Snapshot of installed build
oculus-5.5.3-release-1.108.0-v76.0-CL-0from 2026-08-09. The analysis was read-only. An asset's presence in the PAK does not guarantee player availability.
About this page
This is a technical snapshot of patch 1.108.0, extracted from serialized ExfilZone assets. The report combines the combat layer — ammunition, damage, penetration, armor, receivers, magazines, compatibility and DOD/velocity curves — with the persistent quest, trader, item, hideout, loot and map structure.
The page keeps the key examples and explanations.
Verified scope
Combat layer:
- 81 ammunition profiles across 11 calibers;
- 61 receivers and 90 magazines;
- 709 part records and 151 dependency rows;
- 32 weapon DOD/velocity curves;
- 480 armor/global-curve rows;
- 729 distance rows and 4491 weapon × ammunition × distance scenarios.
Persistent game structure:
- 227 quests and 913 localized objective strings; graph, rewards and transitions remain runtime-only;
- 5 trader groups and 174 quest links; assortment, prices and loyalty levels remain runtime-only;
- 322 normalized non-combat items;
- 70 hideout upgrades and 261 requirements;
- 55 extractions and 41 keys; 447 loot profiles with 3,209 rows and 28 static difficulty weights;
- 4,186 static map3/map5 actors summarized across 262 class/category combinations.
A few ammunition examples
| Profile | Damage | DOD, m:damage | Pen | Pen DOD | m/s |
|---|---|---|---|---|---|
127x55_DamageType_FMJ |
120 | 0:120; 120:120; 400:48 |
3.4 | 0:3.4; 120:3.4; 400:1.36 |
290 |
12Gauge_DamageType_Buckshot7 |
20 | 0:20; 15:20; 260:5 |
1.2 | 0:1.2; 45:1.2; 260:0.3 |
420 |
545x39_DamageType_APv2 |
38 | 0:38; 160:38; 500:27.360001 |
6.2 | 0:6.2; 160:6.2; 500:4.464 |
910 |
556x45_DamageType_FMJv3 |
49 | 0:49; 140:49; 480:34.299999 |
4.4 | 0:4.4; 140:4.4; 480:3.08 |
945 |
762x39_DamageType_HPv2 |
84 | 0:84; 160:84; 460:57.959999 |
1.4 | 0:1.4; 160:1.4; 460:0.966 |
750 |
762x51_DamageType_APv2 |
63 | 0:63; 200:63; 650:50.400002 |
6.5 | 0:6.5; 200:6.5; 650:5.2 |
910 |
9x19_DamageType_APv1 |
53 | 0:53; 80:53; 360:22.790001 |
3.4 | 0:3.4; 80:3.4; 360:1.462 |
410 |
9x39_DamageType_FMJv3 |
61 | 0:61; 100:61; 440:27.450001 |
4.3 | 0:4.3; 100:4.3; 440:1.935 |
320 |
Points are distance_in_meters:value. Unreal uses linear or cubic interpolation between them.
Weapon-parameter examples
| Receiver | Caliber | RPM* | Head × | Weapon DOD | Legacy pen | Ergo | Velocity / drop | Source |
|---|---|---|---|---|---|---|---|---|
LowerReceiver_AK_AKMN |
762x39 | — | 1.6 | BR_DOD_Rfile_GY | 1.1 | 71.5 | BR_AKM_MuzzleVelocityCurve / 1.2 | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/AKM/Gunparts/LowerReceiver_AK_AKMN.uasset |
LowerReceiver_AR_RC416A5 |
556x45 | 850 | 1.6 | BR_DOD_Rfile_GY | 0.8 | 91 | BR_hk416_MuzzleVelocityCurve / 1.2 | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/HK416/Gunparts/LowerReceiver_AR_RC416A5.uasset |
LowerReceiver_G18C |
9x19 | 1000 | 1.4 | BR_DOD_Pistol_GY | 0.3 | 37 | BR_Pistol_MuzzleVelocityCurve | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/G18C/GunParts/LowerReceiver_G18C.uasset |
LowerReceiver_Vector_9mm |
9x19 | 1000 | 1.4 | BR_KrissVDOD_GY | 0.5 | 35 | BR_SMG_MuzzleVelocityCurve | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/Vector/GunParts/LowerReceiver_Vector_9mm.uasset |
LowerReceiver_PKP |
762x54R | 600 | 1.3 | BR_DOD_LMG_GY | 1.5 | 86.8 | BR_PKP_MuzzleVelocityCurve / 1.55 | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/PKP/GunParts/LowerReceiver_PKP.uasset |
LowerReceiver_M40A5 |
762x51 | 1000 | — | — | 2 | 85 | BR_Sniper_MuzzleVelocityCurve / 1.2 | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/M40A5/Gunparts/LowerReceiver_M40A5.uasset |
LowerReceiver_Malyuk762 |
545x39 | 630 | — | BR_DOD_Rfile_GY | — | — | BR_AKM_MuzzleVelocityCurve / 1.2 | Blueprints/VRInteractables/ZomboyGunSystem/AdvanceGun/Malyuk/Gunparts/LowerReceiver_Malyuk762.uasset |
FiringRate is a configured cyclic value, not guaranteed practical fire rate. Ergo is stored raw value / 1000. A blank cell means no reliable override was serialized.
Shotguns
| Receiver | Sub-projectiles | Spread (raw) | Buckshot7 if all hit |
|---|---|---|---|
LowerReceiver_Flame12 |
9 | 2.95 | 180 |
LowerReceiver_M870 |
9 | 2.6 | 180 |
LowerReceiver_M870M |
9 | 2.6 | 180 |
LowerReceiver_Sjogren |
9 | 0.1 | 180 |
The 180 figure is the scenario 20 Buckshot7 damage × 9 sub-projectiles when every pellet hits, before armor and other modifiers. It is not promised final shot damage.
Magazine examples
| Magazine | Capacity | Evidence | Compatibility key |
|---|---|---|---|
Mag_AR15_Drum50 |
50 | CDO | gunsmith.ar15.clip.drum50 |
Mag_AKM_75Drum |
75 | CDO | gunsmith.ak.clip.762drum60molot |
Mag_Evo3_Drum |
50 | CDO | gunsmith.evo3.clip.drum |
Mag_G18C_33rounds |
33 | CDO | gunsmith.g18c.clip.33rnd |
Mag_MP5_100rnd |
100 | CDO | gunsmith.mp5.clip.100rnd |
Mag_M897_UnDettachable |
7 | catalog key | gunsmith.m1897.clip.7round |
Mag_PKP_Drum |
— | unresolved | gunsmith.pkp.clip.drum |
CDO marks a serialized ClipSize candidate; catalog key means the number is in the identifier while the override is absent. Unresolved magazines in this snapshot: 0.
Armor examples
| Object | Kind | Level | Curve | Points | Durability |
|---|---|---|---|---|---|
AntiPenetrationDurabilityScalarCurveLv6 |
helmet+vest | 6 | anti_penetration_durability_scalar | 5 | — |
WarfareHelmet_6B47 |
helmet | 3 | penetration_chance | 5 | 67 |
WarfareHelmet_6B47 |
helmet | 3 | penetration_damage_scalar | 3 | 67 |
WarfareTecVest_6B23-1 |
vest | 4 | penetration_chance | 3 | 110 |
WarfareTecVest_6B23-1 |
vest | 4 | penetration_damage_scalar | 4 | 110 |
Quest and trader examples
Quests are stored with localized names, descriptions and a graph status. Sample row: download.dam.dlc_mica1 from the dam chain — "Deep in the Logging Camp", whose objective is to find and decrypt the agent computer near the Dam logging camp. The transition graph, rewards and unlock conditions are not serialized in static files and remain runtime-only.
Traders come as five groups; their display names are not confirmed in static sources, but their quest links are: the doc group has 36 linked quests and gear has 39. Assortment, prices and loyalty levels live server-side.
Item and hideout examples
Non-combat items are normalized with EN/RU names and usage flags. Sample: card.map1.basementexit — "Suburb Western Bunker's Key" (category key); key-to-door links are not confirmed in this snapshot.
Hideout upgrades store prices and localized effects. Sample: the level 1 "Toilet" costs 120,000 and grants "Increased EXP Gain"; level 2 costs 228,000 with the same effect type.
Map and loot examples
Extractions are serialized with localized names and descriptions: for example, Extraction_zombieextract1 — "Transport Gate East", the east side of the transport passage gate. Coordinates are not confirmed by static files and are intentionally omitted.
Static loot difficulty weights:
| Level | Tag | Casual | Standard |
|---|---|---|---|
Level_01 |
1 | 1.8 | 1.0 |
Level_02 |
2 | 1.6 | 1.0 |
Level_03 |
3 | 1.4 | 1.0 |
Level_04 |
4 | 0.6 | 1.0 |
Level_05 |
5 | 0.4 | 1.0 |
Level_06 |
6 | 0.2 | 1.0 |
These are serialized weights. Static files do not confirm how or when runtime selects a profile or mode.
Compact static map actor sample:
| Category | map3 | map5 |
|---|---|---|
loose_loot_location |
1,266 | 1,599 |
loose_loot_profile |
250 | 372 |
loot_container |
251 | 262 |
extraction |
10 | 6 |
key_door |
7 | 8 |
ai_spawner |
4 | 5 |
player_spawn_group |
9 | 12 |
This is serialized level inventory, not proof of runtime spawn/loot.
Evidence levels
extractedis a confirmed static fact for this build;partialis decoded static evidence with explicitly named missing links;candidateis a research lead, not a gameplay claim.
Why there is no single “final damage” number
Receivers carry a legacy layer (DamageRangeCurve, PenetrationPower, DamageType) while ExfilZone separately stores advanced bullet profiles (DamageOverDistance, PenetrationPowerOverDistance). Their runtime composition is unconfirmed, so the report does not multiply them and label the result exact.
DPS/TTK in the scenario table uses an explicit model: 100 HP, no armor, blunt damage, bleeding, misses, reloads or manual bolt/pump cycling.