On SteamNotes only · this build shipped before we watched the app
PATCHNOTES SUMMARY:
THE BIG CAR OVERHAUL. Every car is now built from real assemblies that wear out from how you drive them, with a dashboard that reads real fault codes.
SEE YOUR ENGINE. Real engine models sit in the bay with turbo, alternator and oil pan bolted on — pull it as one package, or buy one of eight brand-new engines.
RIMS AND TYRES, SEPARATELY. Loot rims and tyres on their own, fit them with a tyre iron — and when a tyre hits 0 % it bursts and you're on the hub.
WEIGHT AND REAL COLLISIONS. Cargo, fuel and passengers weigh the car down, every car has a real collision shape, zombies hit back with mass and bodies stay on the road.
AIR RIDE. Bolt on an air suspension kit, set five ride heights front and rear, and drop the car from your phone — with the hiss to match.
TOWING AND TRAILERS. A tow bar to drag dead cars home, a box trailer for loot and a car transporter with ramps and tie-downs.
JUMPER CABLES. Flat battery? One click from a second car and you're rolling again.
PORTABLE DYNO. Place a power test bench at your base and read live kW and Nm.
NEW GRAPHICS. A real sun path, photo skies, colour grading, brighter shadows with contact shadows, and a new brightness tab.
A NEW STORY MODE. New main menu, one shared world for solo and co-op, autosaves, nobody dies any more — and IDLEWOOD, the first real town, with shopkeepers, a gas station and a shady dealer.
NEW CAR: the Topline F32. A rear-wheel-drive coupe with a turbo straight six, out in the world and at the dealership.
NINE NEW RADIO SONGS — 25 on the dial now.
Also in this build: three times the drift money, more fps around towns, and a lot more below.
New — the car overhaul
Cars are built from assemblies. Engine, gearbox, suspension, brakes, electrics — every part has its own condition and wears from load, not from the difficulty setting. Old oil ruins the engine step by step, a head gasket can go, and smoke comes out of the real tailpipe in the colour of what is burning.
Diagnostics. 28 fault codes per part, live values and a CHECK lamp. The dashboard lamps now follow the real fault codes: battery light from 13.0 V, a coolant lamp, the temperature gauge glows red from 108 °C, plus six service LEDs with a chime.
Extra gauges as parts. Boost 0–3 bar, voltmeter 10–16 V and oil temperature 60–150 °C — three slots on the dash.
The engine is in the bay. Real engine models for inline-3, inline-4, inline-6 and V8 (the V8 as a bi-turbo), with turbo, alternator and oil pan visibly bolted on. Pulling the engine takes everything with it as one package. Eight brand-new engines can be bought as items.
Rims and tyres, separately. Loot a rim, a tyre or a complete wheel. Fit and remove tyres with a tyre iron. A tyre at 0 % bursts and the car sits on its hub. Burnouts eat tyres — each wheel on its own.
Wheel alignment on the screw. Camber now really changes grip, and you set tyre pressure (1.6–3.0 bar), toe, track width, steering lock and ride height per car.
Weight matters. Trunk load, fuel and passengers (80 kg per seat) count. Fully loaded, the rear sits low and braking distance grows a lot. The oil pan can hit the ground and curbs can scrape low cars.
Real collision shapes on every car. Zombies have mass when you hit them, and bodies stay on the road as obstacles.
New workshop window. One U-shaped window for repairs with tiles, greyed-out parts that tell you why, full controller support.
Refuelling you can see. Nozzle in hand, hose to the car, fill a jerry can and pour it in.
Portable dyno. Place it at your base for free and read live kW and Nm with peak values.
Exhaust pops and flames on overrun and at the limiter — diesels included. Each engine has its own sound with the hood open.
New — air ride
The AirRide H3 kit, 4,500 $ at the parts dealer.
Five height levels, front and rear separately, set on the four-post lift in the new AIRRIDE tab.
The AIRRIDE phone app switches levels within 15 m or from the driver's seat. The car rises and drops live, with over 200 mm of travel.
You hear it drop — from a soft pfft to a truck-sized hiss.
New — towing and trailers
Tow bar: hook any end of one car to any end of another within 3 m. The link survives saving and loading. Found at scrapyards, 90 $ in the parts tent and the hardware store.
Box trailer: hitches straight on, holds 750 litres and shows crates on the bed as it fills up.
Car transporter: 5 m wooden bed, two aluminium ramps, and a car strapped down on top.
Trailers are sold at the dealership (2,250 $ / 5,250 $) and sometimes turn up at the scrapyard.
New — story mode
New main menu: STORY / DRIFT / GARAGE with Continue, New world and Tutorial. Solo and co-op are the same world — open the gate in the pause menu to let friends in.
Autosave every 10 minutes and on teleport, leaving and quitting, plus up to 10 named backups.
Nobody dies any more. Go down and you lie there until someone brings you back with a syringe. If everyone is down, the group wakes up at the last bed and your backpack stays where you fell.
Central storage (the orange crate) at your base, the motel and your drift box — expandable.
Four zombie types — walker, runner, brute and screamer — that drop money and rare loot. A protective vest with its own bar.
IDLEWOOD, the first town, at km 50: police station, two walk-in warehouses, a shopping row with LOCK & LOAD, DOC'S DRUGS, FIX-IT DEPOT and BIG CART, traffic lights and signs counting down from 45 km out.
Shopkeepers behind the counters and at the town gas station, with a new shop window: cards, category filter, "you have: n" and "Eat now".
SHADY DAVE waits in warehouse 2 and trades — if you bring the right thing.
Your base got a marketplace: parts tent, snack stand, PIT PATCH, registration office and cash machine.
The road ahead: six more towns are being built along the highway.
New phone booth window with place names, distance and price.
Radio: 25 songs, nine of them new.
New — Topline F32
Rear-wheel drive, 2.5 l turbocharged straight six, 1,430 kg, 180 km/h. Found in the world and sold at the dealership, with its own parts in the crates.
Improved
Sky and light: a real sun path, photo skies and colour grading. Brighter shadows and interiors, contact shadows under cars and players, darker nights.
Highlighting is now a soft rim light instead of a yellow outline.
New video tab COLOR & BRIGHTNESS (50–150 %), and shadow distance 10–200 m, independent of the quality preset.
Drift pays about three times more: full angle points from 75°, streaks up to ×10, and speed counts up to 200 km/h.
Drift servers can set the time of day.
More fps: parked cars far away from players go to sleep — noticeably smoother around towns.
Jumper cables: one click, up to 3 m, the donor doesn't even need to run.
Hunger and thirst last longer (60 / 45 minutes).
Rebuilt parts shop, weapons sit properly in the hands, used cars at Wade's come with a service book, and you can sell a car to another player from your phone.
The game now has its own icon on the taskbar.
Fixed
Cars on the dealer lot faced the wrong way for other players.
Drift guests were kicked after 30 seconds.
Odometer, oil age and service distance now also count while time is skipped.
Tyre wear follows real sliding instead of plain speed.
Heads-up for running saves
The world changed past km 95. Old saves warn on load — a new world is recommended.
Found cars, wrecks and Wade's lot roll differently. Found cars can no longer be sold, only scrapped.
The base trader and base dealership are gone; cars you bought stay.