Zombie Assault: Resurgence - Dev Diary #11
Happy Spooky Season, Mercs!
We’d like to start this dev diary by saying a sincere thanks to you all for the positivity surrounding our last entry, where we announced the launch delay. Your feelings certainly echo ours, and we think this will give us the time needed to make ZA:R an epic game! In this month’s diary, we’re turning our attention to the unsung heroes of zombie destruction - support weapons! Your rifles and shotguns might do most of the talking, but it’s your turrets and grenades that can turn a desperate fight into a triumphant stand. We’re excited to share a first proper look at how the support weapon system works, and to dive deeper into a few standout examples you’ll be deploying when the undead come knocking…
The Support Weapon System
Support items are designed to expand your tactical options. They are tools that let you lock down chokepoints, soften enemy waves, and escape from overwhelming odds. Here’s how the system works:
- Two dedicated slots in your loadout for support weapons.
- Equip them however you like — double up on grenades, bring two turret types, or mix and match.
- Each class of support weapon has 10 unique variants, one representing each of the major manufacturers in the ZA:R arsenal.
- Support items are inventory-based per mission, meaning once you unlock them, you’ll have infinite uses across the game, so you can always bring your favourites.
- Every support weapon can be upgraded over time, keeping them relevant even as your main gear improves.
Grenades & Turrets
Our goal is to make these tools feel just as satisfying and strategic as your primary weapons, improving them to the point where they’re not just panic buttons, but extensions of your playstyle and an integral part of your build! Here are some examples of the Turrets and Grenades you can expect to see:
Teknoboom Cluster Grenade
“If one explosion doesn’t solve your problem, try five.” - Teknoboom marketing slogan, probably.
Teknoboom’s engineers rarely take the subtle approach, but this time they’ve gone for coverage over chaos. The Cluster Grenade breaks apart mid-air into multiple submunitions, blanketing the impact zone in smaller, overlapping explosions. Perfect for area denial and wave control, this grenade rewards smart placement, so toss it into a choke point or funnel enemies into its blast radius for devastating results!
Rubicon Pulse Grenade
The hum before the storm - and after it, too! Rubicon’s Pulse Grenade is all about sustained control. Once deployed, it sends out a sequence of repeating energy pulses, frying anything caught within its radius. Unlike traditional explosives, it’s not about one big boom; instead, it’s about holding ground and punishing advancing hordes. Drop one on a cluster or narrow passageway, and let the energy do the work while you reposition or reload.
HIKS Proximity Mine
The HIKS tactical motto of, “If they step on it, that’s on them”, definitely applies here. HIKS has always had a flair for defensive solutions that make “keep out” feel more like a threat than a warning. The Proximity Mine detonates when enemies draw too close, unleashing a powerful blast designed to protect your flanks and lock down control points. These mines are invaluable when defending objectives or buying time for revives - a true set-and-forget lifesaver.
Morlok Mining Laser
From the mines of Zeta to the frontlines of humanity. Before they were weapons manufacturers, Morlok built industrial mining tools. The Mining Laser traces its lineage back to the Deep Rock Mining Laser, originally used to cut through dense asteroid rock. Now, it’s been reengineered into a portable turret that carves through undead with a sustained beam of pure energy. It excels at line-of-sight control, sweeping down corridors or vaporising tougher enemies with precision.
Rancor H70 Acid Cannon
“Probably not safe for human use.” — Official USI report.
Rancor’s engineers aren’t known for restraint, and the H70 Acid Cannon is proof. Using a newly refined Har-70 acid formula, the cannon launches globules of viscous acid that linger and burn through anything caught in the spray. Too volatile for handheld use, it’s the perfect crowd-melter turret. Just don’t stand too close…
Smokestack Tesla Coil
Sometimes the classics are shockingly effective! In an internal competition between two Smoke Stack prototypes, the Tesla Coil won out thanks to its vintage design and reliability. This turret emits arcs of lightning, frying groups of zombies in range. It’s not the most subtle device, but when you need a last line of defence, few sights are more comforting than a ring of blue lightning tearing through the dark.
Support weapons are a huge part of our vision for ZA:R’s tactical depth. We want you to build loadouts that feel truly yours, whether that means a wall of flame, a corridor of electricity, or a field of acid and shrapnel.
Questions from the comments
Q: Would you consider letting the optic slot zoom out, or shift the camera to let you see further?
A: It’s definitely something we’ve considered… We’ll leave you with that for now.
Q: What the hell is that new damage type called void and is it related to the dark minion mutation?
A: <CLASSIFIED>
Q: Does the look of the gun change based on what mod/attachment was equipped?
A: Unfortunately, not. This was the original plan, but we found this to be far too time-intensive and took resources away from more pressing areas of the project.
Q: Is there potential for Steam Deck/controller support on the PC version?
A: Absolutely! We’ve had controller support in since the start of the project. Steam Deck support will also be in for launch!
As always, thank you for joining us on this journey. Every piece of feedback and every comment helps make Zombie Assault: Resurgence better. Don’t forget to get your questions in for the next diary entry, too!
Until then; stay alert, mercs!
by saying a sincere thank you
“Ain’t no party like a zombie shootin’ party” - Anonymous Merc #43
Posted Oct 30, 2025, 4:01 PM UTC