The Biome: a new open-world map. A valley ringed by mountains, with fuel stops, padstals, depots, workshops and farmsteads connected by roads. Every run lays it out differently.
Six biomes to spin for: Garden Route, Karoo, Boland, Highveld, West Coast and Jeffreys Bay. Each has its own landscape, trees, weather and building style.
Jeffreys Bay: a surf town between the mountains and the sea. Every house in town can be entered and searched.
Roadside encounters: roadblocks, pull-offs and padstal stalls between locations, with cover, loot and enemies.
The Gulf: a drivable car. Bring the squad along as passengers and haul big loot in the boot.
Fuel Run job: bring two jerrycans home.
Grab The Case job: recover the confidential case.
Rescue The Hostage job: free them and lead them home, on foot or by car.
Borrowed Time: open-world runs start with 5 bonus minutes. The clock shows yellow while you're on borrowed time and red once you're spending your own.
Furniture searching: open furniture from the inventory screen, search each drawer and door, and drag shift click or drag items into your inventory.
Squad revive: if the whole squad goes down, the host can spend banked time to bring everyone back.
Ambient sound for the open world: wind, cicadas, forest, rivers and surf, muffled when you step indoors.
Minimap shows roads, the exit, your car, and the hostage once you've found them. Press M for the full map.
The world gets harder the longer you play and the bigger your squad, with better loot and tougher enemies to match.
Characters have updated animations, and jumping is back.
Rooms in a house are decorated individually.
Distant buildings, trees and bushes stay visible to the horizon, at better performance.
Large maps load quickly without freezing.
The inventory makes room for big pickups automatically.
Good loot no longer randomly spawns on the floor
Shop tier no longer resets after returning from a map.
The mouse cursor no longer comes unlocked during play.
The Bandits threat is now readable on the spin screen.
Foliage shader would appear through walls
Zombies drop ammo and broken melee weapons
Enemy drops glow (within 8m)
Punch/swing at the floor
Zombies die to headshots
Body and head shots stagger, bigger guns stagger longer
Armour reduces stagger
Gunners drop guns less often
Faster spin and doors (could be annoying if you started the game a lot)
Faster, smoother levelling (leveling took way too long to ever feel the effects)
You no longer slide/jitter when walking over corpses
Radiation over the whole map, now only a few rooms/spots
Pistol headshots not staggering
Gas station map, procedural, never the same twice
Fists, punch combos, haymaker on right click, shoulder barge while running
Dive instead of jump
Minimap shows enemies in rooms you've been in, arrows for the rest
Thugs aim like humans now, they lag behind you and miss sometimes
Squads don't all rush you at once anymore
Way more loot, cupboards actually have stuff in them now
Cupboard cameras are improved
Kitchen corners blocking cupboards
Knocked over enemies getting stuck on the floor forever
Radiation following you to the next map (modifiers stayed/unintentionally)
Grabbing a gun you already have now takes its ammo instead
Jumping
Zombies and Thugs turf wars
Lazy loaded resources to hopefully improve loading times
Thug gearing, they can now start with pistols instead of boring baseball bats
Modifiers did not do anything, oops (steel skulls, double trouble etc)
Random box
Tutorial added when you start the game
Gun sound mixer in sound settings
Sound peak on guns
Aim convergence with guns when enemies are close by
New map apartments
First iteration of procedural maps
Top left corner map view
Workbench in the gamble room
Modding menu in the work bench
The styling of the chronoscope tech tree
Ragdoll networking
Bunch of issues surrounding ragdolls and networking on clients
Better lobby display
Lobby chat
Lobby browser
Prefabs were completely broken for clients
Clients now teleport on new rounds via the host
Clients were kicked when they loaded a map (the game thought it joined late)
Coffee shop props and area in the gas station map
WASD navigation between cabinets close by (loot view)
On the warm shader service an error could happen if the graphics were being painted added a guard for that
The view no longer jitters when a cabinet opens and the camera has no space
Could only loot the documents/cache once