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Hello, V80 is out in beta. I'm going to make a bunch of bug-fixes today and then hopefully release it on the main branch if I feel safe doing so. I was pleasantly surprised that the update seems quite stable and people are happy with it. This post contains uber-spoilers for the new creatures, so beware... you're in for a scare..

We're going to work backwards through the creatures I made for V80.

Cadaver Growths

For the last few days before the update, I was debugging the Cadaver Growths because we could not encounter them as an act of God. Even as I raised their spawn chance to a flat 80% every hour (unaffected by other creature spawn chances), they still would not even spawn most of the time. That is why they now have a 100% chance to begin growing on Adamance at the beginning of the day now. It was a similar experience with Feiopars. But I also observed that the Cadaver Growths were not growing fast enough to threaten us in 90% of games, and even when we did stand in the midst of the plants for whole minutes, we sometimes would still not be infected. That's why they might be overtuned now, but I'd have to watch more people play Adamance semi-seriously to know. Anyway, that's how I spent the last day of work on V80 before it went into public beta.

The Cadaver Growths started as the idea of a creature that latches onto your back and sucks out your life-force or increases your weight, unbeknownst to you. Other players would have to see it and pull it off of you. This idea was suggested a lot, but I thought it would end up being a nuisance rather than fun. Then at the same time I had this idea of a virus that spreads from player to player, or an idea of a little worm creature that burrows into the player's body and then bursts from them like The Thing to ambush another player nearby. This is the idea I almost went with, but I wasn't super hyped about the aesthetics and had no idea what I was going to be modelling.

I came up with the idea for it to be plant-based while talking with a friend, and I think I liked it because it reminded me of Advance Wars: Days of Ruin for the DS, which had this horrifying cutscene about a pretty field of flowers that would instantly, irreversibly infect you if you barely touched any of it. As a kid I think I stopped playing the game after I saw this.

I really like concepts that are scary without being outwardly grotesque or gory. I think that's why I like this more than the cordyceps zombies from The Last Of Us.

This is what the spores looked like when I was first figuring out this particle effect that just uses single pixels as particles, making them very cheap to render. I like the spores effect because it reminds me of the only episode I ever saw of The X Files on a VHS as a kid. I think it was called Darkness Falls.

The Cadaver Blooms require a lot of fine-tuning because of their complexity. They use a lot of probability to determine who to infect, but I think I might make it so they cannot ever infect you unless you've personally stood really close to them for at least a couple seconds. The idea is that anyone could be infected, and you're not supposed to know; and that necessitates it being based on random chance to some degree. I need to tighten up the mechanics so that there are more clear counter-plays to deal with it.

The Cadaver Bloom's rig and model is kind of nightmare because of its procedural bits, but I am happy with the results. The actual Cadaver Bloom part of the Cadaver was the most simple to make; I decided it should just chase after players and only become a serious threat if the player has nowhere else to run, similar to the Masked. It has a movement that is more spider-like than the actual spider, and I am really happy with that.

Feiopars

Feiopar is a name I made up to sound like an actual big cat species. The Feiopars are the creatures I mentioned would be inspired by the Hide-Behind from Gravity Falls. Like the Bracken, I knew that players would definitely gang up on it and surround it, so it needed to have some behavior when it felt overwhelmed. I also knew that outdoors it would need extra help to position itself to sneak up on players. That's what led to the idea that it would climb trees, which made a cat the perfect choice.

They used to be about twice their size and were like a dinosaur, but they couldn't hide nearly as well, so I shrunk them down. The Feiopar had the most bugs to work through of any creature in the game, and it probably took 3 weeks total of just fixing issues.

What makes them work as the "outdoor Bracken" (or perhaps the outdoor Coilhead) is that they don't immediately stand up and run when seen, which works indoors but not outdoors. Instead they require a much more intense staring contest, which ideally becomes like a little "i spy" game in the dense bushes. There's some subtle nuances to their AI, such as the fact that you can sneak up on them and scare them while they are preying on another player. Another choice I made early on was that instead of quietly picking players off, they make a loud fuss, which is more terrifying to witness!

The Feiopar is the most "normal", non-alien looking creature in the game, which I think is kind of funny. Besides some exaggeration in proportions and its exaggerated behavior, I just trusted in my artistic imperfections to shine through and make it look like something from Lethal Company. I generally don't want to try too hard to make something look original just for the sake of originality. You be the judge!

The Backwater Gunkfish

For some reason this is the creature I feel is the most "classic" feeling. I guess it's because it's so simple. It used to be more complex, but I realized the most fun part of it was all it really needed.

The Gunkfish used to kill you with its stinger. But I realized this took away from the fun of just getting gooped, and I'd rather have it synergize with other creatures instead. Its ability to cloak was also removed; this is because it wasn't as funny and dramatic to get gooped when the creature was previously invisible (and without a flashlight, the darkness gave it enough cloaking). I kind of wanted to recreate moments in real life where people are looking at an unassuming wild animal, which then spits on them in the face.

The Gunkfish used to have alternate colors, but I thought its goop looked too much like jelly and its body looked like it was wearing pajamas. I much prefer the snot aesthetic.

V80's creatures range from simple (Gunkfish), to moderately complex (Feiopar), to very complex (Cadaver Growths). Gunkfish might not do much, but their simplicity gives them a versatility that allows them to be put on any moon I want, pairing well with any other creatures that spawn. I think I want to make more creatures like that.

The Kidnapper Fox also got added in V80, but there's not as much to speak about for that. I decided to add it back when I figured out how to make GPU-instanced plants, which required reworking a lot of its code. I then spent some time with it and fixed some big issues with its AI, limited its bold excursions, and fixed some issues with the Vain Shroud's spawning. Weed killer should be easier to use on Vain Shrouds now too. (That then helped me make the Cadaver Growths.) That's about it so far with the Kidnapper Fox.

The last month of V80 was filled with optimizations, quality of life, bugfixing, and fixing bugs that resulted from my bugfixing. I hope that I won't be swamped with that stuff going into V85. I have just one new optional feature in mind for V85, which I'm very excited to experiment with; otherwise it will be all content.

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Comments

Username123

Gave me the biggest jump scare of my life yesterday, amazing update as always. Thank you Zeeks

Ambush

I thought you died with that post delay xD Was'nt expecting v80 to come so soon. Have a blast with it since yesterday! Keep it up

GB

The gunkfish is definitely my favorite entity! I don't think you've had an interior creature which modifies the environment to such an extreme degree, and I had a _lot_ of fun sliding around being chased by spiders and thumpers. It's also just like, super cute just like Charlie and I love it and I want a plushie so badly. It's good to hear that the cadaver growths and infection are going to be tuned a bit to have more counterplays. They're an awesome idea, but I'm not sure how best to deal with them. Weedkiller is quite expensive, and (SPOILER WARNING SPOILER WARNING SPOILER WARNING) the shower doesn't really become available all that often, making it hard to depend on. Maybe the gunkfish could interact with the weeds more? It says that the slime is a disinfectant, so maybe getting gooped on could also remove your infection/kill the cadaver growths. As it is, I started avoiding Adamance while playing v80 yesterday because the blooms are so, so common and infection and death seems inevitable without spending a lot on weedkiller. EDIT: they're also a bit of a quandry on solos. Like, if you don't have the shower, how can you deal with them?

Fred Schmid

Please make the feiopar appear on artifice on like a super rare chance or something I love it! I just want to see it past the first few quotas

Kitriff

Incredible update. To be honest, back when you were asking for new monster suggestions, I sort of thought LC already used up most of concepts that were suitable (regarding mechanics as well as aesthetics), but all of these new creatures feel really fresh and fitting for the game. It's also awesome how many bug fixes and quality of life changes were made in addition to the fully fledged creatures. Great to see how productive you were, I hope V85 will also go smoothly!

meowguy

I really love the creatures that mess with the interiors (gunkfish and the cadavers). and I just adore the QoL changes so much! hope to see what the future holds!

Piekam

Mr Zeekerss, one quick idea before it goes live (unless it would be too hard)

dboxBr

Jumped into the game, got scared by a tulip snake. I don't remember the game being so scary 😭 Vow is looking so GOOD. Damm

dboxBr

now the goddamm Giant Sapsucker LOL its hilarious that I'm scared as shit and didn't even get to the new creatures (Skipped the spoilers for now)

Blue

I played a little bit last night and had fun! Didn't run into any of the new creatures sadly, but I did see some of the new interior bits (very cool!!!) and March's overhauled exterior looks beautiful. As March is my favorite moon, I can't say I won't miss the old look, but it's a welcome change regardless.

bigctheman345

I think the Feiopars being a moderately realisitic-looking leopard/ mountain lion thing makes them really funny compared to every other creature in the game. They do still give off the LC art style vibe though, especially with the eyes.

GB

Also, I noticed that sometimes loot still gets stuck in the middle of the yellow rooms on mansions. Is that an easy fix? It'd be awesome if you could sneak that in with the v80 full release if possible 🙏 It's a bit frustrating seeing items on the monitor that my friends can't grab. I totally understand if it's not a simple change, however.

MASTRBAITR

OMG!!! Zeekerss you COOKED with this update. The wait really was worth it, and sooo much more. I've been having a blast playing this with my friends and I can't wait to see what you've got instore for us in the next update. I can only hope that the next update will be even better than the last. Thank you Zeekerss

pikeyboots738

brother cooked us a feast with this update. only thing i think needs adjusting is the spawn rate of the cadaver blooms but you already acknowledged it might be overtuned already. the gunkfish is fucking awesome i love that goopy goblin fella (already have slipped into a pit cause of him). feiopas are really fun and add a cool extra dynamic to late night transfer runs. adamance terrain changes are controversial however i think the overreliance on exploits for the moon justifies it. the Y shaped skip near the bridge rest in peace i will miss you. also the corner with rocks for killing big bird. god damn theyre all DEAD! (not the wallrun though thank god, even though it is so much harder now)

Axel Comstock

Made an account just to see this, And so i will say that you did an amazing job with everything in this update!

Axel Comstock

Also not to sound ungrateful fir what we got, but I hope we get more creatures soon as they are always my most favorite part of all the updates!

Silvereen Offical

Many thanks to you for keeping with it. As a solo dev it’s hard to even make simple games let alone games the size of Lethal Company, and you aren’t stoping and are looking forward to v85. I’m so glad, and I’m much looking forward to playing with my friends.

Capt2000_price .

I'm assuming the images to the left of the feiopar concept art are just gravity falls images?

Capt2000_price .

I also really wanna see the version of the gunkfish that looks like it's wearing pj's. Lol

SomeRando

I assumed it was another entity concept that's still being worked on, but you might be right

Azrakun

Dear Zeekers, The music is my favorite aspect of Lethal Company. It gives me an overwhelming sense of anemoia for a decaying world I’ve never lived in. There’s a constant sense of musical inertia, and it perfectly captures that “calm before the storm” feeling. It’s also what first drew me into the game’s lore. Back in 2024, I was still very new to the game and didn’t know much beyond the core gameplay loop. I had no idea who Sigurd was, what moons like Titan or Rend looked like, or even what entities existed. But I remember one specific moment clearly. I was walking to the facility after dropping off some loot with friends on March. I was lagging behind, but I could still faintly hear their voices in the distance. As I was walking, Ambient Music 2 began to play. It was the first time I truly paid attention to the music. For a moment, I stopped caring about the quota. Despite the time limit, I felt compelled to wander off the path just to take everything in. As I walked, I found myself admiring the moon’s dense foliage and appreciating the game’s unique visual style in a way I hadn’t before. Those ambient tracks somehow capture so much at once, the dreadful monotony of being an employee, the wonder of exploring new moons, and the quiet melancholy of whatever came before. The feeling they create sits somewhere between existential dread and a strange, almost peaceful acceptance. There’s a liminal quality to it that pulls you out of your role as a player and makes you question everything: the nature of the Company, the history of the world, and what led to these cold, brutalist facilities and the horrors within them. The first time I experienced it, I couldn’t stop wondering where did all the humans go? Why is everything reduced to scrap? What even is the Company? As an employee, you lose everything, your sanity, your individuality, your humanity, even your life. And yet, somehow, the music ties it all together in a way that feels strangely hopeful. I may be reading too deeply into it, but I felt it was worth sharing. If I could ask one thing, it would be for more music like this in the future. The ambient tracks add so much depth and emotional weight to the experience, and I think expanding on them could elevate the game even further. Your work in this area is genuinely special, and I’d love to hear more of it as the game continues to grow. Thank you for creating something so unique.

armor

I fully agree, this game is beautiful and the lore/music is a big part of why I love it, its incredibly interesting to think about/theorize on and I cant wait for the game to be finished and most of my questions to be answered, i do hope he plans to update the moons in sections, hes been focused on forest moons and now the desert and winter moons feel way worse in comparison.

jim royale

This comment is beautiful thank you for posting this

jim royale

I really doubt it since he actively blurred it he never blurs his reference… just not on the same BRAINWAVE as me..

jim royale

That still happens? I thought he fixed it this update

Rhydach Hughes

I personally think that there should be a solo nerf to Cadaver Blooms / Growths, maybe in solo there could be a "safe period" when you enter the blooms in which you can't get infected? Another thing I would like to see is buffs to Offense's scrap table, the increased item count certainly made Offense a little better but the large amount of two handed items (I believe it's 37% or so) combined with low quality one handeds still hurts the moon quite a bit.

MASTRBAITR

Hey Zeekerss, I've been playing alot of repo lately and I thought to myself how cool it would be if there was a type of scrap that required multiple people to carry. Like a giant dish washer or a piano. Also could you add more uses to the keys, like if there was chest that required a key to open or a hatch to a second floor in the interior that can be locked and would also require a key to open. And also I think there should be more uses for the terminal in the ship, like a pressure door that requires you to solve a math problem or something, or anything at all because I'm gonna be real, I just wanna feel like I'm a professional hacker helping my team steal a safe from a mansion while there being chase by butler's and nutcracker's. Honestly that would make my life whole.

Tibbstibi

Theres a full 7 seconds of grace period when playing solo, and even after all that, infection is chance based.

Kaiser416

This update has so far been amazing. The forest moons look amazing, the facility feels fresh, the mineshaft is finally playable, and the new monsters are really fun. But they do bring up one little issue ive seen echoed slightly on the community. That being that the forest moons are kind of the only ones that really feel unique now. With the amount of monsters that are exclusive to, or have disproportionately high spawn rates in the green witches, the desert and ice moons only really feel different in their layouts now. I feel like adding in a couple of monsters for each, or at the very least shaking up some spawn rates would balance that out nicely. Also, im hopeful that Liquidation will be added in by the time the game is finished. Now that you can set whether or not a creature is underwater or adverse to deep water, it'd be cool to see the unfinished moon and its presumably scrapped scuba mechanic make a full fledged return with its own fun little gimmick.

Womperstomps

Cadavers are so fun and I like that we can help teammates by telling them how far along infection they are. I tried to fight a turned employee with another employee who turned mid fight lol. Also every run in with the feiopars is terrifying ty for update Zeekerss.

Kat

It doesn't seem like cadaver plants are working on my runs so far. Hoping that maybe it was the april fools update that bonked it a bit and we'll get to experience it soon. but the other two monsters have been fabulous. The neighbors definitely heard when the feiopar jumped me and mauled me to death

fat motherfrickin toad

Wow Zeekers, whoever made the model for the Goooy Gunkfish, You need to give a raise.

SomeRando

All these changes sound really cool, and I could honestly see them being added

MGHM Steiner

So we can't get changes to things like random lightning strikes killing players with no warning, or the worm being uncounterable in certain circumstances. But we can get a bunch of random animation changes and visual effects on UI after all this time, and just like with the nutcracker buff and shovel nerf, we get more anti-player changes with the kidnapper fox targeting save scum players. It's beyond me why you are always raised as some golden standard, just like the helldivers devs. Especially when I have to PAY just to give you feedback while half the patch notes for this game are just flat out missing and you're already racked in tons of money. I hate to draw overused comparisons, but there's a reason Repo still holds like 6x the player count, that's because they don't actively target parts of their player base, and any nerfs are usually remedied by QOL changes surrounding them.

brick battla

great work so far zeekers, I can't wait to see whats in store for what I assume to be v85! I am excited to see whats to come in the version, as v80 seems a little rushed to help feed the majority of players with their problems with a 'content drought.' Take your time for the new version! I'd kill to relive any experience like playing lethal company for the first time, and having an update with plenty of additions to make me feel all lost again is what I look forward to. Thank you for staying with us zeekers!

brick battla

hate to agree with uh, fred here but this is kind of just.. a you problem. As a non super competitive player, zeekers just seems to be fixing lots of problems that he sees with the game. I've never even heard of the worm being uncounterable, and lightning strikes is like the only relateable thing on this list. removal of save-scumming is a good thing. It literally has "scum" in the name. Comparing them to helldivers is a wild stretch, and saying "i have to pay for feedback" isnt really true. Theres a discord server with a suggestions channel for a reason. Also, for zeekers to have no job outside of game development[?] his patreon money isnt even above 30k a year. Thats below the minimum wages yearly salary where I live, so saying racking in tons of money while hes making roughly 7-9 thousand below minimum wage is a little crazy. All of his changes are meant to make players play the game as intended, and for them to play it as he visioned it in his mind. Save scumming? reasonable to nerf, and if it could be removed, thats pretty fair to me. Its lame to see that players, should they lose, can just leave the game before it triggers and voila, they lose nothing. What do you even have to say about the good changes? the utility slot? price decreases? moon buffs? enemy nerfs? see some good in the world man.

MGHM Steiner

I'm not even gonna bother explaining why targeting players based on the way they play the game or their behavior is a stupid idea, but sure. Why not add an enemy that targets you for not using radios because you're probably using Discord while we're at it? Why not make bees attack you if you're on the ship and they're on the railing so you can't cheese grab them as you leave? Why not make it so coil heads and jesters can open the big powered doors so you can't trap them? The reason is because that's stupid, antagonistic, and there's better things in your interest. Also don't pretend the patreon is his only source of income, the dude sold millions of units on this game as a solo dev, he's got money, lots of it, you don't need to defend a millionaire.

MGHM Steiner

Try think of something constructive, or think at all

MASTRBAITR

I don't want to be rude but I literally can't tell what your talking about. When you say enemy's that target player's without radios I assume you're talking about when one of you're teammates is in ship on the monitor and is telling you if there is a bracken or a coil behind you. Well you can counter them without radios, in fact every enemy is designed to be countered without any tools (except for butlers imho), but in this case you can counter brackens by just bracken checking every so often and you can counter coils by just listening for there foot steps. And when your complaining about the bees, I again assume your talking about the catwalk on the side of the ship, where it was intended for you to put the bees there, so I don't know what cheese your talking about? And also your saying that after you put them on the catwalk they still attack you in ship so idk what to tell you man, I guess you just don't know how the bees work and that's why you keep dying to them? because there only supposed to attack you if they have a clear line of sight of you and the beehive. If you get to close to the beehive they attack you, if they lose there beehive they go rouge and kill which ever player they see, and sometimes while trying to steal the beehive they can sometimes accidentally aggro onto someone nearby. That's why when beehive hunting, you hunt alone. So I don't know what to tell you man, idk what kind of railing cheese your talking about. And lastly you complained that the jester and the coil can open "the big powered doors". I assume your talking about the pressure doors, which can only be opened by players. I don't know a single entity that can open pressure doors so I assume your teammates were just trolling you (tough luck). Although I do agree with the complaint about the random lightning strikes I guess Zeekerss can make it a little bit more fair, like if the moon is stormy every player will have a lil radius around them in which lightning strikes are a lot more rarer, unless this already exists, I wouldn't know because idk the ai behind lightning strikes.

Jarinex

This update was amazing! Worth the wait!

brick battla

pretty sure this is ragebait because of the amount of just.. dumb statements in this. Putting bees on the back of the ship isnt even a cheese. What next, is closing the door on a dog a cheese? And the coilhead and jester comment, while I assume zeekers didnt intend for creatures to get locked behind it, he kept it, and thats really cool in my opinion. Plus, its really rare to even get them trapped behind those doors anyway. And like, why are you even paying for his patreon right now anyway if youre so insanely upset about it? the patreon posts always release for free anyway. If youre so upset at how much money zeekers is making and the decisions he makes with *his game* maybe stop playing it? He also doesnt even target players based on how they play. No creature does that to my knowledge. Like, by that do you mean "I dont like looking behind me so brackens and feiopars are super unfair"?? also, while it is true patreon posts arent his only income and *supposedly* hes made about 52 million off of lethal company, he still does not have a job outside of lethal company. Hes literally made money off of his own passion and youre.. upset about it? and before anyone goes 'well he still charges for patreon'.. every post releases for free after 2 weeks. Youre literally mad because a person did what he loved and became successful. Truly, truly sad. Also, if you mean 'by the way they play' being save-scumming, what is even the point. If you lost, you lost! not my fault hes trying to punish players for trying to avoid the penalties of losing.

MGHM Steiner

If you call everything you disagree with ragebait, you've already lost man, I ain't gonna bother with that.

Mindrem

Amazing update! The polishes are super nice and really bring the game together. Overall Lethal is really feeling like it's only a few big updates away for being released from early access. One thing I would really like though is a better scan system. I played with some buddies yesterday and had a ton of fun but scanning made it super difficult to tell how much we had since we all got different totals. Something like the ship total mod would be perfect, same for when you're selling and you can see how much is on the desk. But apart from that and Dine giving us nothing but low value body parts, we had a TON of fun and it brought us together again after months. Thank you Zeekerss, I hope you know just how much your hard work has paid off for us!

Ishawulf

Little late since my friend group wasn't able to try out the update till a few days ago. Just wanted to mention that this update really makes the game feel more like a game if that makes any sense. All of the performance and visual changes with this update really make the game feel more complete than before. We started playing a bit over a year ago and I can already tell that this update is my favorite out of the small selection of updates that my friends and I have experienced. Really loved it and I'll be following for the next update since it's going to be more content focused, this already felt like a lot so I'm ready to see how much might be in the next one

Greywater Studios: Behind the Scenes

I don't understand where you're coming from as REPO doesn't even allow you to savescum. Zeekss has every right to just do what they did and outright remove it, all he did was penalize you for it lmao

MASTRBAITR

You can save scum in repo it's just alot harder to pull off

Every__Villian_Is_Lemons

thank you for this comment. you took my feelings and placed them into text in way that i cannot, thanks brudda and hope to make quota with you someday