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LIMP MODENewsUpdate 0.372 — Zombies rebuilt, co-op fixed, new video options
Game update

Update 0.372 — Zombies rebuilt, co-op fixed, new video options

LIMP MODE · published 21 Aug 2026, 13:00 UTC · build 24862275

All newsPlayers around this dateRead on Steam

PATCHNOTES SUMMARY:

  • Zombies rebuilt from the ground up — real animation, ragdolls and three different looks
  • Co-op fixed: four players can finally play together
  • Rebuilt video menu, with texture quality and a free frame rate limit
  • Lower video memory use on every machine
  • Starter, engine failure and grip reworked
  • Big co-op stability round: joining, seats, terrain and cars now match on every machine
  • Bigger test track

New

  • Zombies are animated on a full skeleton. They shuffle while they haven't noticed you and break into a run once they have.
  • Every hit has its own attack animation, including a bite from behind once a zombie reaches your neck.
  • Bodies ragdoll when they drop, settle, and stay where they fell.
  • Three zombie looks, each with its own layer of dirt and blood, rolled per zombie. A corpse keeps the look it had while it was upright.
  • Texture quality setting in the video menu, for machines that are short on video memory.
  • The frame rate limit is a free input field — type any number instead of picking from a fixed list.
  • Co-op: the whole group can sleep in a car, same as at the motel — one tired player starts it, everyone gets asked.

Improved

  • The video menu is sorted into three clear sections.
  • Textures are now actually compressed in video memory. 15 of them were shipping uncompressed, which cost VRAM on every machine.
  • The starter always turns the engine over now, and a failing engine dies in stages instead of all at once.
  • The starter works down to 10.4 V instead of 11.6 V, so a half-flat battery still gets you moving.
  • Grip falls off more gently with speed on all three cars.
  • The test track grew from 250 to 419 placed objects.
  • Bodies are cleaned up by distance and a limit instead of a timer, so the ones near you stay where you left them.
  • Co-op: joining a session was rebuilt. The world is built first, you arrive at the roadside next to the group — and never inside a car.
  • Co-op: less strain on the host. A single far-away car could eat a third of a frame, every frame; that search is cut off now.
  • The driver adjusts the car radio volume directly (hold R + mouse wheel) — as guest too, and everyone in the car hears the change.

Fixed

  • Co-op: guests could not connect to each other in a Steam lobby. Four-player sessions work now.
  • Zombies no longer spawn in a T-pose.
  • Ragdolls no longer stretch, twitch or fly off on their own.
  • Zombies stay on the spot while they swing instead of sliding forward.
  • Co-op: putting a downed friend into a car really seats them now. Before, they could end up stuck to the carrier and locked out of every other car.
  • Co-op: hills and dips are now the same for everyone. Guests get the host's landscape — in an existing world the terrain may shift once.
  • Co-op: cars no longer lose their names between machines, which silently broke syncing for some world cars.
  • Co-op: a zombie bite no longer lands late because of lag. Your own machine double-checks the distance before you take damage.
  • Cars no longer fall through the ground when a far-away part of the world unloads under them — same for the objects on the test track.
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