Areas
54 changes in this update

Added

14 changes
Co-op
  • 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.

Karts
  • 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.

City
  • 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.

Carnage
  • 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.

Improved

15 changes
Enemies
  • 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.

Cooking and Survival
  • 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.

Presentation
  • 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.

Fixed

22 changes
Karts
  • 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.

Multiplayer Synchronization
  • 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.

World and Interactions
  • 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.

Interface and Stability
  • 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.

Removed

1 change
Effects
  • Old train death effect - Removed the firework-like particle burst and replaced the standard death presentation with the new gore effect.

Known Issues

2 changes
Terrain
  • 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

Added

4 changes
  • 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.

Improved

3 changes
  • 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.

Fixed

2 changes
  • 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.

Removed

3 changes
  • 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.

Known Issues

1 change
  • Some npcs can stay stuck under the subway station.

Added

11 changes
  • 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.

Improved

9 changes
  • 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.

Fixed

6 changes
  • 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

3 changes
  • 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.

Known Issues

1 change
  • Some NPCs can get stuck.

Areas
33 changes in this update

Added

11 changes
Golf Club
  • 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.

Perks
  • 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.

Llamas
  • 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.

  • ```

Improved

11 changes
Combat and Progression
  • 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.

Vehicles
  • 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.

Fixed

9 changes
Player
  • 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.

Navigation
  • 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.

World and Items
  • 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.

Removed

2 changes
Waves
  • Fixed enemy limit - Removed the flat 10-enemy simultaneous limit in favor of round-based scaling.

  • ```

Areas
22 changes in this update

Added

3 changes
  • 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.

Improved

9 changes
Gameplay
  • 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.

Presentation
  • 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.

Fixed

7 changes
Gameplay
  • 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.

Interface
  • 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.

Removed

2 changes
  • World

  • Fight route - Retired the split-level house and Dillymart approach stops.

Known Issues

1 change
  • Lack of meaningful upgrades.