May, 3rd: 0.61 Final Iteration Update is Live on Stable Branch! (2.2GB)

DayZ 0.61: Showcase

Dayz 0.61: Gun Sounds Showcases

DayZ 0.61: What’s new?

DayZ 0.61: Map Changes

DayZ 0.61: 3D Models Preview (Game Data Files)

DayZ 0.61: Milestone Goals

Please keep in mind milestone goal is not a promess, and as always, remember it’s an Alpha.

  • Server Queue
  • Audio Tech
  • Weapon Sounds
  • Dynamic Infected Spawn
  • Predator: Wolves
  • Network Synchronization Improvements
  • New Vehicles Network Synchronisation Improvements W.I.P
  • Dynamic Shadows
  • New Server Browser

DayZ 0.61: Presentation & Interviews

DayZ 0.61: Predators – Wolves

The update 0.61 will most likely implement the initial iteration of predators. Some recent videos showed the developers engaging a pack of four wolves. While it stills need work, the result looks very interesting. The current build includes: Group AI, tracking, engagement & retreat. We don’t know yet if wolves will attack others animals upon the initial release, but an animation for that purpose has been released (Wolf eating a deer).

DayZ 0.61: New Audio System

Indeed, one of the major feature of the upcoming patch will be the new sound module. The Arma 3 Sound Team helped DayZ developers to merge their technology into the Enfusion Engine. That means DayZ will be powered by one of the most advanced sound technology on the market. The team already said they successfully mergeed it, and now begin the configuration of every single weapons.

DayZ 0.61: Dynamic Infected Spawn

Good news, the first implementation of the new infected spawn will make it appearance. Modeled on the Central Loot Economy, the dynamic spawn system will use “restock” values to give players opportunity to clear areas wille letting server to respawn them. If everything goes well, survivors should not see the new spawn, as the ffect should be as subtle as possible.

DayZ 0.61: Dynamic Shadows

DayZ 0.61: Reworked Map Locations


Myshkino, located deep in West, has been completely redone from scratch. The new layout is inspired a bit by its real counterpart (Neznabohy). Its proximity to one of the busiest military areas of Chernarus has been kept in mind (so do not worry, the water pump is still there, its just prettier overall). As it is always with settlement revision tasks, big efforts are also put into changing the surrounding forests and fields. Myshkino’s surroundings were no exception (see pictures below). Now, you may ask, “Does that mean Myshkino military camp was changed too?” No, not yet, but we will get there.


The little village North of Zelenogorsk has met the same fate as Myshkino, and has been completely redone from scratch to hopefully match its hilly position better, and to make it more village-like. Many changes also happened to its surroundings, AKA “the land of heli-crash sites” (with a small surprise on Sosnovka pass).


Another village in the land of helicopter crash sites and another one to bring us closer to the ultimate task of revisiting all settlement of Chernarus, Pulkovo has been redone from scratch along with its surroundings. There is an interesting open market area, new pond and medium-sized apple orchard to the West.


Another village, this time within Central Chernarus on the way to Stary Sobor. This one couldn’t be missed as many of its neighbors (eg. Shakovka, Staroye,..) have been changed in .60 already. Guglovo was changed significantly with its central position moved away from the main road going to Staroye/ Stary Sobor. With a newly placed big oak tree in the village centre, none can miss Guglovo now from a distance. As always, surroundings were changed too, mainly to the Southeast (connecting to the Staroye area), South and Southwest, where village of Kumyrna lies, one of the very few destroyed settlements of Chernarus. It would be shame if this village would be missed and so it too received a proper visual upgrade.


An amazing spot for a village, yet for many survivors probably an unknown place. A new and extended stream within the valley shapes the new layout of Dolina in a unique way. The village itself has grown quite lot and it should hopefully attract more survivors now (although the big red barn didn’t make it, sorry about that).


Settlement revision is a lengthy task, but with the changes within Solnichniy, we are yet closer to having all villages within the Eastern part of Chernarus upgraded to new DayZ standards. While you may still recognize this village, many additional details were added to the layout along with major texture data changes to the village itself and its surroundings (including “Three Valleys” as seen in the 3rd picture).

As I mentioned in the beginning, I wont be giving you a full list of what has been done in .61, there are still much to explore, and I will leave that to you, survivors of Chernarus. So, see you in-game!

DayZ 0.61: New Server Browser UI

Developers Status Reports


  • Profile photo of Rustycaddy

    What can we expect? We can expect possibly another grand and amazing update! With all the new features and game mechanics in .61

  • Profile photo of $1.99

    pleazzzz fix the CARS! this part of the game is sooo broken since 0.59! in 0.60 too… can we expect them to work properly in 0.61?! pleazzzzzzzzzzzzzzzz 😀 peace too all of you

  • Profile photo of Adriano

    Hello all, i will give my impression so far on differents points in game.
    -Could you please not change infected spawn until you didn’t correct the fact that they still can go through the walls, also trees and even vehicles…(don’t make them apear in our back, it would be just a joke).
    -The infected sounds are not well done also. The infected noises should indicated where there are, in which direction you should look, but its completly not the case. Sometimes you have the impression that they are just near you but its not, sometimes you think they are on your left but they are on your right.
    -Do not also add wloves if you didn’t correct all those cars bugs… I found a sedan where i put pristine wheels (almost 2h for the research), and well it was just the worst driving experience i had in a game. The vehicule could not go forward, as if all the wheel were not on it but it was. The vehicule was just doing burn out, then i fall down on tree and broke my back wheels.
    -I also had big issue with the offroad. I found 2 wheels which were at 2 km from the car. I bring the first one, then when i bring the second one. the first wheel i brought had disapeared.. so i tried to drive it with the 2 wheels on it, and what a surprise when i saw that it was the same gameplay with the 4 wheels sedan.
    -You should really do something for the cars, it is no sense that there are broken car everywhere but no pieces, no functionnal vehicles. Normally vehicules should be largely easy to find, you just have to watch a zombie movie to see it, Its the only thing that still there. It is a really important part of the game so don’t abort vehicules like that, the only one that almost worked properly was the truck (i had a damage battery on it so it couldn’t go really fast, actually it was quite realistic).
    -If you want to put wolves in the game, you could create something that can domesticate them, maybe a food. Then if you domesticate them well, you can use them as partner.
    -Tent idea is really good but still not advanced. The camp should be a priority for you, with fences, place in it for cars, tents and more. I know you devs work on it but i think it is largely more important than wolves. Its the base of survival., to have a HQ.
    Thanks for reading, I hope I didn’t write this for nothing.

  • Profile photo of Hazes

    Audio Overhaul and Dynamic Spawn of Infected is something I’m waiting for. That’s a great job with 0.60, will only get better.

  • Profile photo of KeeBlazesHaze

    One thing that I really like about DayZ is the knowledge that if I can’t see / hear zombies when I first arrive, they’re not there. The idea that zombies are attracted to players is interesting and perhaps if they came from outside the towns i.e. forests & fields etc. that would definitely be something I’d look forward to. However the idea that they’ll spawn (while I’m not looking) in an area I’m already in or arriving in is a bit intimidating to me. It’s scary enough being trapped in a house and not willing to shoot the zombie that’s keeping me there for fear I’ll bring 2 or 3 more, let alone knowing that while I’ve been here more may have just spawned in back gardens / areas that I’ve already been through and assume to be safe. Just some food for thought!

  • Profile photo of 21DArkiller

    The Eden Audio Sound sounds so good, I cant wait. 🙂 🙂

  • Profile photo of Mad Hatter

    I want zombies like (days gone game), they have hordes of zombies, thats what I’m waiting for, look down main street and can’t see it cause it’s full of zombies.

  • Profile photo of NomadZ

    Where can we get the sound effects? Is it in the game files?

  • Profile photo of HardCoreGamer44

    DayZ is looking better and better each update the team has really put it on the line

1 2 3 5