First update

1.2.2
13 June 2026
26 changes in this update

Added

13 changes
  • 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.

Improved

6 changes
  • 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.

Fixed

6 changes
  • 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.

Known Issues

1 change
  • Cloud models showed as "ERROR" in the published game