harvest for food on the go.


Campfire
Campfires are now craftable and can be used to cook raw meat.
Repair Bench
We've added the Repair Bench deployable. You can craft this bench to place down in your base and use it to repair guns, armor, etc.
- Duct Tape is now loot-only, and no longer craft-able.

Crafting System
Based on internal feedback, we have returned to the custom GUI based crafting system, and removed vanilla crafting.

Wildlife
Deer and bears are in the world — brown, black, and polar bears, each with matching meat. The Bear Headwrap has brown, black, and polar color schemes.




Radiation
Tier 3 monuments are now irradiated — you'll take damage without proper protection. We've added a new Hazmat Suit armor set that gives max radiation protection.


Keycards
We've added Green, Blue, and Pink keycards. Green keycards are obtained through looting crates, and can then be swiped at green keycard room. Each green keycard room has a blue keycard spawn. Blue keycard rooms have pink keycard spawns to be used at the final pink keycard rooms.
- Keycards unlock rooms in certain POIs for high-value loot.


Map Improvements
Police Station and Hospital interiors are revamped with decor models.

Zombies & Bandits
We've made some changes to Zombies based on your feedback..
- Zombies and Bandits no longer target downed players.
- After you clear local zombies, there is a short grace before new ones spawn, and they spawn further away.
- Regular zombies are easier to kill and lose interest sooner. There are fewer of them in the wilderness and at monuments, especially at night, and surges are smaller and take longer to ramp up.
- Horde Callers are rarer. Killing a Horde Caller or its minions is worth more XP. Zombie Teeth drop less often.
- Zombie audio and looting audio are quieter.
- Bandits and Horde Callers no longer visually cull (they used to go invisible in F5 third person). Bandit Camp has more bandits. Tier 3 bandits no longer respawn while players are nearby.
We've also added Riot zombies - regular zombies that spawn in Tier 2 and Tier 3 areas with scavenged Riot Armor.
Looting changes
We've completely replaced all crate spawns across the map for a fresh playing field. Crate spawns are now irregular as well, meaning you will not find the same military crate in the same location repeatedly.
- Military and Elite crates now require breaching.
- Military crates now spawn at Bandit Camp.
Large Crates have less junk and no common melee — more uncommon melee, components, blueprints, throwables, burlap, and rare melee, with a bit less ammo. Tool crates are rebalanced toward common melee and tools. Military, Elite, and Cargo crates give better, more consistent high-tier loot.
Supply drop tables are rebalanced, and drops only land at Police Station, Gas Station, Factory, Farm, Hospital, and Ranger Lodge.
Monuments keep a set mix of crate types, and looted crates respawn at different spots. Map-wide crate mix is rebalanced with new spawn points and less OP loot in lower-tier areas.
Gun Improvements
Left-click aims down sights on every gun. Guns have muzzle flash, and you can shoot out glass.
Several guns last longer before breaking, especially PPSH, AK-47, and M4A1. The Baseball Bat hits harder but swings slower. Army, Riot, and Ranger helmets soak more damage.
The Double Barrel has been nerfed to have a wider spread, while keeping its one-tap damage. Pistols and SMGs shoot faster projectiles. The UZI is quieter. Rocket Launchers no longer break map blocks.
Item Rarity Glow
Items have a glow underlay in inventories based on rarity. Epic rarity is now pink instead of purple.

New Backpack Slot
There's a dedicated backpack slot, wearing a backpack shows a physical model on your character, and Backpack is renamed Light Backpack.
Map Improvements
The TAB map now shows your authorized Base Cores and your active mission objective. Player tablist is back in-game.
Tracking Compass
The tracking compass shows your coordinates in the action bar and no longer requires discovering a monument first.
Leveling
Leveling takes longer. Outpost and Town no longer give region discovery XP.
Cosmetics
We've added cosmetics for donators; backpack skins, a Gold RPG skin, and bullet trails.
Features
- New Trader - Carpenter Joseph
- Added Furniture
- New Deployable - Campfire
- New Deployable - Repair Bench
- New Tool - Stone Pickaxe
- New Tool - Stone Hatchet
- New Tool - Salvaged Icepick
- New Tool - Salvaged Axe
- New Tool - Fire Starter
- New Animal - Deer
- New Food - Deer Meat
- New Animal - Bear
- New Food - Bear Meat
- New Helmet - Bear Headwrap
- New Zombie - Riot Zombie
- New Outpost NPC - Joe's Deliveries
- Added Hazmat Suit
- You can now left-click to aim in with all guns
- You can now break glass by shooting it with a gun
- Added rarity glow in inventories
- Added wilderness wood and stone pickups
- Added Radiation
- Added Keycards
- Added new 3D torch model
- Added dedicated backpack slot
- Added physical modeled backpack when wearing one
- Added wake up screen
- Added world border
- Added in-game /report command
- Added fallback limbo server
- Added custom crafting menu
- Added muzzle flash to all guns
- Added Donor Cosmetic - Backpack skins
- Added Donor Cosmetic - Gold RPG
- New Outpost NPC - Scientist Eugene
- Zombies now evolve every day of wipe
- Added Donor Cosmetic - Bullet Trails
- Added Event Calendar
Improvements and Balancing
- TAB map now shows authorized Base Cores
- TAB map now shows active mission objectives
- You can now view player tablist in-game again
- Tracking compass now shows your coordinates in the action bar
- Removed discovery requirement from tracking compass
- Monument enter messages now display in Toast UI
- Changed Epic rarity color from Purple -> Pink
- Improved resource pack size and download speed
- Added ammo counter texture for Rocket ammo
- Improved Small Box inventory model
- Made improvements to Building Hammer UI
- Improved crafting workbench interaction box
- Changed Medical Kit to a consumable
- Trader GUIs now open immediately (was 2s delay)
- All damage in Outpost is now cancelled
- You can no longer loot players in Outpost
- Logging off in Outpost kills you after one hour
- Players now spawn in Outpost on first join
- Zombies and Bandits no longer target downed players
- Added a 20s spawn grace after clearing local zombies, and new zombies spawn further away
- Reduced Zombie and Climber Zombie HP from 30 -> 20
- Reduced zombie chase time from 3 minutes -> 1 minute
- Reduced wilderness zombie spawn caps from 4 day / 8 night -> 3 day / 6 night
- Reduced monument zombie spawn caps by 50%
- Reduced night zombie spawn multiplier by 50%
- Reduced zombie surge size by 50%
- Reduced night surge timing from 2x -> 1.5x
- Zombie surges now ramp over 2 hours of alive time (was 10 minutes)
- Reduced Horde Caller spawn chance in Tier 3 from 2% -> 0.5%
- Reduced Horde Caller spawn chance in Tier 2 from 1% -> 0.25%
- Increased Horde Caller XP from 100 -> 120
- Increased Minion Zombie XP from 8 -> 15
- Reduced regular zombie audio volume by 20%
- Reduced looting audio volume by 20%
- Removed visual culling from Bandits and Horde Caller
- Increased Bandit Camp population from 40 -> 50
- Bandits in Tier 3 no longer respawn while players are nearby
- Reduced Zombie Tooth drop chance from 100% -> 50%
- Military and Elite crates now require breaching (5s / 10s)
- Added military crate spawns to Bandit Camp
- Reduced Large Crate common melee drop chance from 70% -> 50%
- Increased Large Crate uncommon melee drop chance from 10% -> 30%
- Increased Large Crate component drop chance from 10% -> 25%
- Increased Large Crate blueprint drop chance from 1% -> 3%
- Tool crates now roll 70% common melee/tools, 25% uncommon melee, and 5% rare melee (was 50% common melee, 30% uncommon melee, 20% common tools)
- Removed common melee from Large Crates
- Increased throwables in Large Crates
- Increased burlap and rare melee in Large Crates
- Decreased ammo in Large Crates
- Rebalanced Military, Elite, and Cargo crate loot
- Rebalanced supply drop loot tables
- Supply Drops now only drop at Police Station, Gas Station, Factory, Farm, Hospital, and Ranger Lodge
- Monument crates now keep a set mix and respawn at new spots
- Rebalanced loot crate mix across the map
- Rebalanced salvage and recycle outputs
- Removed Duct Tape crafting recipe
- Doubled durability for MAC-10, MP5, MP40, Thompson, AK74u, MP18, M1 Garand, and Mosin
- Tripled durability for PPSH, AK-47, and M4A1
- Increased Baseball Bat melee damage from 2 -> 6
- Decreased Baseball Bat attack speed from 2.8 -> 1.4
- Increased Army Helmet armor from 1 -> 2
- Increased Riot Helmet armor from 1 -> 2
- Increased Ranger Helmet armor from 2 -> 3
- Increased Double Barrel bullet spread from 7 -> 12
- Increased Colt 1911 bullet velocity from 80 -> 160
- Increased Glock bullet velocity from 80 -> 160
- Increased Five Seven bullet velocity from 95 -> 190
- Increased all SMG bullet velocity from 80 -> 150
- Made UZI shoot sound 20% quieter
- Rocket Launchers no longer break map blocks
- Removed Stone Hatchet melee weapon
- You can now only mine stone nodes with a pickaxe
- Research Tables can now be placed on the ground
- Renamed Backpack -> Light Backpack
- Small Storage Box and Crafting Workbench now decay after 48h outside a claim
- Increased torch stack size
- You can now pick up torches with a Building Hammer
- You can now break torches with melee weapons
- Held torches now light the area around you
- Added a 10 minute demolition warning when building for the first time
- Improved building stability placement restrictions
- Increased stack size for all food items to 10
- Increased second safe pocket slot cost from 500 -> 1000 Gold
- Improved horse spawning in farm stables
- Revamped Police Station interior
- Leveling up now requires more XP
- Removed Outpost and Town from region discovery XP
Fixed
- Made significant performance improvements to the game server
- Fixed Armor sets not reducing zombie swipe or bite attack damage
- Fixed Armor sets not reducing Horde Caller boss zombie attack damage
- Fixed Shields not blocking zombie swipe attacks
- Fixed Shields not blocking arrow damage from Archer Bandits
- Fixed Auto Turrets not shooting Horde Caller Boss Zombie or its Minions
- Fixed Archer Bandits shooting players through walls
- Fixed Grenades doing way more damage to bases than they were supposed to
- Fixed Food items giving no saturation
- Fixed Loaf of Bread not appearing in Farmer Silas trade options
- Fixed Duct Tape not repairing items properly
- Fixed crafting grid allowing you to merge game items into vanilla items
- Fixed salvage menu sometimes eating non-salvageable items
- Fixed trader menus invisible item bug
- Fixed player corpses being hard to loot when dying on ladders
- Fixed player corpses sometimes not displaying a glow or text prompt
- Fixed deployable models disappearing when loading and unloading chunks
- Fixed Bandit Camp locked crate not resetting properly
- Fixed zombies spawning in bases
- Fixed horses despawning after being claimed
Known Issues
- F3 coordinates are hidden on purpose — debug info is reduced to prevent loot crate ESP. Use the tracking compass for coords; Supply Drops now land at monuments instead of random locations
- Zombies only drop teeth when killed by players — this is intentional and won't change for now
- We'll keep monitoring performance and patching stability issues as they come up
- Wilderness feeling empty and wanting loot / barrels on roads — that's part of a larger world update we're pushing back
- Gang member locator bar is removed while we investigate issues — you can still see gang members on the TAB map

