Builds 52–55 · Since Beta 51
Beta 55: LunchTime Over

Management has found a new use for your lunch break: cleaning up everybody else's.
Updated for Beta 55: the lunch hunt stays in the downstairs east wing, and every meal pays 500 gold. This post covers the office-call changes since Beta 51, LunchTime Over and the Coffee Bomb introduced in Beta 54, and the latest pickup improvements.
Calls now follow the shift
Calls now land on one random round in each four-round block from rounds 5–16, then one round in each two-round block from round 17 onward. The ring is timed against the round's progress, and three office phones have moved onto compact drawer stands near open wall space.
Five lunches, one very short break
LunchTime Over replaces the old HR missing-staff voicemail. Answer the call for a company announcement shown as text only; the whole team then gets 120 seconds to collect five abandoned meals: a doughnut box, tuna melt, desk salad, microwave fish and company meal bar. In Beta 55, all five stay in the downstairs east wing: two on the rear Cafeteria tables, two on other dining tables, and one on the reachable front edge of the kitchen serving counter.
Every food piece pays 500 gold to the player who collects it, shown as +$500 in the pickup prompt. Collecting all five pays 2,500 gold across the team. The amount stays at 500 during Commission, and you keep the gold already collected if time runs out.
The Cafeteria door can still be shut when the call arrives. Opening it is the team's responsibility and takes time off the same 120-second clock. Everyone shares the timer and collection count, including after a teammate reconnects. The announcement and objective now point you to the downstairs east wing.
A coffee cup with a short fuse
Collecting all five before the deadline also earns each survivor one personal Coffee Bomb slot, up to three, then fills that survivor's ammo to capacity. Everyone starts with zero slots. Another success at the three-slot limit refills spent bombs, and Max Ammo refills the bombs you have without adding a slot. Teammates do not spend one another's cups.
Throw with G or D-pad right by default; both bindings can be changed. The cup travels up to 14 metres, and its four-second fuse starts at launch, so flight counts. Once it lands, nearby zombies close in but do not attack the cup. The lid then pops and a 3.5-metre blast hits their lower legs. Damage falls quadratically from the centre to the edge, turning many caught crawl-capable zombies into crawlers.
The disposable prop is a kraft-paper cup with a blank cream label and molded white snap-on lid. It shakes and hops as pressure builds, the lid rattles, and little spurts and wisps leak from the mouth. A bubbling fizz rises with the countdown.
A very wet detonation
At detonation, a quick lid pop becomes a thick, animated coffee jet, streams and falling droplets. The landing, fizz and wet burst use positional sound and the Weapons volume control.
Your cups stay in view
A row above the weapon slots shows every earned cup: filled while stocked, outlined after use, and hidden until you earn the slot. The throw hint follows your current binding and input device. In a three-slot loadout, the screenshot below shows two bombs ready and one spent.

Small shift improvements
The five lunch items and disposable paper cup each have their own detailed model. Solo developer builds can also launch LunchTime Over directly from the office-phone controls. Beta 55 awards each food pickup once to its collector and preserves queued payouts through a brief host disconnect.
The Beta 55 downloads are available for Windows, Linux and macOS. Co-op teams need to update every player to Beta 55 before joining the same run.