---
title: 'God Save Birmingham - Official Dev Update 3 Video'
source: 'https://youtube.com/watch?v=TbyTgWM2eQ8'
video_id: 'TbyTgWM2eQ8'
date: 2026-06-19
duration_sec: 485
---

# God Save Birmingham - Official Dev Update 3 Video

> Source: [God Save Birmingham - Official Dev Update 3 Video](https://youtube.com/watch?v=TbyTgWM2eQ8)

## Summary



## Transcript

Creativity
Since the last alpha test, God Save
Birmingham has received a ton of great
feedback from players.
Weapons and combat are what you had the
most to say about, so we've added
content and made improvements to both.
We've adjusted the tempo of combat
animations such as the player's weapon
attacks and head stomping and improved
animations overall. We've also aimed to
reduce friction by enhancing the
responsiveness of controls. To
compensate for the players faster combat
abilities, we've made zombies a little
more durable to keep the overall pace of
combat the same. Through these
continuous improvements, we are striving
to create combat that feels challenging,
thrilling, and fitting for a gritty
survival game.
During this development sprint, we've
added one-handed swords and hellbirds,
and plan to continue adding more weapons
so that players can discover and
experiment with various medieval melee
tools. We've also added unique
animations for each weapon type, plus
stats such as damage, stopping power,
and durability. Players will need to
choose their weapons carefully to
optimize their chances of survival.
We've also added a shouting action to
lure zombies where you want them. Much
work has also been done on the physics
engine, which is one of Godsafe
Birmingham's most important and unique
features. We've enhanced the physics
simulations for the grappling system,
which governs how zombies grab, cling
to, and attempt to drag the player down.
We refined the technical mechanisms that
control how zombies will attempt to
fight the player and added new ways to
break out of grapples, adding depth to
close-range combat. We've also made
various enhancements to the in-game
physics engine. For example, lifting the
bottom box in a stack or swing a chair
into zombies will now consume more
stamina, giving the system a more
realistic feel. You can now place and
move ladders freely at any desired
location rather than being limited to
specific spots. This was surprisingly
tricky to develop. To make things as
realistic as possible, the system runs
physics simulations on ladders even
while they're in use to allow for things
like zombies knocking over your ladder
while you climb. You'll have to use
ladders carefully to avoid injury.
In this development sprint, a new
feature has been added that allows you
to freely move through windows. If a
building doors are locked or blocked by
a horde, you now have another escape
route. Through this sprint, significant
improvements have been made to the
crafting systems and content. Within
Godave Birmingham, you can experience
three types of advanced crafting:
carpentry, blacksmithing, and tailoring,
which will each aid you in your survival
in unique ways. Unlike standard
crafting, advanced crafting will require
you to find crafting stations scattered
in homes and buildings throughout the
town.
In this development milestone, we've
added a significant amount of content
and features related to survival, which
is the core of the game. Chickens have
been added as player livestock. To raise
chickens, you'll have to find or build a
chicken coupe, after which they'll
produce eggs at regular intervals. But
you'll have to select a location for
your coupe carefully to avoid noisy
birds attracting unwanted attention from
zombies.
We've made major developments to the
weather system which is closely tied to
survival. Players will now experience
conditions including clear, cloudy,
light rain, heavy rain, and fog. On
foggy days, zombies visual perception is
impaired. On rainy days, low
temperatures will require extra
attention to maintain body temperature,
and new survival actions become
possible, such as gathering rain to make
drinking water. Time and daily weather
patterns will continuously affect the
ambient temperature. If the player is
exposed to the cold for too long, it
will begin to threaten their health. To
survive, you'll have to take actions to
maintain body temperature, such as
dressing properly and warming indoor
environments by lighting a fire.
Just as starting a fire has become more
important, so has handling it carefully.
Fire can now spread to wooden objects,
and the player can suffer burns if they
get too close. So, you'll have to
arrange objects carefully when igniting
a fire. We've now added various
historically accurate medieval
beverages. Alcohol can quench thirst and
reduce the character's mental stress.
However, excessive drinking can cause
the player to become intoxicated, making
survival more difficult. So, remember to
drink in moderation.
We've further enhanced the existing
sleep system. You can now improve the
quality of your sleep by finding or
crafting a quality bed. Additionally,
you must maintain a warm indoor
temperature and create an environment
safe from zombies to ensure quality
sleep and maintain your character's
health.
It's now possible to gather fruits and
vegetables via foraging. You can collect
wild berries from the forest outside
town and vegetables from gardens
throughout. Foraged plants won't start
rotting until they've been picked. So,
it's up to you to pick them at the right
time or process them for long-term
preservation. You can now interact with
the river flowing through town. You can
draw and drink the water. However, the
water quality is poor and drinking it
may cause an upset stomach. Fortunately,
the stream water is great for cleaning
yourself, making it a solid choice to
visit anytime you need a quick wash.
>> God, we've developed a new system for
generating survival supplies within the
village using fixed rules and random
generation. We plan to continuously test
and refine this system throughout the
game's life to ensure players are
experiencing challenging and exciting
gameplay.
We've improved the guide journal system
first introduced during the alpha phase
by incorporating feedback from testing
results. Designed to provide minimal
guidance to players entering the sandbox
environment for the first time, the
guide journal will function as a light
tutorial and the story delivery
mechanism. While gameplay would be
possible without completing the guide
journal quests, it's intended to assist
players in acquiring essential game
knowledge and adapting to the
environment during their initial
playthrough. Although it's not yet
playable in this build, we've started
developing co-op functionality. Once the
multiplayer feature is stabilized, we
plan to create an opportunity for
players to experience it firsthand
through an open test.
Game
