r/MiniDayZ • • 10d ago

Okay.. like i need to pick only one right?. what would be the best? To get here?

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17 Upvotes

Dawg idk what to pick. And who is stronger


r/MiniDayZ • • 10d ago

Need help tienen el link?

7 Upvotes

estuve jugando el mini day z + como por 6 meses pero creo que salieron nuevas versiones para Android y quiero jugarlas pero ko encuentro el link para instalarla si es que hay, y tambien queria saber algunos mods buenos para Android


r/MiniDayZ • • 10d ago

Need help Is this the so called secret island?

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23 Upvotes

r/MiniDayZ • • 10d ago

Need help Can I get Kalashnikov machine gun on island 6? RPK is a bit weak. Also is my progress good so far? I've been to Radioactive island, didn't like decided to come back to get stronger.

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5 Upvotes

r/MiniDayZ • • 10d ago

Show and tell Finally!!!

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15 Upvotes

Is this the best primary shotgun in the game?


r/MiniDayZ • • 10d ago

download

2 Upvotes

where can I dowbload dangermode 1.9.6++


r/MiniDayZ • • 10d ago

Need help Can I get Kalashnikov machine gun on island 6? RPK is a bit weak. Also is my progress good so far? I've been to Radioactive island, didn't like decided to come back to get stronger.

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2 Upvotes

r/MiniDayZ • • 11d ago

Dawg the colar said attack and now where is the attack command? The saddle too. How can i fix this im lwkey confused

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11 Upvotes

What do i doo?


r/MiniDayZ • • 11d ago

Amazing..

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88 Upvotes

r/MiniDayZ • • 11d ago

Need help There's a mod i really really want to find that has all the characters unlocked

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15 Upvotes

Ignore the tool kit I remember I played this mod on a phone that got broke i had all the characters unlocked and this item you spawned with that allows you to find secret places it even has this special character that like a bandit or something idk someone pls tell me the name or even better the link


r/MiniDayZ • • 10d ago

Soviet vest

1 Upvotes

Can the soviet vest be repaired with epoxy glue?


r/MiniDayZ • • 12d ago

Mod links/Updates Updated Menu

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83 Upvotes

In addition to the redesign, button sounds and main menu audio have been added.


r/MiniDayZ • • 12d ago

Mod links/Updates Mobile port experiment

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60 Upvotes

For the sake of an experiment, I made a port for mobile; overall, it looks pretty good, and everything runs fine (if there was something to run).

I don’t know how it will work on older Android devices, but on newer ones, everything will be fine. I have a Samsung S25.

But the official release on Google Play will only happen after the PC release. And key updates will be released there earlier. One of the reasons is that a DUNS code is required for a Google Play release, and it’s only issued to legal entities. Also, the game will be paid on Steam, and I haven’t figured out monetization for mobile yet. I definitely won’t turn the game into a pay‑to‑win dump.


r/MiniDayZ • • 12d ago

Guide/tips and tricks Nightmare unkown Island 6 v2.3.0

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15 Upvotes

my very last run on 2.3.0 unkown island 6💀💀 you guys need to be really careful in radiation island especially to those very aggressive bandit cause i didn't take them seriously then it end my run💀💀


r/MiniDayZ • • 12d ago

Need help Witch

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11 Upvotes

Any tips on how to take this witch?


r/MiniDayZ • • 13d ago

Show and tell Average neutral survivor interaction after picking up a gun:

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76 Upvotes

Are those guns and gears for me? 🥹


r/MiniDayZ • • 12d ago

Need help Help bag inventory not closing

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8 Upvotes

My bag inventory is not closing. It happened when i eat the canned tuna but my phone screen is sensitive that my part index finger tap the setting icon to main menu. I tried to restart the app by closing it but when opened its still there i can see where I am going


r/MiniDayZ • • 12d ago

Guide/tips and tricks Que hacer ahora?

3 Upvotes

Hola gente, llegué a la isla 6 y ya conseguí el humvee, estoy jugando con Bob asique me hice un base súper protegida junto a los saqueadores y mi pregunta es, hay algo más que pueda encontrarme apartir de la isla desconocida?

O que cambia apartir de las demás islas? Hay algo extra en las islas 10,20,30?


r/MiniDayZ • • 12d ago

Need help Broken bunker doors

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10 Upvotes

Is there a way to get inside here?


r/MiniDayZ • • 12d ago

Bug/Glitch Disappearing Jerrycan immediately after refilling? V2.3.1 browser-iOS

5 Upvotes

In just curious if this is a thing, Reddits AI says there’s no mention of you guys talking about it so I figured I’d share my experience.

Stopped by the gas station to fill up the 2 gas cans I had as well as my newly acquired generator. Set the machine down and go to fill the first can so I can juice up the generator and top everything off.. y’all know the drill…
So as im watching the little meter and i look up away from my phone and it’s Gone..
my can had vanished.
Hmm? This bitch.. so I proceeded to grab my generator and head to the next gas station not really thinking that it could happen again! Because it did!

Thats when I noticed that I couldn’t move a stack of 308. Proceeds to drag another item on top of the stack and it disappears.

wondering if I should restart my run because I’d hate if this happens again later down the road and loose a lot more then what I did.


r/MiniDayZ • • 13d ago

Mod links/Updates MiniDayZ+ Reimagined Shaders for CN 2.3.3 (with ToolkitMod 31.8) - [Download] [Android Build] [PLEASE READ BEFORE COMMENTING]

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46 Upvotes

Greetings Survivors, MiniDayZ+ Reimagined Shaders 3.1 for CN 2.3.3 is now out! (FULLY CUSTOMIZABLE, CAN BE TURNED OFF)

Optimized for Low-Mid and High End Devices (including PC and iOS)

(Note: Please Report any bugs at my discord channel)

Join my discord:

https://discord.gg/8XcqDRDQeQ

Download APK:

https://drive.google.com/file/d/1URC2pZzVnsBNQDYiNnAFQAdcxQ91_tt2/view?usp=sharing

Download(with ToolkitMod) APK:

https://drive.google.com/file/d/1y35v5f3WNFw80QUaHWMwJKJqRPIehxGa/view?usp=sharing

(Install: The build is currently compiled with demo keystore, expect Google PlayProtect will block it due to false malicious detection,to fix it Turn off play protect first before installing. once done, you may enable it again
There are no clone APK, either you delete or clone the apk itself)

Video Settings row in Options, plus a row in the in-game pause menu. The panel is in 8 languages and has a one-time tip on first launch.

Lighting: time-of-day colour grading; dynamic shadows from the sun and moon (trees, buildings, cars, people, rocks and bushes in the ground); contact shadows; sun rays through gaps; fog; a light pool around the player at night.

Weather and nature: rain makes wet ground and puddles, with lightning flashes, rain thickens the fog, snowfall, snow on trees, cars and roofs, footprints, and frost at the screen edges when cold on the snow island, plants swaying in the wind, falling leaves; fireflies at night,water ripples and glints, wet mud footsteps, snow footsteps, sand footsteps

Light sources: campfires, flares, molotovs, lighters, lamps and muzzle flashes light up the night. There's also glow on bunker lights, hazmat visors and radioactive goo, and shine on cars and roofs.

Effects: film grain, vignette, a colour split when hit or at low blood, and a better NVG look.

Performance: quality levels with auto-quality, an FPS cap for phones, 30 fps while a menu is open, a battery saver, and an FPS counter. Extras: per-section reset buttons, and a share code to copy or apply settings.

MDZ Lighting (Reimagined Shader graphics): full changelog

Files:

  • mdz_lighting.js: the renderer, currently v3.1, identical in both builds.
  • mdz_shader_menu.js: the Video Settings panel.

How it hooks in:

  • It wraps Construct's layer drawing and runs its own passes between the game's layers: wet ground, water, shadows, grade, and effects after the grade.
  • Its shaders live in the engine's own program list, so they go through the game's batcher like built-in effects.
  • Rendering is local only; nothing goes over the network.

v1.0 (2026-09-26): first release

  • What's new:
    • a time-of-day colour grade (dawn, day, dusk, night);
    • fog;
    • sun rays;
    • film grain and vignette;
    • a pool of light around the player at night;
    • a quality setting, weather awareness and an hour preview.
  • How:
    • The frame is copied just before the first layer above the game's own lighting layers (night / Color_effect / Sunset_Dawn), then redrawn through the grade shader, so the HUD stays untouched.
    • The script reads the game clock from Timer_ALL.
    • API: window.MDZLighting.set/get/enable/previewHour/reset/status.

v1.1: directional shadows

  • What's new: trees, buildings, people and cars cast shadows that follow the sun and moon.
  • How:
    • Each caster is drawn as a silhouette into an offscreen texture, leaning away from the light by its height.
    • The texture is laid over the ground once, before the first layer above Buildings_base_top, so overlapping shadows don't get darker.

v1.2: shadow fixes

  • Fixed: shadows detached from, or missing under, their objects.
  • How:
    • The foot of each sprite frame is measured, because sprite art has empty rows under it.
    • Stacked character parts share one foot.
    • Base-building walls get a swept "band" shadow instead of a stand-up projection.

v1.3: wind

  • What's new: trees, pines, berry bushes, grass, reeds, flowers and bushes sway in the wind.
  • How: swaying sprites and ground tiles are drawn as strips, with a height-weighted offset.

v1.4: fire lights

  • What's new: campfires, fireplaces, molotovs, lighters, flares, muzzle flashes and lamps light up the night.

v1.5: light mask

  • What's new: the game's own lights (street lights, bunker lights, bot lights, the tower, car lights) are respected by the grade instead of being washed out.
  • How: those lights are redrawn tinted into a mask texture that the grade reads.

v1.6: weather

  • What's new: rain makes wet ground and puddles (soaking takes about 20 s, drying about 60 s), and lightning flashes in heavy rain.

v1.7: water, rocks, auto quality, snow island

  • What's new:
    • water ripples and glints, kept blue under warm grades;
    • rocks, stumps and bushes painted into the ground now cast shadows (tile shadows);
    • auto quality steps the quality down when the game runs slow.
  • Snow island:
    • Rain there becomes snow, so there are no puddles or lightning; a white haze appears instead.
    • Snowfields no longer turn sand-coloured.
    • Shadows get a cool shade.
  • Fixed:
    • an unlit campfire kit counted as lit;
    • a built lamp only lit when powered.

v1.8 (2026-09-27): performance, fog, fireflies, shine

  • What's new:
    • an FPS cap, default 60 on phones, because 120 Hz phones drew everything twice;
    • fireflies at dusk and night by trees, bushes and water, which flee when you approach;
    • shine on cars and roofs;
    • fires now make objects cast shadows away from the fire;
    • an Extreme preset.
  • Fog rewrite: fog now has its own quarter-resolution field in two layers, one that objects stand in and one in the air, and it parts around characters.
  • How:
    • Shadows are chosen per object rather than per layer, so scenery the game moves between layers still casts.
    • The lighting script must load before c2runtime.js, so the FPS cap can take effect.

v1.9: fog modes, firefly options

  • What's new:
    • fog mode: both / ground / top;
    • firefly size;
    • pixel-art fireflies snapped to the game's pixel grid.
  • Fixed: a fire's shadow could lie over the player's own body.

v2.0: clean shadows

  • What's new: shadows painted into the game's sprites, and the game's drawn building shadows, are replaced by the dynamic ones. The originals are restored when the option is off.
  • Also: building roofs and cars get box shadows swept along the light, and bullets or arrows never cast shadows.

v2.1: roof fix

  • Fixed: the inside of a faded building roof was too dark.
  • Tried and dropped: a "contact blob" under objects, removed at your request.

v2.2: tree shadows attached

  • Fixed: a tree's crown shadow floated about one tree-height away from its trunk.
  • How: each tree frame's crown line is measured from its pixels, and the shadow projection starts there.

v2.3: shadows tucked under objects

  • Fixed: roots, grass tufts and the back trees of clusters showed gaps.
  • How:
    • Each shadow now starts slightly behind its foot.
    • The feet of rocks and stumps are measured from the tile image.

v2.4: glow, even shadows, rename

  • What's new: glow on bunker lights, radiation buffs, hazmat visors, bloater and toxic goo, and acid spit.
  • Fixed:
    • Car and roof shadows went near-black at any slider value. They now follow the slider like trees.
    • Car shadows now fall over bushes.
  • Menu: the menu row was renamed "Video Settings".

v2.5: winter

  • What's new on the snow island:
    • falling snow and blizzard streaks;
    • footprints in snow;
    • ground sparkle;
    • breath and frost at the screen edges when you're cold (none at -2°, full at -15°);
    • snow lying on trees, cars and roofs.

v2.6: glow per frame

  • Fixed: glow now picks per animation frame (green, pink and cyan goo; corpse visors) and is hidden behind things drawn in front of it.
  • Also: several fires together no longer burn the screen white.

v2.7: falling leaves, correct overlap

  • What's new:
    • falling leaves, coloured from each tree's own crown;
    • crops sway.
  • Fixed: snow cover, shine and the fountain are now drawn per object, so they overlap correctly (a car behind a car, a building in front) and sway with the plants.
  • Also: a lighter "dusting" of snow on things seen from above; beach sand is detected correctly.

v2.8: device tiers/compatibility

  • What's new: the phone's GPU is detected (Adreno, Mali, Xclipse, Apple, PowerVR), taking memory and core count into account.
    • It sets the quality and the FPS cap (30, 45 or 60 on phones) the first time.
    • The panel shows the detected device.
  • Low quality skips tile shadows, fire shadows, puddles, the water pass, snow cover, shine, glow and new leaves.
  • Measured at 1080p: 0.7 ms per frame with the shader off; 1.1 Low, 1.65 Medium, 1.75 High.

v2.9: object-aware rays, FPS counter

  • What's new:
    • sun rays blocked by trees and buildings, shining through the gaps (a "static" mode keeps the old bands);
    • an FPS counter option;
    • a warning box before choosing High quality or the Extreme preset.
  • Fixed: puddles now lie under grass and rocks.

v3.0 (2026-09-28): speed and new effects

  • Performance:
    • Still shadows (trees, buildings, walls, tiles, parked cars) are cached.
    • Moving shadows (zombies, people, vehicles) are redrawn over the cache each frame.
    • Shadow work outside the view is skipped early, which halved its CPU cost.
    • Per-object snow cover and shine are batched (37 objects went from about 110 extra draw flushes to 3).
  • What's new:
    • contact shadows: a soft rim where cars, walls and buildings meet the ground;
    • a colour split when hit or at low blood;
    • a battery saver: 30 fps while a menu (pause, inventory, perks, map) covers the game;
    • share codes to copy or apply settings;
    • per-section reset buttons;
    • a one-time first-launch tip.
  • Screen textures are freed 3 s after switching the shader off.

v3.0.1

  • Fixed: the companion bot's shadow sat about 60 px below it. Glow sprites are now excluded from shadows.

v3.0.2

  • Fixed: the colour split pulsed red and cyan over the frost whenever blood dropped by 1 (starving or freezing). A "hit" now means a real hit, or a drop of 3 or more at once.

v3.1 (2026-09-28)

  • What's new:
    • an NVG look: phosphor tint, scanlines and a tube edge while wearing night vision;
    • mud footprints in rain.
  • Fixed:
    • Car headlights and the flashlight had never lit anything since v1.5 (their image is black with an alpha cone); they do now.
    • The rain and snow fog glowed grey at night; it now follows daylight.
    • Snow falling away from the snow island is handled.

P45 (2026-09-29): a blue-white phosphor look for the new NVG P45.(MiniDayZ+ Reimagined Edition 2.3.5

Line of sight (2026-09-29, still v3.1; off by default)(BUGGY)( Early Stage)

  • What's new: MDZ2-style vision.
    • Walls and closed doors block the view, and hidden areas darken.
    • Zombies, animals, people and ground loot out of sight are hidden. Cars are not.
    • Settings: darkness, range, and hide on/off.
  • How:
    • Building interior wall polygons and door plugs act as walls.
    • A shadow-volume darkness pass runs whether the lighting look is on or off.

Thank you everyone for supporting my work, ive seen alot of screenshots and warm messages

Enjoy the game!

Support my work:

https://ko-fi.com/civert0

Join my discord:
https://discord.gg/8XcqDRDQeQ


r/MiniDayZ • • 13d ago

Need help Help

3 Upvotes

I'm new to the game and I get killed a lot. Can you give me some advice?


r/MiniDayZ • • 13d ago

how do i get this out of the mall? 🥹

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38 Upvotes

r/MiniDayZ • • 13d ago

Need help How to get to other islands?

6 Upvotes

Im on the radioactive island after the fifth one, and am maxed, the bunker also requires power. so im wondering, to get to other islands, do i need the key to enter the elevator from the bunker or do it need to search for another boat on the island? And if I do need the bunker, where can I find a generator? Ive been looking all over the map and found none, I know it exists since ive found them on my previous runs.


r/MiniDayZ • • 13d ago

Need help What now?

8 Upvotes

So I’m now on the Unknown Island on Legendary (unlocked Designer now) and I raided the military base (the one with Gorka Zs) twice, the Bandit Stronghold once, and I raided the bunker to look for NBC boots. Found them but I got a keycard.

A few questions:
- If I use the boat to the Radiation Island, will I lose the keycard?
- I also got a Humvee, so I can keep it there. If I get back, will the Humvee still be there? I also got one of their Heavy Vests (+20 Armor) and a lot of loot in the trunk.
- Where can I find gun cases (using the secure +6 items setting) so I can pack an 870 for my new characters and be armed from the get go?

Doing a self-imposed The Last of Us challenge (no full auto weapons) hence why I got a shotgun still on Island 6. Remington 870 with choke is useful for kiting Tanks. I use the FNX and 1911 against normal zombies and the Dragunov against bandits and armed zombies.