
Urban Strife: What's coming next in... June!
Jun 11, 2025A much awaited update is due soon - with some interesting new mechanics and a big change you should know about!
We’ve put a lot of work—and a lot of thought—into this update, because it marks an important milestone: it formally wraps up Tier 1 of the campaign. If we consider the prologue as the first part, we’re now two-thirds of the way through! Of course, there are still features to add and the game loop to complete, but we’ll celebrate each step as it comes.
A Very Important Announcement
We promised to do our best to preserve backward compatibility with saved games. This was possible as long as the changes didn’t affect core mechanics—like the attachments system. That’s now changing completely (read below for the exciting improvements), which means old saves will no longer be compatible. Additionally, the full rewrite of the Tier 1 maps is now complete. It’s the perfect time to play the campaign as it was meant to be played, without the workarounds we implemented to keep legacy saves alive. To be clear: OLD SAVES WILL BE INVALIDATED. You will need to start a new campaign once the new patch is applied. Now you know.
So, when it's coming? After NextFest excitement settles down next week, we'll have the update ready. We'll couple it with another discount offer so if you haven't tried the game yet, it's a good time to pick it up.
Campaign Maps
The Scrapyard
The cherry on top this time is the Devil’s Own biker camp—nicknamed The Scrapyard. It would be a fun place... if it weren’t for a subversive strike instigated by some unscrupulous federal agents. The devilish Firm makes its presence felt once again, albeit discreetly, poisoning the mind of the local patriarch, Rick Devilson and using him and his sons to do their dirty work.
The Devilsons will also introduce you to the local entertainment kings: the Fight Clan—equal-opportunity providers for anyone willing to smash faces in their cage matches for coin. In this particular case - you. Just make sure you pick someone who is adept at hand to hand fighting. You'll need good Agility for evading the opponent's punches and good Dexterity to land yours. Strength also helps if you want to sap their stamina quickly but remember - this is about KOs not killing the other guy.
Fight Clan HQ
Win the local qualifier and you’ll earn a spot in the Fight Clan Finals—where our old friend, Jake Poppi, eagerly awaits. Take note of this location—it may become a valuable cash source later. Make sure you check the local shop, they might carry some items you always wanted and some items you never knew you wanted. No spoilers.
Supermarket & Courthouse Rewrite
The rewrites of the old Tier 1 maps are finally complete. The Supermarket and Courthouse questlines now follow their own distinct paths (don’t worry—they still hate each other). It’s up to you to decide who gets to see the end of the zombie pandemic.
We’ve also fixed several reported issues—including confusing bathroom zombies and troublesome door behavior.
Bounty Hunters
The Supermarket now leads into a neighboring Bounty Hunters' camp, where bail agents bring in those “innocent” cultists they’re paid to catch.
Abandoned Subway Tunnels
Speaking of “innocents,” it turns out the old subway tunnels run right under the Courthouse—and there’s a service entrance. Heading down reveals an underground camp full of cultists who are... not exactly thrilled to see you.
Pio Graveyard (Tier 2) & Graverobber’s Hideout
The Graveyard map has been upgraded to a full campaign map and is now officially Tier 2. A new storyline reveals the motivations behind the graverobbers’ desperate actions—with hints about a mysterious nearby Freedom Train.
New Mechanics
Cage Fights for Cash
The cage fights are undoubtedly the highlight. We’ve long wanted to introduce this classic element (remember Jagged Alliance 2 and Fallout ring fights?) ever since we developed the zombie arena. We now have a working prototype for cash-based fights—and we’re just getting started.
New Attachments System
Our current attachments system was transformative—you'd craft entirely new weapons by combining base items and attachments. This quickly became a nightmare, requiring massive data tables, balance tweaks, degradation tracking, etc. It was a major hassle and kept the system limited.
The new system is dynamic and additive. Now, adding or removing attachments is as easy as loading or unloading a weapon. The gunsmith and optics workshop can finally shine—crafting all the cool extras you didn’t know you needed.
Even better, new crafting combines allow other shops (like the armor smith) to produce modded armor pieces. Always wanted arm bracers or shin guards for fending off zombies trying to chew on your limbs? Now you can craft those at home. Your investment in workshops is about to pay off—big time.
Quality of Life (QoL) Improvements
Keybinds for Everyone
We’ve added a lot of keys to the keybind options. Everything requested on the forums—plus all the expected functions from major titles like XCOM. Feel like we missed something? You can make suggestions here: https://steamcommunity.com/app/710230/discussions/0/591764020514533025/
Smarter Movement Cursor
The movement cursor now clearly displays how many attacks you can make and how many APs are required to move to your desired position — with easy-to-read green/yellow/red color coding.
Stay tuned—more details will be available in the full patch release notes. And don’t forget: if you want to finish your current campaign, now is the time. Or plan your fresh start next week!