HumanitZ 1.1 Spooky Update adds NPC recruitment and Headshot Only mode
HumanitZ’s 1.1 Spooky Update is live on the default branch. Existing saves do not need to be replaced. All official servers have been wiped, and server owners are strongly encouraged to do a full wipe to incorporate server-side changes and stability improvements that may conflict with current assets. Players who used the Experimental Branch should return to Default, as Experimental will no longer function or receive updates.
NPC recruitment is for single-player and hosted local multiplayer
The Radio Tower quest unlocks recruitment. Random NPCs can follow and help on runs, perform base actions, provide security, and be sent on tasks. Traits may remain hidden until time passes or a trigger occurs, and not every recruit may be as friendly as they appear. Recruitment is optional. Players can create up to two additional outposts, upgrade them to support more Survivors, and exchange them between locations. NPCs communicate needs, wants, and grievances, so morale must be kept high or catastrophic consequences can follow.
Headshot Only, walkie-talkies, and zeek deaths
Headshot Only mode stops zeeks by removing the head or destroying the brain. It can be enabled as a session setting, turned on in existing saves, or applied as a server setting.
Walkie-talkies let players talk across HumanitZ without VoIP or outside apps. Once found, set matching frequencies with party or clanmates for instant contact, but someone may be monitoring the channel.
Dying to a horde or infection turns your character into a zeek. You must find your former self to retrieve belongings, depending on on-drop settings. If drop settings are set to “Nothing,” the zeek still appears but carries nothing because items remain on your person.
Halloween gear, weapons, and clothing
New additions include a lever-action rifle, nail gun, new and revised clothing (pants, jackets, shirts, scarfs, ponchos, and balaclava), and a lootable large toolbox. Halloween brings cosmetics, quests, weapons, and world props. Scarecrows may reward you—or may not.
Quality-of-life and server changes
- Increased camera FOV and reduced zombie, bandit, animal, vehicle mesh, and world asset geometry for performance.
- Party members, clan members, and escorting NPCs can ride horses with you. NPCs including Doc, Dan, and Tommy can enter vehicles.
- Build mode shows generator AoE rings and power range when placing powered assets. More lootable cars have parts in the engine compartment.
- Close to 300 more dismantlable items were added around the map, including more hoses.
- Dog Companions must SIT before inventory access. Tire durability increased slightly and degrades less over time. ZM7 ammunition can be crafted at the gun bench, and Sharpening Stone repair value increased.
- AI human movement, combat, and crouching changed. Vaulting checks were added from lower to higher terrain, crouched window and fence climbing stays crouched, and door interaction points were adjusted.
- Zeek and animal detection and attacking issues were adjusted. No-build zones were added to Lab Bunker and Power Substation, and XP from killing NPCs was drastically reduced.
- Dropped backpacks clean up via a server timer. More controller keybinds support the pie menu and emotes/commands. A weapon durability slider was added to settings.
- CB called Traders no longer hang around your base indefinitely. Caesar’s end dialogue now more clearly explains that his questline is finished and where to go next.
- Server settings updated: weapon durability, headshot mode, car recycle days, and backpack cleanup.
Major fixes and exploits
Major fixes address Async Save System losses of server-side progress and local saves; SP/HMP “Must Be Owner” or “You Don’t Own This” errors when building or adding locks; animals and bandits entering water; Hosted Multiplayer generator power relays; trader inventory and vehicle-theft exploits; duplication exploits; and map, terrain, and spawner issues. Other fixes cover quest replication, controller and UI problems, automatic vehicle unclaims after 14 days of inactivity, base-building defects, challenges, and Dan and Tommy escort missions.
Winter Update and Experimental 1.2 ahead
The Spooky Update will be available for a few weeks while residual issues from the full release are captured, then work begins on the Winter Update. The ’26 Road Map includes Experimental Branch 1.2, an overhauled build system, holdable shields, pick up and carry for base assets, animation cancelling, winter holiday-themed quests, gear, and scenery, ongoing bug fixes and QoL, and performance work. Skybase prevention through foundational support was tested but left out of 1.1 because the build system is being overhauled; those changes are planned for Experimental Branch 1.2. Dev Spoiler and Ongoing Development items are not committed to a specific update but are in progress.