4-player co-op - Bring your crew and survive the streets of Last Call Brawl together.
Shared team score - Every player contributes to the same score. Earned points remain with the team when someone disconnects.
Leaderboards - Separate rankings for solo, duo, trio and four-player runs.
Late joining - Players joining an ongoing run enter the fight at the end of the current round.
Player colors - Each teammate has a distinct name color, also used on the minimap.
Teammate tracking - See your allies on the minimap, with edge indicators when they move outside its range.
Optional PvP - Enable friendly fire from the lobby to allow combat between players.
Team fleet - One kart for every two players. A second kart becomes available with three or four players.
Passenger combat - Ride alongside your teammate and use melee weapons while they drive.
Roof removal - Remove the kart roof and its supporting beams.
Public pool - Explore Redrock's public pool near the Sunset Motel, complete with changing rooms, lounge chairs and outdoor props.
Vegetation - Added new tree silhouettes, bushes and grass clumps throughout the city.
Train fatalities - Getting hit by a train now tears the character into human gibs, with large dark-red blood splatters and gruesome impact sounds.
Void protection - Falling more than 30 meters below street level automatically knocks the player out.
Obstacle traversal - Enemies can jump over more obstacles and pursue players onto props, rooftops and elevated railway tracks.
Vertical pursuit - Improved recovery when players drop down or move between different heights.
Rogue behavior - Rogues now try to circle around players and attack from behind.
Llama attacks - Llamas can aim at players above and below them.
Preppy projectiles - Added early tracking to pressure moving targets, followed by a final direction lock that leaves room for a last-second dodge.
Pool navigation - Improved access through the pool and its stairs, along with enemy visibility through the surrounding fence.
Shared cooking - All players can use the stove, with only one prepared burger available at a time.
Cooking cooldown - Preparing a burger starts a four-round cooldown. Cooking during round 7 makes the next burger available in round 11.
Eating - Hold E for 0.9 seconds to eat a burger, accompanied by a new eating sound.
Round respawns - Eliminated players return at the next round with 75% health.
Kart visuals - Reworked the body, seats, wheels, textures and visible damage.
Police vehicles - Updated police sedans and SUVs with new bodies, textures and finishes.
Spectator camera - Smoother teammate tracking and improved held-weapon presentation.
Spatial audio - Improved positioning of other players' footsteps and combat sounds.
Rain - More consistent rendering during fast movement and camera turns.
Occupied vehicles - Players on foot can no longer push a kart while another player is riding it.
Water recovery - Karts recover to dry ground after entering water, with occupants released and their controls restored.
Passenger attacks - Fixed visible passenger position changes while attacking.
Vehicle feedback - Fixed synchronization of kart sounds, ground tracks and effects.
Kart geometry - Fixed floating parts and gaps in the bodywork.
Character rendering - Fixed issues that could leave player models partially missing, fragmented or displaying incorrect materials.
Movement animations - Fixed walking and running animations not matching other players' movement.
Held weapons - Reduced the delay between weapons and remote players' hands, including while spectating.
Weapon rarity - Weapon colors and effects now match their actual rarity and damage across players.
Footsteps - Fixed players hearing different surface types while walking in the same area.
PvP hit effects - Player-on-player impact effects now only trigger when PvP is enabled.
Tire stacks - Bounce sounds now play for nearby teammates.
Jukebox - Fixed music playback and synchronized track changes.
Missing scenery - Fixed client-side visibility issues affecting trees and surfaces around the public pool.
Shared pickups - Fixed ownership, transfer and release issues affecting weapons and crates.
Stove interactions - Weapons dropped near the stove can be picked up without the cooking interaction blocking them.
Interrupted cooking - A cook's death releases the station so another player can take over.
Minimap alignment - Fixed the map background not matching the player's actual position, including at different HUD sizes.
Ready checks - Countdown now starts with 1/1, 2/2, 2/3 or 3/4 players ready.
Lobby capacity - Fixed slot and invitation handling for groups with fewer than four players.
Respawn controls - Fixed players remaining idle or unable to move after respawning.
Disconnect handling - Fixed errors triggered by players leaving or shared objects being destroyed.
Old train death effect - Removed the firework-like particle burst and replaced the standard death presentation with the new gore effect.
Grass transitions - Some grass edges and height differences near sidewalks still need adjustment in a future update.
IMPORTANT NOTE: The coop mos is still a WIP. Please report any bugs
Golf kart health bar, displayed below player health while driving.
Progressive kart damage with visible deterioration and smoke at critical health.
REINFORCED KART — New legendary perk with 2 ranks, increasing kart health to 450 and 600 HP.
LEGENDARY ENDURANCE — New gold perk with 1 rank, increasing fresh legendary weapons from 12 to 24 hits.
TURBO CHARGER now supports 4 ranks, providing 3, 4, 5 or 6 seconds of boost.
Suburban hedges can now be crossed by players and enemies, reducing movement speed to 55% while inside.
Updated navigation beneath hedges so enemies can move through them.
Destroyed karts now return to the golf course 6 rounds after the round in which they broke, instead of returning at fixed round milestones.
Each new kart breakdown starts its own replacement countdown.
Kart repairs at Cyikee Customs. Paint and custom hood logos remain available between rounds.
The fixed 20-ram destruction limit, replaced by kart health.
Duplicate kart health text in the bottom driving prompt.
Some npcs can stay stuck under the subway station.
Kabel Diner - New explorable retro diner with booths, a counter, kitchen, restrooms, neon signs, detailed furnishings and the owner's portrait.
Cyikee Auto Repair - Accessible workshop with automatic roller doors that respond to players, enemies and moving karts.
Combat hotzones - Earn double combat points inside Kabel Diner, Dillymart, Cyikee Auto Repair and the elevated metro platforms.
Stacking rewards - Hotzone bonuses stack with existing combo and Fever bonuses. Leaving the zone immediately ends the bonus.
Round destinations - Added the Adult Shop, Auto Repair, Kabel Diner, General Hospital, Golf Island and Golf Parking to the round circuit.
World guidance - Animated yellow destination arrows with location names and distance indicators.
Destination previews - Short, skippable camera shots show where to activate the next round.
Final KO - Brief, skippable kill camera for the final player-earned elimination of a round.
Charged drift boosts - Sustained drifts now earn a mini-boost, with sparks, sound and camera feedback.
Driving chains - Link drifts, successful ramp landings, enemy rams and smashed obstacles to build HYPE.
Kart markers - Available golf karts now appear on the minimap, with a dedicated directional icon while driving.
Kart handling - Added tighter handbrake turns and clearer feedback when charging and releasing drift boosts.
Vehicle weight - The kart body now reacts to acceleration, braking, reversing, cornering and landings.
Driving animation - Kart, driver and wheel movement now follow the engine frame rate for smoother presentation.
City layout - Improved the diner and garage connections to sidewalks, parking areas and road asphalt.
Diner details - Refined rounded corners, window frames, neon signage, furniture placement, floor edges and interior fittings.
Garage details - Improved windows, wall joins, vehicle access and automatic door clearance.
Vegetation - Added projecting leaf clusters to suburban hedges for a fuller silhouette.
Round selection - Improved destination variety and connections between city districts and the golf area.
Offscreen guidance - Screen-edge arrows only appear within 40 metres. The large yellow world arrow keeps its previous visibility range.
Minimap - Fixed incorrect orientation and objective bearings while driving or orbiting the kart camera.
Soda puddles - Fixed a crash when a puddle could not generate valid ground geometry, and prevented invisible leftover hazards.
Player controls - Fixed controls remaining locked after an interrupted vending pickup followed by knockdown or death.
Enemy animation - Fixed Natchyocheeze's running animation freezing during doorway arrivals.
Island reinforcements - Fixed spawn validation near the golf island and prevented enemy arrivals below the pond surface.
Camera transitions - Fixed control and camera recovery when destination previews are interrupted by damage, pause, death or a restart.
Removed forced 30 FPS kart and driver presentation.
Removed forced 15 Hz wheel-steering animation.
Removed the ground ring around destination markers, keeping the yellow arrow.
Some NPCs can get stuck.
Golf course - Added the Redrock City Golf Club, with a clubhouse, greens, bunkers, pond and bridge.
Golf access - Added a winding gravel road leading to the golf club parking area.
Golf cart - Added a drivable cart that knocks enemies down when you ram them. Its engine breaks after hitting 20 different enemies.
Cart replacement - A broken cart is replaced at the next four-round milestone when its parking space is clear.
Golf club - Added a golf club weapon to find, swing and throw.
Movement Speed - Added four ranks of +10% walking and running speed, without increasing attack speed.
Double Jump - Added a one-rank perk granting one extra jump per landing, with a tucked front-flip animation.
Mixed waves - Regular rounds after round 10 can randomly include one or two llamas.
Spit effect - Llama saliva temporarily turns the sky pink, purple and cyan with a swirling psychedelic effect.
Close combat - Llamas can defend themselves with a rear kick. Hoof attacks deal damage without the spit effect.
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Perk upgrades - Increased the six original perk caps from rank 3 to rank 10.
Enemy variety - Regular waves now mix Terry, Rogue and Preppy more evenly.
Wave pacing - The number of enemies allowed to fight at once grows with the round.
Llama rounds - Every fifth round still features llamas, with gentler growth: 4, 6, 8, 10 and onward, capped at 24. Round 35 now has 16.
Rogue - Increased movement speed above the other regular enemies, while preserving attack timing.
Kick recovery - Added a short cooldown after a kick.
Golf cart speed - Doubled the cart's speed.
Golf cart handling - Improved small-curb traversal, body contacts and reversing away from obstacles.
Golf cart details - Refined the bodywork, fenders and wheel wells.
Train bombs - Bombs only drop when the train passes close to the player.
Bomb explosions - Added a larger blast and a more pronounced explosion, with a warning before detonation.
Double Jump - Removed the airborne waiting period and improved rapid second-tap detection. Holding Jump still cannot trigger an automatic extra jump.
Perk scaling - Kept high-rank damage protection below full immunity and preserved movement bonuses through kick and carry transitions.
Railway obstacles - Improved enemy paths around the station's beams, hedges and barriers.
Fence spacing - Enemies no longer stop for fighters separated from them by a fence.
Dillymart doors - Automatic doors stay open while actors cross, preventing repeated door movement from blocking pursuit.
Train deliveries - Improved reachable weapon landing selection and recovery for drops knocked outside the playable area.
Terrain - Repaired holes and seams around the expanded golf area and its shoulders.
Bridge - Repaired the approaches and collision along the golf pond crossing.
Cart wheel wells - Closed visible gaps around the wheels and fender ends.
Fixed enemy limit - Removed the flat 10-enemy simultaneous limit in favor of round-based scaling.
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Fight locations - Added Riverside Park, the hospital and Citybank parking to the fight route.
Spectators - Added hand-placed cheering groups on rooftops, in fenced yards and around the park.
Street ambience - Added nearby crowd cheers, patrol-car sounds, crackling barrels and FEVER fire audio.
Fight routes - Nearby destinations now shuffle between rounds and avoid recent stops.
Opening fight - Runs now begin at the four-way intersection.
Kicks - Mike plants his feet through contact and moves more slowly during recovery, making careless kicks easier to punish.
FEVER - Varied attacks matter more, knockouts grant less HYPE, and getting hit costs more HYPE.
Crowd placement - Small, deliberate groups keep alleyways and the starting approach visibly open.
Destination guide - The next location and distance now appear at the bottom of the screen with a matching pixel radar marker.
Enemy markers - Smaller pixel chevrons keep enemy names and health bars easier to read.
Fire effects - FEVER flames stay closer to Mike, running leaves brief fiery footsteps, and barrels have animated flames, embers and flickering light.
Audio mix - Rebalanced effects and reduced how often Mike repeats his knockout taunt.
Enemy spawning - Enemies arrive on clear outdoor ground near the fight instead of relying on house doorways.
Enemy limit - No more than ten enemies can be alive at once; additional reinforcements wait for a free slot.
Stuck enemies - Improved obstacle detours and added safe recovery for stranded enemies when out of sight, preserving their health and wave progress.
Llama attacks - Added obstruction checks to prevent spit passing through thin fences.
Fight destinations - Corrected misplaced stops at the diner and motel, and moved the train fight beneath the tracks.
Score display - Scores now show at least seven digits and keep counting beyond 999,999.
Leaderboard shortcut - The main-menu Y shortcut opens the leaderboard and has a matching prompt.
World
Fight route - Retired the split-level house and Dillymart approach stops.
Lack of meaningful upgrades.