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Sprinters and zombie lore settings in Project Zomboid

Sprinters are the running zombies you can switch on in the Zombie Lore sandbox tab, and Build 42 added a mode that uses them by default. This page covers the speed options and the sprinter percentage, which presets include runners, the other lore settings that change difficulty, how to survive sprinters, and how a server sets the same values. Written for Build 42 (42.22), November 2026.

Zombies crossing a field in Project Zomboid
A few running zombies in a slow crowd change how every trip has to be planned.
01Part

The four speed options

Zombie speed is set under Custom Sandbox, Zombie Lore, Speed. Build 42 has four choices. Crawlers are not one of them: a crawler is a zombie on the ground, whatever its speed setting. See zombies for the basic types.

Speed optionServer valueWhat you get
Sprinters1Every upright zombie runs. One guide puts a sprinter at the player's jogging pace or faster (one source).
Fast Shamblers2A brisk walk. You can still walk backward out of trouble, but with less margin.
Shamblers3The slowest upright speed. Used by the Rising mode.
Random4A mix. The share of sprinters comes from a second setting, Random Sprinter Amount.

Random Sprinter Amount is the percentage option. It runs from 0 to 100 and only does anything when Speed is Random. At 0, Random gives a mix of slower zombies with no runners, which is what Apocalypse uses. There is one percentage box, for sprinters only. I found no separate box for the share of fast shamblers and shamblers, and no patch note saying which Build 42 update added the setting. Build 41 had Random but not this control.

02Part

Which presets include sprinters

Extinction, added in update 42.15, is the first official mode with sprinters, in the developers' own words. The preset values below were read from the game files by two fan sites, and they agree. For the rest of each preset, see game modes.

PresetSpeedSprinter share
ApocalypseRandom0%
OutbreakRandom0%
RisingShamblersNone
ExtinctionRandom6%
Six Months LaterFast ShamblersNone in play
28 Seconds Later (challenge)Sprinting zombiesNot published

Six Months Later stores 33 in the sprinter box, but its Speed is Fast Shamblers, so the number should not apply. If you switch that preset to Random, expect a third of zombies to run. The 28 Seconds Later challenge arrived in 42.20 and is described officially only as a world full of sprinting zombies.

Six percent sounds small. In a group of 50 it is about three runners, and they reach you well before the rest, already separated from the pack.

03Part

The other lore settings that change difficulty

Speed is one line of 29 in the Build 42 Zombie Lore tab. These are the ones that matter most with sprinters. Option counts and preset values come from a 42.22 file readout (one source). The full list is on sandbox settings.

SettingChoicesApocalypseExtinction
StrengthSuperhuman, Normal, Weak, RandomNormalSuperhuman
ToughnessTough, Normal, Fragile, RandomRandomTough
CognitionNavigate + Use Doors, Navigate, Basic Navigation, RandomBasic NavigationRandom
Random Door Opening Amount0 to 100010
Memory6 choices, Long to None plus random optionsNormalLong
Sight5 choicesRandom, Normal to PoorNormal
Hearing5 choicesRandom, Normal to PoorNormal
Day/Night Zombie Speed EffectBoth, or one of day and nightBothBoth
Crawl Under Vehicle7 choicesOftenVery Often
Crawlers Drag DownOn or offOffOn
Environmental AttacksOn or offOffOn
  • Strength affects damage and door breaking, and Drag Down depends on it. Superhuman sprinters are the worst case.
  • Cognition at Navigate + Use Doors lets zombies open unlocked doors. With Random, the door percentage appears to set how many can. The game gives that box no description, so this is read from its name.
  • Memory is how long a zombie keeps chasing after it loses you. Long memory plus sprinters makes breaking line of sight much less useful.
  • Smell is not in the Build 42 list. Server guides that still show a Smell line were written for older builds.
  • Day or night activity: the in-game text only says zombies are more active in the chosen period. Build 41 players reported that fast shamblers slow to a crawl in the inactive period while sprinters kept running (one source). Test it before building a run on night-only sprinters.
04Part

How to play against sprinters

Opinion The rule that changes is the oldest one. Against shamblers you walk away and pick your fight. A sprinter picks it for you, so plan every trip around never meeting more than one or two at once.

  • Stealth first. Crouch, stay out of sight lines, and keep the New Stealth System on so cars and low cover hide you. See stealth.
  • Face them. A runner hitting your back is what kills. Stop, turn, shove or swing as it arrives, then finish it on the ground. Timing is covered in combat.
  • Use long, quick weapons. Spears and long blunt weapons reach a runner before it reaches you. Compare reach and speed on the melee list. Keep stamina in reserve, since a tired swing misses the one hit you get.
  • Guns are a last resort. One shot can pull every runner in earshot, and Extinction zombies follow sound twice as far as Apocalypse ones (one source). See firearms.
  • Fight in doorways. A door frame feeds them to you one at a time. One guide calls one sprinter in a frame manageable and two lethal (one source). Close doors behind you. With basic cognition a shut door buys time even though it will be beaten down.
  • Keep a car close. Park facing out, engine in good order, and loot in short trips. A car outruns anything, but it is a delay and not a wall once it stops. See vehicles.
05Part

Base design for sprinter worlds

Opinion Pick a base for escape routes before defenses. The checklist on base locations still applies, with these changes.

  • Live upstairs. A second floor with the stairs removed and a sheet rope down keeps runners out. More on base building.
  • Do not rely on a quick fence hop. Zombie Lunge is on in every preset except Rising, so a zombie that follows you over a fence or through a window can lunge if you stand too close.
  • Tall fences fail to crowds. Apocalypse needs 25 zombies at a fence before it takes damage and Extinction needs 20 (one source).
  • Keep two exits and a clear run to the car. Cover windows so light and movement do not draw the first runner.
06Part

Recommended settings for a first sprinter run

Opinion Do not start with Speed set to Sprinters. Start from the Apocalypse preset and change only a few lines, so you learn runners without Extinction's superhuman strength and thin loot.

SettingSuggested valueWhy
SpeedRandomKeeps most zombies slow.
Random Sprinter Amount5 to 10Close to Extinction's 6. Enough to punish noise.
Strength and ToughnessNormalOne clean hit still knocks a runner down.
CognitionBasic Navigation, doors at 0Closed doors stay useful.
MemoryNormal or ShortLets you lose a chase.
Zombie populationNormal or lowerFewer zombies means fewer runners per street.

Take a character with good Fitness and a fast weapon skill. The character builds page has options. Once a week feels routine, raise the percentage before touching strength.

07Part

Setting sprinters on a multiplayer server

A server uses the same options. Hosting from the main menu shows the normal sandbox screens. A dedicated server reads them from Zomboid/Server/[servername]_SandboxVars.lua, inside the ZombieLore block. Speed takes the numbers in the first table, so Extinction-style runners are Speed = 4 with SprinterPercentage = 6. The door share is DoorOpeningPercentage.

Stop the server before editing the file. An admin can also change a value live with the /changeoption command, but that change is lost on restart unless the file is edited too (one source). Sources disagree on whether zombies already loaded switch speed on an old save, so test on a backup.

Sprinters reached Build 42 multiplayer in update 42.17, where press coverage called them a prototype. I found no statement that the label has been dropped. Runners also cost more server performance than walkers (one source). Setup steps are on hosting a server and multiplayer.

08Part

Quick answers

Does Apocalypse have sprinters in Build 42?

No. Apocalypse sets Speed to Random with the sprinter amount at 0, so you get a mix of slower zombies and no runners.

How many sprinters are in Extinction?

The Extinction preset sets Speed to Random with Random Sprinter Amount at 6, so about 6 in every 100 zombies run.

How do I get only a few sprinters?

In Custom Sandbox, open Zombie Lore, set Speed to Random and enter a number from 0 to 100 in Random Sprinter Amount. The number is the percentage of zombies that sprint.

Can sprinters open doors?

Only if Cognition allows it. Navigate + Use Doors lets zombies open unlocked doors, and Extinction uses Random cognition with a door opening amount of 10.

Is there still a Smell setting for zombies?

Not in Build 42. The Zombie Lore tab lists Sight and Hearing but no Smell option, although some older server guides still show one.

Do sprinters work in multiplayer?

Yes. They were added to Build 42 multiplayer in update 42.17 and were described as a prototype at the time. A server sets them with Speed and SprinterPercentage in its SandboxVars file.

Preset values and setting names come from fan-site readouts of the 42.19 to 42.22 game files, and the two sites agree on speed and sprinter share. Tactics are opinion, and day or night behavior rests on old player reports. Sources: Pindrop sandbox settings readout (Build 42.22) · PZfans zombie speed guide · The Indie Stone blog: 42.15 game modes · XGamingServer zombie settings docs · PCGamesN on 42.17 multiplayer sprinters. Your game is the final word: if it disagrees with us, tell us and we will fix the page.