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Though it may be in beta, Lethal Company is back with v80. Zeekerss has returned after a much-deserved hiatus following their release of Welcome to the Dark Place with an update focused on streamlining pre-existing features, sprucing up forest biomes, and adjusting the Factory to freshen the most common interior in this co-op horror adventure.

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The last time we saw a new creature added was back in June 2025 with the Giant Sapsucker. There’s reason to hop back into the game that kickstarted a plethora of indie horror titles. Has the crown returned to Lethal Company‘s head? We shall see. First things first, here is everything you can expect when hopping into v80.

How to play Version 80 beta

A group of Hoarding Bugs in lethal company
Screenshot by Destructoid

Go to your Steam Library and right-click on Lethal Company. Open Properties, go to Game Versions & Betas. Select the public_beta option. Install or update the game to match the selected version. I haven’t experienced any issues with pre-existing save files switching from alpha to beta; however, corruption is possible, so keep that in mind.

All new content in Lethal Company v80

March exterior of dense forest with ship at the center
Screenshot by Destructoid

The main focus of this update is to bring more unique life to the forest biomes, as the last time Zeekerss focused on this was with Dine and Rend (snow biomes) for v70. While March is a favorite of mine, it needed some life. After all, it was really just a forest with a giant hole of death smack bang at its center. Now, it’s a dense jungle with swampy elements. Careful where you tread, for one wrong step and you might end up in a whirlpool.

March is now made up of both shallow and deep water, with tall, thin trees bearing their roots. It isn’t as pretty or calming as Adamance and nighttime continues to feel less threatening than snowy biomes, but March now has a stronger style more in tune with its forest counterparts. The dense jungle adds a layer of paranoia that something is lurking in it, a feeling missing from the original March. And with that, there are new threats in the forest moons to worry about.

Holding a Maneater while looking at the spreading Cadaver
Screenshot by Destructoid

There are three new creatures in Lethal Company, plus the return of a great and formidable foe: The Kidnapper Fox. Its rare appearance, much like the Giant Sapsucker, pinpoints this creature’s primary location to Vow and Adamance, though I’ve yet to find it in my search. The Fox’s behavior has been changed to be less hostile than the Sapsucker, and it can no longer spawn at the start of the day. I’d imagine you need to remain on the lookout for Vain Shrouds (which are rarer than ever) for the Fox’s spawn.

Alongside the Kidnapper Fox, a new forest exterior creature has been added into the mix: The Feiopars. These are large feline-like creatures that stalk their prey. Much like the Bracken, their job is to keep a safe distance, hide behind or climb trees, and pounce when you’re not thinking about them. Just like the Fox and Sapsucker and unlike Baboon Hawks, the Feiopar seems to spawn by itself.

Two new interior monsters are here. The Backwater Gunkfish is a Sting Ray-like creature that moves around the Factory and Mineshaft. It will release a gooey, slippery substance that obscures your vision if you step on or try to hurt it. Watch your step.

Finally, the Cadaver Bloom. A new plant that has infiltrated the Factory interior. On the rarer side than the Gunkfish, the Cadaver is fast-spreading flora that seemingly grows in the direction of where you’re standing. It will continue to grow throughout the day, making it a challenge to avoid. Prolonged exposure to this creature results in a high temperature, red and blurry vision, and fatigued movement. In multiplayer, those who fall victim to the Cadaver become a zombie-like entity.

All changes in Lethal Company

Here is a full breakdown of everything Zeekerss has changed for v80. This will be updated once v80 officially drops in alpha state.

Creatures

Looking at one of the fire exits on march
Screenshot by Destructoid
  • Fixed interactions where creatures damaged players inside the mineshaft elevator.
  • Fixed creatures standing stationary and jittering on large maps.
  • Optimized creature search algorithms so that they can path to the player quicker than before.
  • Baboon Hawks now properly drop scrap on the Cruiser.
  • Old Birds can now be stood on while moving, and scrap placed on their heads.
  • Old Bird and Forest Keepers can break bridges.
  • Forest Keepers now spot and charge at players more accurately.
  • Fixed Tulip Snakes causing lag spikes when the player enters the interior.
  • Fixed Hygrodere not properly morphing, changing size, and camping at the main entrance.
  • Fixed randomness so that the creatures will always spawn in the same order on Challenge Moons.
  • Indoor creature spawn curves based on time of day now round up as well as down when determining the number of creatures to spawn. Spawn curve is now more accurate.
  • Increased the distance at which Coilheads will not enable their collision if they stop on top of a player, preventing creatures from pushing players through walls.
  • Walking, crouching, or standing still is now more effective against Forest Keepers when at a distance.
  • Added functionality to AI to prevent land creatures from walking underwater.

Visuals

Settings for display and quality in Lethal Company
Screenshot by Destructoid
  • Foliage added to forest moons.
  • Fixed the player’s hand and fingers on lever pull.
  • Added animation and sound for the player pulling the lever to leave.
  • Added animation to the main entrance door and sound effects when opening.
  • Lights indoors now have indirect lighting (toggle on/off).
  • Added a setting to decrease pixel resolution (Get the IT STEALS and Welcome to the Dark Place aesthetic with this one).
  • Fixed Company advertisements displaying an inverted sale percentage.
  • Fixed desync on “collected _” hologram for dropped scrap in the ship.
  • Players dropping their items upon death will properly fall on moving objects.
  • Added three new rooms to Factory.
  • Mineshaft interior has more pockets of caves.
  • Scrap can now spawn at the end of normal hallways in Factory.
  • Night vision range is slightly lowered.

Performance

New Factory rooms with giant metal tanks and pipes
Screenshot by Destructoid
  • Reduced frequent, heavy memory allocations to reduce lag spikes.
  • Optimized memory usage for AI to share the same pool of memory.
  • Fixed paycheck UI not scrolling properly in sold scrap.
  • Turned the head-mounted camera around and increased draw distance.
  • Cameras on the monitors indoors now display at a lower framerate.
  • Interiors now have basic distance culling, meaning only rooms near you are rendered.
  • You can now disable head-bobbing and enable toggle-to-sprint.
  • Increased the time it takes to drown by approximately one second.
  • Loading screen when landing the ship has been improved.
  • Added utility slot for most shop-purchased items (handy for Flashlight).
  • Colliding with teammates is now possible. Crouching and carrying heavy scrap will make it harder for you to get around.
  • Fixed Spray Paint when being watched on the map monitor.
  • Added diversity meter to some moons, which limits the amount of unique species that can spawn in a single day in preparation for adding more new creatures in future updates.
  • Game now detects if your client is running a mod loader.
  • Starting a new file now sets a random seed initially, meaning furniture on sale will always be different on the first quota.

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