Builds 28–29 · Release roundup
Better Breaches. Faster Fire. Easier Access.

The furniture is still in the doorway. The colleagues have learned how to climb it.
Beta 29 is live for Windows, Linux and macOS. This update covers everything since our Builds 22–27 roundup: four new barricade animations, more persistent attackers, smoother crowds, a faster Motion Carried, new ways to watch a match, and a clearer route from download to access key.
Four ways through the barricades
Furniture doorways now use two different moves: a two-handed vault and a side vault. Broken fences have their own staggered step-over and low shoulder squeeze. The fence animations fit the jagged opening in the actual broken gate model, lifting boots over the remaining metal rather than treating it as an empty gap.
The body follows the movement of the take. Hips rise with the feet, knees bend forward, and the landing flows back into the chase. All five zombie rigs share the new motions; crawling zombies keep their crawl pose, and frost slows movement and animation together.
An open breach no longer calls everyone over
Previously, outside zombies would favour a nearby open breach, while zombies in a boarded room could abandon their own boards as soon as another exit opened. That funnelled the pressure into one entrance and left other barricades untouched.
Now each zombie chooses a nearby reachable breach in its section when it spawns and keeps working on it. Opening a neighbour does not change the assignment. They break their own boards, cross, and then chase you. A target that disappears or becomes unreachable can be replaced, so the commitment does not trap a zombie at a dead end.
Multiple zombies can align and cross the same opening together. The approach keeps animating, the crowd does not wait for one exclusive crossing slot, and a zombie clears the doorway before turning towards its next target. Keep watching the other boards: opening one route no longer buys peace everywhere else.
Before and after, at a glance
| Before | Now |
|---|---|
| One generic crossing motion. | Two furniture vaults and two moves through broken fences. |
| A newly opened route could pull attackers away from other boards. | Each spawn keeps its own local breach until it gets through. |
| Motion Carried waited 0.23 seconds between shots. | A 0.115-second interval: half the wait, still one shot per press. |
| The key screen offered a general beta help link and outdated timing. | Get access key opens signup instructions and explains the free 48 hours. |
Also since the last post: Build 28
- Motion Carried responds faster. Its minimum shot interval fell from 0.23 to 0.115 seconds. It remains semi-auto; holding the trigger does not turn it into an automatic weapon.
- Spectate by lobby code. Watch an ongoing match without taking a player seat, using the same orbiting spectator camera as the death view.
- Hold Tab for the team. The in-match panel shows players, points and the lobby code. The default keyboard weapon-swap binding is now F; custom bindings remain configurable.
- Bushes are passable. Decorative shrubs no longer act as invisible obstacles to movement.
- Summons respect unlocked areas. Summoned zombies must stand on accessible floor with a route to a living survivor, instead of appearing behind locked routes or in unreachable spots.
Get your key without leaving the instructions behind
The activation screen now has a Get access key button. It opens a short signup guide in your browser: create a free account, copy your key, return to the game and choose Unlock. Already registered? The guide links to your existing key too.

Install and launch through the itch.io page and desktop app, or use the direct website downloads. Both use the same beta access key. Signup is free, keys are issued immediately, and extensions can be requested from your account. Windows builds are signed and timestamped.
Update the whole squad for the latest movement and visuals. Tell us how the pressure feels when the other entrances keep taking damage while you hold the first one.
The comparison footage uses the Beta 28 and Beta 29 zombie controllers with identical staged approaches, lighting and shipped obstacle assets. It is not footage from a live match. The four new takes were generated with Kimodo and adapted to the game's rigs and obstacles.