The Walking Dead Saints and Sinners Aftershocks Walkthrough and Guide - Part 4 - Bastion
Stuck in The Walking Dead Saints and Sinners: Aftershocks? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners: Aftershocks.
Don’t worry, I’ve got you covered with this complete walkthrough. These articles will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother.
Last time we went to the Ward to retrieve a cache and escape from the Reclaimed. Today we’ll be recovering the fourth national guard cache, which is also guarded by the Reclaimed inside the duplex fortress in Bastion.
Stuck in The Walking Dead Saints and Sinners: Aftershocks? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners: Aftershocks.
Don’t worry, I’ve got you covered with this complete walkthrough. These articles will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother.
Last time we went to the Ward to retrieve a cache and escape from the Reclaimed. Today we’ll be recovering the fourth national guard cache, which is also guarded by the Reclaimed inside the duplex fortress in Bastion.
This guide assumes that you are starting Aftershocks with the "Aftershocks Quickstart” option in the main menu. If you’re playing Aftershocks after completing the main campaign then some details might be slightly different, but the challenges you face in the missions will be the same.
If you are missing some of the recipes then you can still pick them up while doing the missions in this walkthrough, though they won’t be explicitly pointed out here. For a full list of all recipes in The Walking Dead: Saints & Sinners, check out our recipe guide article.
Spoilers will be as light as possible, but there will be story spoilers by necessity in this walkthrough. There won’t be any explanation of what is going on in the story beyond what is necessary to make the walkthrough make sense.
The Resting Place
Once again tune your radio to channel 47 to hear the latest in National Guard cache news. This time the cache is located in Bastion, and just like the last one the Reclaimed have found it before you.
The difference is that they’re already guarding it. So your mission is one you should recognize from the main game. Get into the building guarded by enemies, get the goods, and get out.
You are definitely going to want to bring some firepower, as with any Aftershocks mission. The duplex will be well guarded by Reclaimed soldiers.
You can sneak your way in or try to pick them off one by one with quiet weapons like a Bow, or you can just get the big guns and blast your way through. It’s up to you, but regardless of your choice in weaponry you should definitely bring at least one bandage.
Most importantly for this mission, you should bring a Nail Bomb. You will only need one, but make sure you don’t use it on any enemies. If you forget to bring it or accidentally use it you can still complete the mission without one. It’s just very convenient to have an explosive when you need it. You’ll find out exactly when later on in this walkthrough.
As always, when you’re armed, fed, and prepared, head out to Bastion.
The National Guard Cache In Bastion
Once you’re in, take a look at your map. There are two streets you can take to get into Bastion, and one is about as good as the other, and both lead to one of the two sides of the duplex.
Go to Walnut street and turn right or left before taking either Bonaparte or Cardinal respectively.
If you forgot to bring a Nail Bomb then I’d recommend taking the Bonaparte route. You will need an explosive once you get inside the duplex, and there are a ton of propane canisters inside of the building colored blue in the top left corner of the map. That’s the building with the car crashed into it.
Should you need to go there to get the canister beware the pair of Reclaimed guards around the front.
Go around the back of the house and knock down the boards blocking the hole in the wall to get inside and get a propane canister. Drag it over to the duplex, though I’d recommend you clear out the enemies blocking whichever side you decide to attack through before trying to take the canister inside.
If you brought a Nail Bomb you won’t have to bother with the propane canister, but you will have to worry about the Reclaimed guards either way. If you stay on the street then they won’t automatically attack you.
Though if you step off of the street and on to one of the yards then they will start shooting at you if they spot you for too long.
There are a few guards posted on either side of the building, and at least one group that patrol from one side to the other. Your goal is to get inside one of the doors leading into the duplex.
It’s not recommended to try and go around the sides of the building. There are barbed wire traps in the garage, and either way the other side of the duplex will only have more guards for you to deal with. So all you can do is take a straight shot across the yard and to the doors leading inside.
With a little luck and a little skill you can sneak your way across by sticking to the pieces of cover in the yard and picking the right moment to move. It’s much easier to start the shooting yourself though, because you can pick your position and take the first shot from the street and pick off the Reclaimed as they try to get closer to you.
This is an instance where shooting first turns out to be much simpler than trying to sneak your way around, even if you like to sneak.
Regardless once you get inside stay on your toes and keep a weapon ready. There will be more Reclaimed soldiers standing guard inside of the building, and one or two patrolling around.
For a hint on the location of the cache, and a very interesting lore tidbit, stay on the first floor of the duplex once you get in. Then head to the stairwell on the lower side of the building on your map.
On top of a pair of washing machines there will be a note from whoever found and hid the national guard cache.
You don’t have to get the note, but it is a fun read.
Either way head to the upper side of the building on your map, second floor.
It will be the door to the right of the top of the stairs on that side of the building. If you remember where you spoke with JB on your last visit here then it’s the door on the other side of the building from where he was.
Either way you can just keep trying doors on the second floor until one doesn’t open. The locked door is where the cache is hidden.
Now here is where that nail bomb or propane canister comes into play.
There’s no lockpicking in The Walking Dead: Saints and Sinners, so your only way through is to blow up the door. Stay at a safe distance and either throw your bomb at the door or leave a canister in front of the door and shoot the canister.
Once you’re inside the national guard cache is inside in a corner. Open it up and discover another treasure trove of goodies.
Even better, there’s a crafting recipe inside as well.
Good stuff, take the recipe and all of the supplies you can carry.
Though you should be very careful when taking the nail bombs. If your inventory is full and you try to put on inside of your backpack by releasing your grip on the bomb over your shoulder then the bomb will fall to the floor and explode.
So make sure you have space in your inventory when taking the nail bombs inside of the cache.
Anyway once you’re done feel free to head back to your boat. It’s easier to go out via whichever side of the building you came in, since you’ve likely already cleared out quite a few enemies already. Though if you snuck inside you’ll probably have to shoot your way out. Be ready for more Reclaimed either way.
Once you’re out of the duplex head back to the Resting Place.
The Resting Place
Congratulations! That’s another National Guard cache down, and also a new crafting recipe.
Immediately go over to your gun workbench to craft the Tactical Flashlight. It can be found on the left side of the bench with all of the Tourist Edition weapon skins (if you have the Tourist Edition.)
You’re going to need that upgraded flashlight very soon. Just pick it up once you craft it and it will take the place of your old one. You can even turn on the UV mode with it and find some interesting notes spread around the bus.
Now for a well deserved rest.
Need a guide on what comes next? Next time you’ll be headed over to Old Town to find another cache and put that shiny new flashlight to good use.
The Ultimate VR Cat Game That Lets You Become A Cat - I Am Cat VR Review
I Am Cat does exactly what it says in the title. It takes you, a human wearing a Virtual Reality headset, and turns you into a cat.
Well, it doesn’t make you a cat exactly, you’ll still be you, but I Am Cat does an absolutely incredible job of putting you into the furry paws of a feline and making you feel like a cat n Virtual Reality.
This is the very definition of a VR Cat Game. The game doesn’t involve cats, or happen to show cats, or let you look at cats. I Am Cat makes you the cat, and it does so in very novel and fun ways that make full use of Virtual Reality hand controls and immersion.
I Am Cat does exactly what it says in the title. It takes you, a human wearing a Virtual Reality headset, and turns you into a cat.
Well, it doesn’t make you a cat exactly, you’ll still be you, but I Am Cat does an absolutely incredible job of putting you into the furry paws of a feline and making you feel like a cat n Virtual Reality.
This is the very definition of a VR Cat Game. The game doesn’t involve cats, or happen to show cats, or let you look at cats. I Am Cat makes you the cat, and it does so in very novel and fun ways that make full use of Virtual Reality hand controls and immersion.
Take your view of the world for an example. In most VR games your head is usually situated a few feet above the floor of the virtual world, at about your height or an average human height.
Instead in I Am Cat your head is very close to the ground. Your eyes are just above the floor, a lot like a cat’s. When you move your view of the world feels a lot like watching one of those cat collar camera videos, except with much smoother and less shaky vision.
Speaking of movement, the movement in this game is amazingly innovative and designed to make you imitate a cat to move.
You’ve got these long, straight arms, and the paw at the end of them follows your touch controller for each hand. There are no almost no physical buttons to press, no slide movement, all of the movement and interactions in this VR Cat Game are done with your paws. I mean your hands.
The first thing that the game teaches you to do is walk. It can be tricky to get the hang of, especially if you’re used to other VR games that have you use the motion of your hands to move around the world, like Gorilla Tag.
While Gorilla Tag is a Gorilla VR Game that has you slapping the ground and other surfaces to move yourself around, I Am Cat feels much different. You have to move your arms kind of like you are imitating a cat. You have to quickly swipe at the ground with one paw and then the other in quick succession, just like a cat would.
It does take a little getting used to. I found myself trying to glide my paws across the ground like you would in Gorilla Tag, purely out of habit, and found that the game would frustratingly move me forward and then slingshot me back to where I started. This feedback wasn’t very pleasant, I’d rather just not have moved at all, but I did eventually learn to imitate a cat’s front paws with my hands to move quickly and comfortably.
The movement is so immersive because of this, and you can even pounce by smashing both paws against the ground, or climb by pawing at a vertical surface. You can even pick up objects with the grab button, which releases your claws, and hold items in your mouth. The movement is a lot of what makes this game so fun, and combined with how small you are in the world makes you really feel like a tiny cat scurrying and jumping around a house.
That’s where I Am Cat takes place, at least at the time of writing, entirely within a house with a ton of household items, toys, and your owner, an old woman.
She looks absolutely MASSIVE to you in the game. You are a cat after all, she’s so tall compared to you.
The scale of the house around you continues to reinforce that while you are playing this VR Cat Game you are a small cat instead of a human standing in a room with a VR headset on their face.
You can easily run and jump around furniture, mess with the many household items like the very intelligent feline that you are, eat your food, drink water. If you’ve ever seen a cat do something hilarious and silly then you can do it in I Am Cat.
There are a lot of things to explore and do, and interactions to discover, in the house the game takes place in. Despite being a two story and fairly average sized place, the house is a massive playground for you since well, you’re a tiny cat.
You can turn on the TV, change the channel on the radio. Break into your owner’s computer, or even cook. There are an absolutely insane amount of things you can do.
Oh, and if you’re a bad cat and break some glasses, vases, or fine china, then your owner won’t be too happy with you either.
There’s even a progression system with experience and levels. On your handy cat smartwatch on your left paw you can look at various tasks that you can do around the house.
These are all fun little cat activities like playing the piano, breaking stuff, exploring the top of the refrigerator. You know, Virtual Reality Cat Game things.
Each task gives you experience, and you gain levels over time. They’re an interesting way to introduce you to new wacky things that you can try around the house.
I Am Cat is exactly what you’d want from a VR Cat Game. It turns you into a cat in VR, and wow does it do a good job at that.
Even if you aren’t a cat lover the unique movement system and perspective are fun an unique on their own, and completely worth checking out. You can play I Am Cat on the Meta Quest, and on Steam using PCVR. Enjoy!
The Walking Dead Saints and Sinners Aftershocks Walkthrough and Guide - Part 3 - The Ward
Stuck in The Walking Dead Saints and Sinners: Aftershocks? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners: Aftershocks.
Don’t worry, I’ve got you covered with this complete walkthrough. These articles will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother.
Last time we went to Rampart to get another National Guard cache. Today we’ll be recovering the third national guard cache, which has been found by the Reclaimed in the Nile shipping and logistics office in The Ward.
Stuck in The Walking Dead Saints and Sinners: Aftershocks? Wondering where to go next? Maybe you just like to see what is in store for you before you get there, or want to look back and see if you missed anything in The Walking Dead: Saints & Sinners: Aftershocks.
Don’t worry, I’ve got you covered with this complete walkthrough. These articles will detail how to progress through the main story missions as quickly as possible, with a couple of guiding tips thrown in here and there to make your adventure smoother.
Last time we went to Rampart to get another National Guard cache. Today we’ll be recovering the third national guard cache, which has been found by the Reclaimed in the Nile shipping and logistics office in The Ward.
This guide assumes that you are starting Aftershocks with the "Aftershocks Quickstart” option in the main menu. If you’re playing Aftershocks after completing the main campaign then some details might be slightly different, but the challenges you face in the missions will be the same.
If you are missing some of the recipes then you can still pick them up while doing the missions in this walkthrough, though they won’t be explicitly pointed out here. For a full list of all recipes in The Walking Dead: Saints & Sinners, check out our recipe guide article.
Spoilers will be as light as possible, but there will be story spoilers by necessity in this walkthrough. There won’t be any explanation of what is going on in the story beyond what is necessary to make the walkthrough make sense.
The Resting Place
Once again it’s time to get ready for the mission ahead. Tune your radio to channel 47 to listen to the Tower talk about the latest cache in The Ward and also get the usual intel about random events scattered around the maps.
By now you should have a pretty good idea of what to bring and what not to bring, given that you’ve retrieved a couple of caches by now.
This mission won’t take very long, and at first you’ll just be fighting roaming walkers, but you will have to fight heavily armed Reclaimed soldiers at the end. Plan accordingly. You have access to plenty of powerful firearms. Bring some. Bring a bandage just in case you need it as well.
You’ll be fighting your way through at least a couple of squads of human opponents. Firearms and explosives are as useful as ever against them.
You won’t be able to rely on stealth in this mission if that is your usual playstyle. Once you’re ready, head out to The Ward.
The Ward National Guard Cache
You will arrive in The Ward near the Radio Station, on the top side of the map. Take a look at your map and get your bearings. Your objective is in The big building colored blue in the lower left side of the map.
You will notice that there is a route marked in red on this screenshot. That’s the way you should take to get to Nile shipping and logistics. There won’t be able notable threats along the way, just walkers (unless you have Tower or Reclaimed patrol modifiers from channel 47, those will still spawn).
Squeeze through the fence in the lot that you spawn in, since Madrid street is blocked, then continue through the shipping yard. You can take a right or a left to go to Dennison or Madrid. It doesn’t really matter but Dennison is the more direct path.
Then turn left onto Pious street and stop when you see this overturned truck.
You’ll need to climb up the pallet of boxes next to the cab of the truck, then on the truck’s trailer, and then up into the large opening in the side of the building.
This is the only way into the shipping office. The doors leading in and out are all blocked.
Once you’re inside things are still eerily quiet, and you will notice a lot of Reclaimed bodies lying around. Feel free to loot as you go, or don’t bother. Most of your backpack slots will be filled when you get the cache anyway.
Go down the long hallway you’ll come across after entering, but beware the explosive trap in the center of it. You can shoot the trap’s tank or just go around it by using one of the doors in the hallway to go through the offices next to it.
Once you reach the end of the hallway take the stairs down. Head towards the next long hallway, but take the first left. The way you’re supposed to go has several barbed wire traps.
Break the barbed wire with your flashlight or a weapon, but be careful there is an explosive trap right after them.
This is probably a trick by the level designers meant to get you to assume that the next tripwire is a barbed wire trap, and get blown up as you touch it. Shoot the propane tank connected to the trap instead. Make sure you’re far enough away that the blast won’t hurt you.
Past the trap there’s a big garage with some various loot and most importantly the national guard cache sitting on top of some boxes. Open it up and take the loot inside. This time it’s a ton of weapon parts and ammunition.
Leaving The Ward
You’ve got the goods and now it’s time to leave. So head back out the way you came in on the second floor of the logistics office.
You’ll probably hear some gunshots and human voices outside. That’s right, the Reclaimed have shown up and surrounded the building.
When you make it to the door leading back outside on the second floor make sure to stay low as you open it. If you stick your head out too far outside you might get shot at. The Reclaimed are not here to play.
Stay low and pick your time to pounce. Since you’ve got the advantage of height it will be easy to see and shoot down on the patrolling enemies below you.
So when a patrol passes below wipe them out with an explosive or pick them off with gunfire. You could also wait for the patrols to pass and try to sneak your way out.
The most direct route out, and the one you should take, is with the boat in the purple building marked “Skiff” in the bottom left corner of your map.
To reach it, take a right and go down Pious street as you exit the building. Though unfortunately there will be a group of Reclaimed guards in front of the building containing your way out of The Ward. You will have to fight through them.
Once you’ve blasted through take the boat inside back to The Resting Place.
The Resting Place
As always scrap your loot and head to sleep. Good job. Another cache secured. You’ve got a practically ridiculous amount of supplies now.
Need a guide on what comes next? Next time you’re headed over to Bastion to retrieve yet another National Guard cache, but this one will be even better than the one’s you’ve got so far.
Infinite Inside Review - A Surreal VR Puzzle Game With Passthrough
Infinite Inside is a game that the puzzling part of your brain will enjoy greatly, and it makes great use of Virtual Reality, and the passthrough capabilities of the Quest headset to deliver a unique puzzling experience.
That is, combining Mixed Reality and Virtual Reality to create an impression of a tower in whatever room you are playing in, and you teleporting inside and exploring that tower. Deeper and deeper you go, and the game becomes more surreal and draws you into its atmosphere.
Infinite Inside is a game that the puzzling part of your brain will enjoy greatly, and it makes great use of Virtual Reality, and the passthrough capabilities of the Quest headset to deliver a unique puzzling experience.
That is, combining Mixed Reality and Virtual Reality to create an impression of a tower in whatever room you are playing in, and you teleporting inside and exploring that tower. Deeper and deeper you go, and the game becomes more surreal and draws you into its atmosphere.
All the while there are enjoyable 3D jigsaw puzzles to complete, and always the question of how to get to the next area to get more puzzle pieces to solve. Infinite Inside is unique for its combination of Passthrough Mixed Reality and Virtual Reality, but even more so for how well it uses Virtual Reality to convey the sense of traveling deeper into a different and mysterious world.
Before we get any deeper into the Infinite Inside review though, let me tell you how the game actually plays.
What Do You Do In Infinite Inside?
The first order of business is to set up your playspace, which is quick, easy, and done with the Meta Quest’s superb passthrough. That is, assuming you are using a Meta Quest 3 or Pro.
Using the more inferior passthrough on the Meta Quest 2 might make Infinite Inside a far less enjoyable, and visible, experience. Though fortunately you can turn off the use of passthrough and have the game take place entirely in Virtual Reality, though the passthrough Mixed Reality exterior of the tower you explore does make the whole experience more wonderful and interesting.
You tell the game where the center of your playspace should be, and this is another game where having a larger playspace to work with is definitely beneficial, though you’ll be alright as long as you have an area large enough to just walk around the square you place in the center.
You don’t need a massive room, and the game does feature a stationary mode if you don’t have one. Playing in roomscale mode, and with enough space to walk around the center of your playspace, is much more enjoyable though.
Then you get to the game, which is puzzling and exploring really. Explore to find 3D puzzle pieces, and then do your best to stick them together. That’s the core of Infinite Inside.
The game starts with the Mixed Reality portion, a massive plinth arises in the center of your playspace. Three empty compartments open up in front of it, and you can quickly intuit that something needs to go into these slots.
So you search around the monolith and discover some handles on it that you can slide open, revealing puzzle pieces. You put these pieces together so they fit in 3D space, and then place the finished object inside of the plinth.
Soon after some of this we get to the VR section, which caught me completely by surprise.
Placing a statue of a little man inside the Plinth causes you to go inside as well, and in there you can collect more puzzle pieces to put together and solve outside of it.
Then later on you can move through larger environments by grabbing these geometric objects to teleport around inside. If you’re wondering, yes unfortunately the only way to move and explore is through teleport movement. More on that later on in this review.
You explore these stone rooms, sometimes dotted with vintage objects from our world, and get more puzzle pieces so you can leave and assemble them back in Mixed Reality.
Is Infinite Inside Fun?
If you like 3D jigsaw puzzles and are intrigued by the idea of breaking them up with some VR exploration, then Infinite Inside holds up pretty well.
What’s odd about the game is that it doesn’t lean far enough into either the Mixed Reality Passthrough or Virtual Reality elements for them to complement each other greatly. Rather the Mixed Reality beginning to the game is merely just a way to anchor the monolith at the center of the experience in the real world. This is cool, but not necessary. It could just as easily be a VR scene as well, and you can make it that way in the options menu.
Using this small figure of a man to move inside and outside this monolith, or tower, or plinth, or whatever you want to call it, is a great way to make the world feel immersive. The transition between the two modes of play makes traveling inside of the game a significant change in gameplay. The exterior space is for putting puzzle pieces together, and going inside to the interior is for exploring to find puzzle pieces.
That’s mostly what Infinite Inside amounts to, changing gameplay between these two modes of play. Exploring in VR feels much different from poking around the outside of the plinth and putting puzzle pieces together in MR.
Where the game really shines is actually more in the VR sections inside of the monolith, and where the exterior of the structure briefly interacts with the interior. As the game progresses there are portions where you can actually move puzzle pieces around the tower that will change the environment as you explore.
This way you can create new pathways and explore new areas in order to find all of the puzzle pieces. Occasionally you need to dip back out of the tower to change a piece of the environment around, and give yourself a new area to access. In this way the exploration becomes a whole new set of puzzles alongside the 3D jigsaw puzzles that you complete once you get all of the puzzle pieces.
It gets even more intense and surreal when you find even smaller areas to teleport into while you’re already inside of the monolith, creating layers upon layers of different exploration and environment puzzles in a single level. It’s fantastic, and provides many moments where you can wonder at the surrealness of it all.
Moreover the reliance on teleportation movement in the VR exploration portions of the game was the biggest disappointment of the whole experience. A Virtual Reality game on the Meta Quest relying completely on teleportation movement feels very pre 2020 and hopelessly outdated today.
Teleporting from place to place feels tedious and unimmersive, and is bad for all of the reasons that developers no longer base their games around it except as an option for the hopelessly motion sick.
In this entire Infinite Inside review I’d have to say the reliance on teleport movement is the one element that was truly disappointing and entirely negative.
I’ve had fun with Infinite Inside though, and found it to be a very calming and mysterious experience. The austere visuals of the game look fantastic on the Quest 3. They really shine when the simple geometry at the beginning of the game starts to dip into the more surreal.
The look of this game combined with the simple yet elegant and mysterious music give a feeling of mysterious calm that put you in the mood for solving some puzzles and poking around a digital tower in the middle of your living room. The aesthetic and mood of the game are perfectly executed by the developer.
So Infinite Inside is a surreal puzzler that feels like a journey into a dream, and it’s much more fun for how well it commits and pulls of that theme and feeling. Though beware that the puzzles are pretty difficult, and only get harder as the game goes on. If you’re not prepared to scratch your head for a while while trying to figure things out then don’t test your patience here.
That’s all for this Infinite Inside review. If you like 3D jigsaw puzzles in Mixed Reality or Virtual Reality, and are intrigued by the idea of combining that with a little VR exploration then this is a game that is easy to recommend for its pacing, ambiance, and creativity.
This Massive VR MMORPG Is Dead - Zenith: The Last City
Sad news today for the Virtual Reality community and VR lovers in general.
The Co-Founders of Ramen VR, Andy Tsen and Lauren Frazier, recently announced that they will no longer be developing and deploying new Patches for the Virtual Reality MMORPG Zenith: The Last City.
Despite massive success upon launching the game on both the Meta Quest and Steam stores, Zenith has become increasingly more barren and lifeless throughout the years since its launch.
Sad news today for the Virtual Reality community and VR lovers in general.
The Co-Founders of Ramen VR, Andy Tsen and Lauren Frazier, recently announced that they will no longer be developing and deploying new Patches for the Virtual Reality MMORPG Zenith: The Last City.
Despite massive success upon launching the game on both the Meta Quest and Steam stores, Zenith has become increasingly more barren and lifeless throughout the years since its launch.
This hasn’t been due to a lack of effort on the part of the developers. New features such as instanced dungeons, an entirely reworked tutorial and questing experience, a new class, and new tools for exploration and resource gathering did not breathe new life into the game and keep players coming back to it.
That was the core problem with Zenith: The Last City, no matter what the developers over at Ramen VR tried to do, players just didn’t stick around for more than a month.
This lead to an effect where when you logged in to play the game it felt pretty barren, and any MMORPG is only as good as the players that fill it. So it was easier to simply not log back in, since it seemed that not many others were interested in the game.
Even an overhaul and free to play addition in the form of Zenith: Infinite Realms and rebranding the game Zenith: Nexus didn’t reverse this trend, and the game became too expensive to continue developing.
After the final patch in August, Ramen VR will be ceasing active development on Zenith and switching their focus and resources to new projects.
Though the Zenith: Nexus and Zenith: The Last City servers will remain up and running for the time being, and those who bought ingame currency will be receiving rewards in future games released by Ramen VR… whenever that is.
For more check out the FAQ that Ramen VR has posted on their website or the video they posted explaining their story.