Update 0.51 — BIG Overhaul, Air Ride, Trailers, New Story & a New Car

LIMP MODE · build 25400566 · published

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.
  • A car with an empty rim slot now sits on its hub.
  • Old drift records aren't comparable any more.
  • Host and guests need the same version.