Every released update to z13, from the first one-life characters to a
city beyond the wall. Dates are in Pacific time.
0.8.0Latest
Escalation
The wall moved. The fight changed. The city came alive.
Six new districts
Six new machines
Shared weather
In-game capture · 0.8.0What changed
Beyond the First Wall
Six new districts take the city to 16, spanning about 1.2 km. Fly through Meridian Heights, cross Thirteen Bridge, and reach the Kiln on Blackwater Island. New event sites and a fourth convoy route carry the fight into the outskirts.
Containment has new answers
Tracker hounds hunt in packs. Bulwarks carry frontal shields. Mortars, mites, Lancers, and Jammers demand different tactics. Hound dens and Artillery batteries add two new city events.
Make every hit count
Heavy, charged, finisher, and signature attacks break the poise of moving machines, opening a stagger window. Sharper hit feedback, combo readouts, incoming-hit arcs, and more expressive movement make the action easier to read.
A city with a pulse
Players share clear nights, mist, rain, and storms. Wet streets, wind, pigeons, and steam bring the zone to life. Six emotes let you salute, wave, taunt, flex, show off a power, or sit when out of combat. Weather effects can be turned off.
0.7.0
City Legends
A fortune to lose. A fighting style to own. A life the city can remember.
Fortune & City Legends
Three fighting styles
Containment convoy
In-game capture · 0.7.0What changed
Fortune raises the stakes
Machines drop cash, city objectives pay out, and Cash Surge can double new earnings. A knockout drops your whole wallet. The season's five highest peak fortunes earn a place on City Legends. Cash is score only; it cannot be spent or withdrawn.
Style is independent of power
Brawler, Staff, and Hand Blaster bring strikes, heavy attacks, and charged ranged attacks to any power set. Powers move to the number keys.
Intercept the convoy
Break the transport's shield emitters to halt it. Heroes free detainees; villains seize cargo. New appearance choices, saved looks, creator performances, and power-specific rank-up eruptions deepen your identity.
0.6.0
Greater Sentinel City
The original streets became a city of ten distinct districts.
Ten-district city
More city events
Zoomable map
What changed
A skyline worth exploring
Zero Point, the Exchange, Ironworks Harbor, Southgate, the Foundry, Kestrel Hill, and Founders Park join the original city centre. The bay, freighter, cranes, elevated railway, and landmark towers give every journey a new destination.
More reasons to move
Patrols spread across the districts, with 21 event sites and up to three city events active at once. District ambience and titles mark your arrival; a zoomable, pannable map helps you find your way.
0.5.1
A steadier life in the zone
Combat, reconnects, and controls behave more consistently.
Combat fixes
Reconnect recovery
Input & focus
What changed
Combat follows the rules
Immunity, safe zones, and the Warden truce consistently protect against hostile effects. Damage and encounter rewards count the health actually lost.
Recover cleanly, start fresh
Reconnect and end-card recovery are more reliable. New lives clear stale movement and build state. Progression choices wait for confirmation, while Settings, Controls, chat, and touch inputs keep focus and held actions under control.
0.5.0
One life
Every character becomes a story with a beginning and an end.
Temporary characters
Branching builds
The Warden
What changed
Build a life of your own
Quick Create gets a new character into the city. Five powers branch into 15 paths, with secondary abilities, signatures, and upgrades earned as you rank up. Death ends that character; an end card remembers the run before you create another.
Move, fight, and face the Warden
Flight, super speed, and movement upgrades open up the streets and rooftops. Readable attack warnings, rotating city events, and a three-phase Warden fight bring new challenges. Heroes and villains share a truce in its arena.
Earn a look and a soundtrack
One-life cosmetics and rank insignia tell your story. An adaptive soundtrack follows creation, exploration, traversal, combat, and the final beat of a life. Reduced-flash and reduced-camera-motion settings offer more control over the experience.