Applications for the v0.0.2 playtest are now open! If you’d like to join, head over to our Discord and apply. We’ll be sharing updates more frequently from here on, so you can follow what we’re working on and how your feedback shapes the game. Meanwhile, here’s a look at what’s coming in v0.0.2: a much bigger world, bloodier combat, and new reasons to take care of your bus.
Three times the map: The map is now 3× the size of v0.0.1, giving your crew much more ground to cover.
More places to explore: Lots of new points of interest bring more stops, scavenging opportunities, and reasons to take a detour.
World and road overhaul: Updated roads, terrain, vegetation, fences, and scenery reshape the journey between destinations.
Locked crates & lockpicking: Discover locked crates, craft lockpicks, and test your skills in a new lockpicking minigame to get at what’s inside.
A whole new gore system: Blood, exposed flesh, visible wounds, and severed body parts make combat far more gruesome. Fights can leave blood and flesh scattered everywhere.
Dismemberment: Blast off arms and heads, but don’t mistake a missing limb for a kill. Wounded zombies can keep coming.
Zombies push through hits: Most zombies no longer stop when struck. Landing a shot won’t always buy you breathing room, so keep moving and watch your spacing.
Zombie ragdolls: Zombies now collapse and tumble with physics-driven reactions, adding weight and variety to kills, impacts, and vehicle collisions.
Crawler enemies: Crawling zombies bring low-profile movement and lunging attacks to close encounters. Watch your feet.
The Big Guy mini-boss: Meet a hulking new threat that gives your crew something bigger to worry about.
More precise shooting: Improved hit detection follows animated body parts more closely, making headshots and limb shots better match your aim. Shotgun pellets also follow their individual spread.
Reworked horde behaviour: Zombies pursue and surround players more effectively. Attacking one can alert others nearby, turning a small fight into a much bigger problem.
More dangerous close combat: Shamblers attack faster, and taking a zombie hit briefly slows you down. Leave yourself an escape route.
Zombies can break in: Zombies can smash through bus doors and climb aboard. Retreating inside doesn’t mean the fight is over. Be ready to defend your mobile home.
Shoot through the gaps: More precise bus collision means your shots need a clear path. Aim through the small holes in the windows when firing from inside. The surrounding surfaces will block your bullets.
Run over zombies: Plow through enemies and send their bodies tumbling. Clearing a path comes at a cost: running them over also damages the bus.
Vehicle damage matters: Zombie attacks and heavy collisions wear down your ride. As its condition worsens, the bus starts smoking and loses speed.
Keep your wrench handy: Repair the bus engine and damaged doors to keep your crew moving and protected. Updated first-person wrench animations give repair work a more polished feel.
More scrap to scavenge: Increased metal scrap quantities at adjusted loot sources help you gather materials for crafting and upgrades.
Better attack timing: Zombie damage matches attack animations more closely, making incoming hits easier to read.
More consistent attack interruptions: For zombies that can be staggered, interrupting their windup cancels the attack. Hitting a lunging zombie also interrupts its forward momentum.
Corrected bullet impacts: Shots that strike zombies no longer also leave impacts on the scenery behind them.
More responsive co-op combat: Immediate local hit feedback makes attacks feel more responsive when playing with friends.
Improved zombie synchronization: Damage, deaths, and missing limbs are shared more consistently between players, including those joining an ongoing session.
Adjusted baseball bat reach: Shortened its attack range for tighter close-quarters combat.
A new audio foundation: We’ve switched to a better audio framework with Steam Audio, bringing more convincing 3D sound, echoes, and a stronger sense of how sound travels through your surroundings. This transition is still a work in progress, so expect some audio inconsistencies while we tune things.
Expanded options: More control over display and graphics settings, separate audio volumes, and mouse and controller sensitivity.
Thanks again for helping shape the game. Keep sharing your feedback, and watch those bus doors.