Builds 58–60 · Combat & wave balance

Betas 58–60: Rebalanced for the Night Shift

Promotional illustration of an office zombie horde and a Facilities Shotgun, with Beta 58–60 Rebalanced lettering.

Betas 58–60 are one rebalance of the night shift: a stronger shotgun and kinder respawns, followed by a shotgun-only reload improvement and gentler ordinary zombie waves for solo and co-op survivors.

The cover is promotional artwork; the game images below are direct in-engine captures. Each chart compares the last version before its change with the latest one.

Ordinary waves build more gradually

Beta 60 keeps the first round intact and reduces ordinary wave growth and health growth by 30%. By round 20, a solo ordinary wave schedules 46 zombies instead of 69, and their round-based health multiplier is 2.33× instead of 2.90×. The first three rounds remain walkers; after that, the running share grows by 4.9 rather than 7 percentage points per round, reaching a full running crowd at round 24 instead of round 18.

Two line charts for sampled ordinary solo rounds 1, 5, 10, 16, 20 and 25. By round 20, scheduled zombies fall from 69 to 46 and the round health multiplier falls from 2.90 to 2.33.
Round 1 starts as before. These ordinary-wave counts include regular Executives and exclude later elite additions.

Boss rounds 7, 15 and 23 keep their separate rules. Their summoned zombies and the elite bodies that join later rounds keep their previous stats.

A smaller co-op multiplier

Ordinary zombie crowds now scale to 1.42×, 1.84× and 2.26× the solo crowd with two, three and four players, down from 1.80×, 2.40× and 3.20×. The number allowed on the field at once follows the same lighter multiplayer curve. Counts are rounded for each zombie type, so the exact total can vary slightly from the ratio.

Co-op crowd multiplier chart: one player stays at 1.00 times solo; two players fall from 1.80 to 1.42; three from 2.40 to 1.84; four from 3.20 to 2.26.
The ordinary-wave multiplier, before per-archetype rounding. Special-round pacing is unchanged.

A shotgun worth taking through the doorway

The Facilities Shotgun now deals 84 base damage per shell, up from 70. Its outer pellet-cone half-angle falls from 7.5° to 6°, and recoil falls from 6° to 4.8°. A new distance-dependent pattern gives it a 0.72 m footprint at contact, so the tighter cone figure does not mean a tighter point-blank shot. It still loses power across a room.

Beta 57 to Beta 58 Facilities Shotgun comparison: damage per shell rises from 70 to 84, while outer cone half-angle falls from 7.5 to 6 degrees.
More force and a tighter outer cone. Beta 58's new contact footprint is a separate part of the spread pattern.

The shotgun gets back into action sooner

Only the Facilities Shotgun gets the 1.2× reload-rate boost. Its reload falls from 3.20 to about 2.67 seconds without a perk. All other guns keep their previous reload times. Just-In-Time still doubles the reload rate of whichever gun you hold.

Reload times without perks, Beta 57 to Beta 59: Facilities Shotgun 3.20 to 2.67 seconds; Security Pistol stays 0.80 seconds; Sales Rifle stays 2.00 seconds.
The bars share a four-second scale. Lower is faster.

A second chance that still feels like one

Death no longer wipes your wallet. Your guns drop where you fell so teammates can pick them up. Respawns use the current early-round kit through round 6, then bring an axe and Nail Gun from round 7 and a crossbow and pistol from round 10. The lobby's ready control now switches back to unready when pressed again.

Better signals under pressure

The HUD shows your health, the crosshair turns red on a confirmed zombie hit, and nearby zombies appear on the minimap. Holding a melee weapon gives you a slight movement boost. Cold Shoulder now pays five points once per spray pulse that hits, even if several zombies are caught in it.

In-engine HUD capture in the atrium showing the health meter beneath the minimap and a nearby zombie marker on the map.
The health meter and close-threat marker keep crucial information in view.

One call for the whole team

The first normal-match office call now rings in round 6, always at the atrium reception desk. One host-owned call starts at 03:00 for everyone in multiplayer. Timer refreshes keep teammates aligned, including after a reconnect.

In-engine capture of the atrium reception handset with the answer prompt visible beside the Nail Gun wall shop.
The reception handset is the single ringing phone in a normal match.

Frame-time diagnostics are more detailed, too, so we can investigate slowdowns in large hordes with better evidence. Download the latest beta for Windows, Linux or macOS and tell us how the new balance feels.