- The Gauntlet leaderboard is front and centre - it now lives on a big wall panel in the garage (on your right as you leave the office), shows the live global top 10, and formats scores with thousands separators.
- Smoother roads - the driving surface was rebuilt finer, so the car no longer catches or stalls on small bumps.
- Ranked by your best run - scores each player by their highest single run, not the sum of all their runs.
- No more purple lights - city street lamps, lit windows and sign bulbs that rendered violet now glow warm amber.
- The end-of-run fanfare - finishing a run no longer plays a victory sound (the music already stops at the end).
- Roadside abandoned cars + ragdoll zombie corpses
- Distinct engine sound per car
- Rolling-wheel road noise
- Themed per-map worlds (backdrops/ground + 3D city streets, Gauntlet biome rotation)
- All-new realistic sound set
- Louder turret + ammo 15 -> 75
- Longer Gauntlet biomes
- Saved game wasn't saving the Road Maps progress
- Night monsters - acid Spitters & fast Stalkers - night runs now field two exclusive threats: Spitters that hang back and lob acid at your car from range, and small, fragile Stalkers that sprint in for the kill. Day runs are unchanged.
- Night payday - night runs now pay +25% cash on everything (distance, kills, milestones, arrival) on top of the extra zombies - a real reward for the +50%-damage risk.
- Much less grind - distance pays ~70% more, the first-clear and re-clear bonuses are bigger, kill bounties are up 60%, and chassis prices were cut so each new car costs ~91% of your previous car's full investment (was 111%). Every run now buys several upgrades, and a new chassis lands in ~3-9 runs instead of 12-23.
- Lonely Desert repriced - the premium endless map now unlocks for $150,000, in line with the rebalanced economy.
- Wider route map - the stage-select board is roomier so routes and badges breathe.
- --First of all, thanks to @Yotsuyama @xJonder, @Lindox, @Leofric and @MotelBibleKinks for your precious feedbacks!--
- Hard-landing damage — slamming the ground after a big jump or a ravine drop now dents the chassis, scaled by how fast you fell, never enough to total your car in a single hit (and switched off once you've crossed the finish line).
- Cars shatter when destroyed — a wrecked car bursts into flying gibs (body panels and wheels) instead of just vanishing.
- Advancing now beats farming — reaching each new city pays a big one-time bonus, distance is worth more on harder stages, and endless maps pay reduced cash with capped milestones, so pushing forward earns far more than grinding the start.
- The Gauntlet is now a score chase — its kills and chained combos build a leaderboard score (distance + combos) instead of cash, with a live score readout and a launch notice in the HUD.
- Combo readout repositioned — it sits lower now and no longer overlaps your score.
- The game always opens in the garage — you wake up on the bedroom rug beside your bed at launch, never dropped straight into a run.
- The night-Gauntlet money farm — repeatedly farming the free Gauntlet at night to afford chassis is no longer the optimal path (its kills now build score, not cash).
- Route map defaults to Stage 1 + Day at every launch (your unlocks, money and cars are kept — only the next-run choice resets).
- Bastion Van & Cyber GT redesigned into detailed procedural bodies — an armored "wall on wheels" box van and a Cybertruck-style brushed-steel wedge.
- All vehicles enlarged (SizeScale 1.25) for more presence next to the player.
- Kill combo tightened — it now expires after 0.5 s without a kill (more skill-based), then the next kill restarts at x1.
- Wheels are now centered and symmetric (no lateral offset) and sit beside the body under the fenders — no more clipping into the bodywork.
- Driver's head no longer sticks out of the cars — the seat sits just under each car's roofline.
- Roadside props in runs follow the slope and sit exactly on the rendered ground — no more floating or sinking on hills.
- Office sofa faces into the room (backrest against the wall) instead of sideways.
- Fully procedural geometry — new ShapeBuilder helper (assembles N boxes into a single Model + colliders); the van, Cyber GT, wheels and ~20 props are now built in code.
- Project-local material Assets/materials/flat.vmat (core complex shader) — always shipped, so it can never go missing.
- 2 locally generated sounds — turret-shot.sound (turret fire) and music-bed.sound (6 s loopable pad), zero cloud.
- Dev tool tools/mcp.py — HTTP client for the s&box MCP server (diagnosis, asset create/compile, in-play verification).
- Tinted props — concrete grey for decor, black rubber for wheels, rust red for fuel cans, brown for dead trees (no more pure white from the flat material).
- Lit world material — terrain and ridges now catch the overcast sky light (slightly richer shading than before).
- No more orange "ERROR" placeholders in the published build — all geometry is procedural, so it's guaranteed to ship (Cloud.Model assets weren't bundling reliably).
- Garage floor — a second direct override to white_flat.vmat (the last red surface) removed.
- Red/black error checkerboard everywhere (floor, terrain, mountains, props, city) — caused by materials/dev/white_flat.vmat removed by an s&box update; replaced with the project-local flat.vmat.
- All community cloud assets — no licensing question left for monetization.
- Both cloud sounds (Cloud.SoundEvent) and all Cloud.Model calls.
- Dead facepunch.cone_dev reference in the .sbproj.
- The Gauntlet — a free, shared, infinite competitive map available to everyone, with a fixed seed so all players race identical terrain (fair leaderboard).
- Global leaderboard — top scores for The Gauntlet (`versus_distance_m`) fetched from the s&box backend and shown on the TAB scoreboard overlay (your own row highlighted).
- TAB scoreboard overlay — sound volume slider on top, The Gauntlet leaderboard below.
- SFX volume slider — player-set game volume, saved and applied to the Master mixer.
- Enter to launch a run directly from the garage with the selected car.
- Auto-stop on arrival — the car decelerates smoothly to a halt when reaching the garage.
- Hide HUD with key `1` in runs and the garage (clean screenshots/video).
- Stats reliability — stats are flushed to the backend right after a run, and each reported
- stat is logged locally for verification.
- Day / Night mode — chosen by the player on the route map, applied to every map. Night brings +30% zombies and +50% damage they deal, plus dark skies and heavier fog. The route map shows the trade-off inline.
- Achievements & stats — run stats are now reported to the s&box backend (`zombies_killed`, `distance_m`, `cash_earned`, `runs_finished`, `night_runs_finished`, `best_combo`, `best_distance_m`, `endless_distance_m`, `cars_owned`, `max_car_upgrades`).
- 20 achievements hang off these stats, from *Roadkill Rookie* to *Lord of the Desert*.
- HUD toggle — press `1` in the garage to hide the HUD for clean screenshots.
- Run parallax reworked — a single coherent backdrop of 5 staged depth layers (3D ridges) from fast-scrolling foreground dunes to near-static distant peaks, replacing the old flat hill ribbons. Proper atmospheric perspective: farther layers are lighter, taller and slower.
- Desert apron — a flat desert floor now fills the gap between the road and the parallax,
- so the mountains rise from the plain instead of floating over a void.
- Heavy-traffic slowdown — crushing many zombies in quick succession progressively bogs the car down. A weak ram plow gets mired in the bodies; a maxed ram plow plows straight through.
- Spawn point — the player now spawns on the other side of the bed, closer to the office door.
- Route map — the `SELECTED` marker and stage badges no longer wrap to two lines.
- Run start crash — guarded driver clothing creation when no local avatar is available.
- Bootstrap crash — an invalid `Start` gamepad code in the input config restored to `None`.
- Enter not launching — duplicate key binding never fired; now uses the Chat action.
- Player skin not applied — the garage character and the in-car driver appeared as a default citizen. The garage `Dresser` was sourcing from `OwnerConnection` (not set for a pre-placed single-player avatar); switched to `LocalUser` so it dresses from the player's s&box avatar. The in-run driver already uses `ClothingContainer.CreateFromLocalUser()`, so both now wear the
- player's skin.
- Parallax z-fighting — distant layers were cutting through the desert apron and flickering while scrolling. They are now pushed further out with shallow bases (sitting on the plain), with fog and far-clip extended to match.
- Cloud models showed as "ERROR" in the published game