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Last Stop Bus Guide — Repairs, Fuel & the Bus Shop

The bus is your base, your inventory and your lifeline — most runs don't die to zombies, they die to an unfueled, unrepaired bus. Here's how to keep it alive, who should be driving, and what the Bus Shop sells.

Reviewed 2026-09-13 · covers changes through Update 2 (v1.2.0)

Repairs: keep the hull together

Damage is cumulative — zombie hits, bandit raids and (in Nightmare Mode) walls that wear down under attack all add up, and a broken bus strand is how mid-journey runs end. Two habits prevent it:

Fuel: the resource runs actually die to

The bus burns fuel constantly, and "the tank looks fine" is the most expensive sentence in the game — checkpoints without fuel are where journeys end. Grab fuel cans at every stop even when the tank looks healthy, keep one can as an untouchable emergency reserve, and remember coal is an early-game substitute, not a long-term plan.

Two classes turn fuel from a gamble into a checklist item: the Driver spawns with coal or gas cans and drives the bus 15–40% faster, while the Coal Miner cuts coal prices by up to 65%. Which one to buy depends on whether your runs die to speed or to fuel math — the class picker can arbitrate.

Who should be on bus duty

ClassPriceWhat it does for the bus
Carpenter750 TicketsSpawns with a hammer and 15–30 wood every run — instant repairs from minute one.
Driver1,500 TicketsBus drives 15–40% faster with a Driver at the wheel, and spawns with coal or gas cans.
Coal Miner2,000 TicketsCoal costs 50–65% less at levels 2–3; corpses turn to coal that burns 5× hotter at level 3.

In squads, one bus-duty player is enough — a second is a passenger with a nicer hammer. Solo players invert the logic: bus stability is your first unlock (Carpenter or Driver), combat comes later.

The Bus Shop: skins and new buses

Update 1 (v1.1.0) rolled new bus skins into the Bus Shop, and Update 2 (v1.2.0) went further with four drivable buses: armoured, golden, supercharged and alien — the alien one, naturally, arriving with the invasion. The official update log confirms all four; what each variant changes in practice (armor values, speed multipliers, perk trade-offs) is still being mapped by the community — treat specific stat claims about the new buses as reported, not confirmed, and expect a balance pass while the game is in Beta.

Nightmare note: since v1.2.0, walls wear down under attack once Nightmare Mode is on — fortifications are no longer permanent, so bus maintenance matters twice as much in the dark.

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