Guide

Project Zomboid Build 42.22 Pre-Release: Ladders, Crowbars, and the New Pre-Release Branch

Build 42.22 is still on the Pre-Release branch as of 5 November 2026, with climbable ladders, crowbars that force doors, and a new testing cycle that replaces Unstable. Stable stays on 42.21, so most players should wait.

Project Zomboid Build 42.22 Pre-Release: Ladders, Crowbars, and the New Pre-Release Branch

Build 42.22 is not on Stable yet, and that is the first thing to know before you touch any of it. As of 5 November 2026 it is still being tested on The Indie Stone's new Pre-Release branch, which replaces Unstable, while the default Stable branch stays on 42.21. What the build adds is real and long requested: ladders you can finally climb, and crowbars that can force open locked doors, windows, garage doors and gates. If you are a modder, a server admin, or happy to test and break things, opt in and try it. Everyone else should stay on 42.21 and wait for the Stable move, which needs at least a week of Pre-Release testing first.

Official Project Zomboid 42.22 image from The Indie Stone: five panels showing the crowbar and ladder changes in action, including a garage door, a ladder climb, and a door being pried open.

Quick answer

  • 42.22 is on the Pre-Release branch only (since 27 October 2026). Stable is still 42.21, and no Stable move has been announced as of 5 November 2026.

  • Ladders placed on the map are now climbable: walk close and press E, or use the right-click menu on the ladder tile. Zombies cannot climb ladders.

  • Crowbars now force open jammed or locked windows, locked doors (wood and metal), locked fence gates and garage doors, from the right-click menu. Security doors and jail cell doors cannot be forced.

  • Forcing a door is not automatic: success depends on the door type, your Strength, and a Burglar bonus. Repeated failures raise the chance of damaging your crowbar, and forcing builds Muscle Strain.

  • Back up your save before switching branches. The Indie Stone cannot guarantee a Pre-Release save will work in the final release.

At a glance

  • What: Build 42.22, the first build on the new Pre-Release branch (replaces Unstable)

  • Status on 5 November 2026: Pre-Release only; Stable remains 42.21 (released 28 September 2026)

  • Pre-Release since: 27 October 2026

  • Latest hotfix: 42.22.1, 4 November 2026 (pre-release hotfix: JRE integrity checks, eMudhra certificate validation fix; saves should not be affected)

  • Headline changes: climbable ladders; crowbar forced entry; new branch cycle (Pre-Release, at least one week of testing, then Stable)

  • Who it is for: modders, multiplayer server admins, and testers willing to break things

  • Who should wait: everyone on a long-term save who does not want to risk it

  • Last checked: 5 November 2026

1. The new branch system: Unstable is now Pre-Release

Still from The Indie Stone's official Pre-Release instructions GIF: the Steam Game Versions and Betas panel, with the pre-release option listed as Pre-release testing, dated 27 October 2026.

The Indie Stone renamed the Unstable branch to Pre-Release because the old name was confusing players, especially after the long history of Unstable in Build

42. The change is a rename with a promise attached, not just a new label. From now on, every new update goes to the Pre-Release branch first, is tested there for at least one week, and only then moves to Stable. The one exception is urgent hotfixes, which may go directly to Stable. For the average player, the studio says, this changes absolutely nothing: keep playing on the default Stable branch, currently 42.21, while Pre-Release goes through final vetting. The branch exists for three groups: modders, multiplayer server admins, and players who are willing to test and break things before they go live to the broader public. The point of the week in Pre-Release is to find issues and to give server admins and modders a chance to look under the hood at upcoming changes. If testing turns up bugs that need another revision, The Indie Stone will ship one and keep players informed through the forums, Reddit, and Discord. How to opt in: back up any Project Zomboid save games you want to come back to first, then right-click Project Zomboid in your Steam Library, select Properties, and under Game Versions and Betas choose Pre-Release. That is the whole procedure, and the backup is the step that matters. The full patch notes add the same warning in practical terms: existing saves on 42.21 should not be affected, but if you want to test 42.22 with an existing save, back it up manually first, and if you report a bug, reproduce it on a fresh save with no mods installed.

2. Ladders: press E and go up

Official Project Zomboid 42.22 screenshot from The Indie Stone: a survivor climbs a ladder on a house wall while a horde gathers below. Zombies cannot climb ladders, which is what makes a ladder an escape route.

Ladders are the first headline change, and the studio calls this the first rung of implementation. In 42.22 you can interact with ladders placed on the map: walk close to one and press the default E key, or use the right-click menu on the ladder tile. That covers the ladders scattered across Knox Country, including the ones the blog singles out: the top floor of the Rosewood Fire Station, and the ladders around empty pools. The joke in the announcement is that you can now be a little less fearful around empty pools, which is also a practical hint: a pool ladder is now an escape route, not decoration.

Steam community screenshot: the Irvington Public Pool, with its red-and-white pool ladders at the water's edge. The blog's empty-pool joke points at exactly this kind of ladder, which is now climbable in 42.22.

Three limits matter. First, ladders are fixed in place across Knox Country in this build; any ladders you previously moved should stay in their moved position after the update, but you cannot pick up and place new ones as a mechanic yet. Second, zombies cannot climb ladders, which is what makes a ladder a real escape: the patch notes say so directly, and then add the sensible warning to check below for lurking zombies before you come back down. Third, this is a first implementation, and The Indie Stone is explicitly asking Pre-Release players to climb up and down every ladder they find and report the ones that do not work. If a ladder in your corner of Knox Country does nothing, that is a bug report, not a feature you missed.

3. Crowbars: the tool finally does its job

Still from The Indie Stone's official 42.22 crowbar demonstration GIF: a survivor works a door with a crowbar. In 42.22 the crowbar opens locked doors from the right-click menu, it does not just break them down.

The second headline change is the one players have requested for years. A crowbar is no longer just a weapon and a dismantling tool. In 42.22, with a crowbar equipped or carried in your inventory, the right-click menu on certain door, window, and garage door tiles offers forced entry: force open jammed or locked windows, force open locked doors (wood and metal included), and force open locked fence gates. Garage doors are in scope too, per the blog announcement. Forcing is not automatic, and the odds are not flat. Your chance of success depends on the door type, your character's Strength level, and Burglars get a bonus to succeed and are quieter while doing it. Strength helps here the same way it already did when opening jammed windows, while weaker characters will struggle more. Two costs ride along with every attempt. The more times you fail at forcing something, the higher your chance of damaging your crowbar. And your character accrues Muscle Strain during forcing attempts, consistent with the amount caused by attacking a door with a crowbar. So the crowbar is now a real lockpick with a durability and stamina price, not a free key: carry one, but do not lean on it for every locked door on a loot run, and remember that a failed pry on a window can smash the window instead of opening it.

Swipe horizontally to view all columns.

TargetCrowbar in 42.22

Jammed or locked window

Can be forced; a failed attempt can break the window

Locked door, wood or metal

Can be forced

Locked fence gate

Can be forced

Garage door

Can be forced

Security door

Cannot be forced

Jail cell door

Cannot be forced

4. Fine-tuning that changes daily play

Steam store screenshot: a town street with boarded windows and doors, the kind of street where the new crowbar rules and the new pushing rules both matter on a loot run.

Beyond the two headlines, 42.22 is a pile of small corrections to things players hit every session. Four of them change habits directly. Pushing: characters can now push while both hands are full of encumbering items, though doing so means dropping items that would otherwise prevent the push. If both hands hold items that used to block pushing, the item in the primary hand is dropped and the push goes ahead; a large item such as a generator or a large stone, equipped in both hands, is dropped too. Sleep: characters can no longer sleep while a Bad Smell moodlet is present, such as the smell of generator fumes or excessive corpses that are actively making you sick. Ammo boxes: you can now open boxes of ammo while walking, as many players requested, and the same while-walking treatment extends to opening and closing an umbrella, ripping clothing or sheets, opening bullet boxes (50 and 20 sizes) and shotgun shells, removing or inserting a battery, extinguishing a candle or hurricane lantern, removing or inserting a propane bottle, and adding or taking a cigarette from a pack. Trees: more XXL trees are now visible while driving, balancing the view of Knox Country's forests against driving safely, with fewer of them hidden from the driver's view cone.

Steam store screenshot: a lit neighbourhood at night, the hours when the new sleep rule matters most. A Bad Smell moodlet now blocks sleep until the smell is gone.

Animals got a round of fixes for deaths that should not have happened: animals dying when their cell unloads, rabbit kits starving because their mothers were not producing milk, and chickens disappearing from full hutches, on server restart and on chunk reload. Two small additions are worth knowing: raccoon skulls can now be used to make normal and long animal skull necklaces, and there is a new recipe for refilling lighters using gasoline, a funnel, and a surface to put them on. Sound gets dozens of new variations for equipping and unequipping weapons and throwables, plus new ladder footsteps that vary with ladder material and footwear, and a new sound for climbing sheet rope.

5. Multiplayer and server admins: the session-ending bugs

Much of 42.22 is aimed at multiplayer, and at the bugs that ended sessions rather than the features that fill them. The headline fix is the duplicate character bug: the doppelganger issue where a character could be duplicated at the edge of a chunk and potentially killed is fixed. PvP damage calculations moved server-side to address damage not being applied correctly. Server backup creation is faster, which matters most on higher-population servers, where the pause for a backup used to disrupt play. The All Known on Start sandbox option for the in-game map now works in multiplayer, and notes made on map items now save instead of vanishing. Trailers got a number of behaviour and physics fixes, including towing desync, and a moving vehicle no longer disappears permanently after a reconnect or server restart. Around those are dozens of client and server error fixes, from the Loading Map stall to a dedicated-server freeze. Server admins and modders are the other audience for this branch, and the 42.22.1 hotfix that followed on 4 November 2026 speaks to them directly. It fixes a vulnerability related to eMudhra digital certificate validation, adds JRE integrity checks that detect modifications to the Java Runtime Environment (detected alterations show in the version watermark), and updates third-party software licence acknowledgements. The hotfix announcement says saves should not be affected. The Pre-Release branch exists so that this kind of change gets a week of live testing with admins and modders watching, instead of landing on every Stable server at once.

6. What has not changed, and who should wait

Nothing in 42.22 changes what Stable is. Stable is still 42.21, released 28 September 2026, and everything written for 42.21 still applies to the default game. This article is a Pre-Release differences piece, not a new guide to the game, and it does not rewrite any 42.21 guide. When 42.22 reaches Stable, a separate confirmation piece will follow; this article's Pre-Release wording will not be quietly edited into Stable wording. So the decision is simple. If you run a server, maintain mods, or enjoy testing, opt in, back up first, and report what breaks, ideally reproduced on a fresh save with no mods. If you have a long-term save you care about, stay on 42.21. The ladders and the crowbar will still be there when the build finishes its week in Pre-Release and moves to Stable, and they will be worth the wait precisely because someone else tested them first.

Troubleshooting: Pre-Release problems and fixes

Swipe horizontally to view all columns.

ProblemFix

No Pre-Release option in Steam

Right-click Project Zomboid, Properties, Game Versions and Betas, then choose Pre-Release; restart Steam if the list looks stale

Save will not load, or behaves oddly, after switching

Restore the backup you made before switching; do not keep playing a broken save and hope it heals

A ladder does nothing when you press E

Stand close to the ladder tile and try the right-click menu as well; if it still does nothing, report it with the location, since The Indie Stone is asking for exactly these reports

Crowbar forcing keeps failing

Check the door type first: security doors and jail cell doors cannot be forced at all; otherwise raise Strength, use a Burglar, and stop before repeated failures damage the crowbar

A mod breaks on Pre-Release

Test on a fresh save with no mods to confirm it is the build, not the mod; expect mods to need updates for a new build

Cannot sleep and do not know why

Check for a Bad Smell moodlet: generator fumes or rotting corpses nearby now block sleep until the smell is gone

FAQ

Is Build 42.22 on Stable yet?

No. As of 5 November 2026, 42.22 is on the Pre-Release branch only, and Stable is still 42.21. The Indie Stone plans at least one week of Pre-Release testing before any Stable move, and no Stable date has been announced.

Can zombies climb ladders?

No. The patch notes state that zombies cannot climb ladders. A ladder is an escape route, but check below before you climb down, since zombies can still wait at the bottom.

Can a crowbar open any locked door?

No. It can force jammed or locked windows, locked wood and metal doors, locked fence gates, and garage doors. Security doors and jail cell doors cannot be forced, and forcing can fail, damage the crowbar, and build Muscle Strain.

Will my save survive the move to Pre-Release?

Not guaranteed. The Indie Stone says it cannot guarantee a Pre-Release save will work in the final release. Back up before switching, and test on a copy or a fresh save.

Do I need to do anything if I stay on Stable?

Nothing. Staying on the default branch means you keep playing 42.21, and 42.22 will arrive automatically when it moves to Stable.

What is 42.22.1?

A pre-release hotfix from 4 November

2026. It fixes an eMudhra certificate validation vulnerability and adds JRE integrity checks. Its announcement says saves should not be affected.

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