Dev Diaries: Kick that Chest Open!
Happy Monday! Here is a full roundup of everything we've been building and polishing across the board:

Weapons & Combat
The Chakram: Redesigned into a throwable boomerang that pierces zombies outbound and inbound. Holds internal durability and can't be re-thrown until returned. Visuals updated to spin facing the camera.
New Gear: Added Throwing Knives (crafted in batches of 10 from two knives) and a Two-Handed Axe (Scrap Axe + Stick).
Combat Polish: Base kicks now deal minor direct damage. Throwables are now visible in hand before throwing.
Spawning, Navigation & Physics
Dynamic Zombie Spawns: Added multiple zombie variants, each with game-phase-dependent spawn rates.
Pathfinding Fix: Resolved an issue where visual fog was treated as a solid wall by the navigation system, preventing zombies from moving through doorways.
Kick Open Chests: Chests are now kicked open to drop loot. Kickable objects (chests/barrels) now only deal damage while airborne, fixing passive ground damage issues.
Loot Drops: Defeating zombies now carries a configurable chance to drop loot on death.
Visuals, UI & Audio Polish
Visual FX: Added animated burning particle loops to ignited zombies. Fixed sprite offsets for non-DragonBones zombies, split puddle zombie forms into toggled objects, and resolved viewmodel clipping during kicks via Update When Offscreen.
UX & Menus: Low-health vignette now triggers at 50% health instead of 75%. Menus (Shop and Hub run prompts) freeze gameplay and grab gamepad focus properly. Resolved hotbar item highlight conflicts.
QoL Improvements: Expanded the hotbar to 9 slots with D-pad quick-swapping on slot 9, added a skippable launch splash screen, and added full volume controls to the options menu.


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