The Deadline Hits and Somebody’s Already in the Van
It’s the last day of the quota and everything is going wrong at once. The facility lights flicker out. Somewhere down a corridor, a Jester is winding up for the third time. Four players sprint for the exit, two doubled over under a gold bar and a cash register. And the fourth player — the one who said he’d “wait by the door” — has already climbed into the Company Cruiser.
He revs it, drops the handbrake, and slides it sideways so it ends up perfectly blocking the door everybody is trying to run through. He reverses, clips a shelf, nearly backs over the ship operator. By the time everyone gets inside, the deadline is eight seconds away and the van is wedged nose-first into the corner.
That is the Company Cruiser in one scene: completely optional, completely ridiculous, and somehow the cause of half the deaths that happen within twenty feet of safety.
What the Company Cruiser Actually Is
The Company Cruiser is a drivable delivery van that sits inside your ship, in the garage bay behind the terminal. Most crews use that area as a loot pile and never notice what is parked back there. If you are new and still learning the layout, our beginner guide walks the whole ship, garage included.
Getting in is simple: walk to the driver’s side — or climb through the back — and hit your interact key. More than one player can ride at once, so it is the only drivable thing your crew owns besides the ship itself.
The key thing: the Cruiser never leaves the ship. No moon-surface driving, no road, no highway — it is a van inside a metal box. Half the community calls that pointless. The other half sees a heavy, drivable object with a very specific job.
Controls and How Driving Actually Feels
Here are the rough controls as they behave in-game. Treat the exact keys as approximate — the bindings are one of the things we flag at the end.
| Input | What it does |
|---|---|
| W / S | Accelerate / reverse |
| A / D | Steer left / right |
| Space | Handbrake |
| Left-click (or interact key) | Exit the driver’s seat |
| Headlight key | Toggle the headlights |
The first thing you notice is the weight. The Cruiser does not dart; it lumbers. Tap W and it rolls forward a beat later; tap S and it keeps drifting, like a real van and not a go-kart. That weight is why the first drive usually ends in a crash.
The second thing is the slide. Turn above a crawl and the back end swings out. The hangar is maybe two or three van-lengths wide, so that slide is enough to put the rear bumper through a shelf or into a teammate. The handbrake tames it: tap Space mid-turn and the van rotates instead of drifting.
The headlights are the one genuinely practical control. Parked nose-in near the back of the dark garage, you flip them on to spot a teammate about to walk into your path. Speed-wise, the Cruiser tops out fast enough to cross the hangar in a second or two — more than fast enough to kill. In a space this small, you do not need the throttle. You need the handbrake and the patience to tap W once.
What It’s Actually For (and What It Isn’t)
Kill the biggest misconception first: the Company Cruiser is not a transport vehicle. It will not drive you across the moon, ferry scrap back from the facility, or save time on the walk to the entrance. It cannot leave the ship, so every plan that starts with “we’ll just drive it to X” is dead.
So what is it for? Three real things.
First, it is the fastest way to the exit when the deadline hits — if you have set it up. At the end of the day, every player has to be inside the ship when the clock runs out. Parked facing the door with a clear path, the van gets a player from the back of the hangar to the doorway in about a second. On the last day with the Jester up and three players hauling scrap, that is the margin between “inside with two seconds left” and “dead on the ramp.” Same end-of-day thinking the ship operator guide teaches from the terminal — timing the door, not fighting the clock.
Second, it is a crew chaos toy — the honest answer most of the community would give you. The Cruiser exists to be funny: drifting circles while a teammate carries a cash register to the terminal, doing donuts with three players in the back, launching it off the ramp. Driving it is signing up for the joke version of a co-op team role — nobody needed you in the van, but here we are.
Third, it is a passenger carrier for exactly those shenanigans. Pile more than one player in and “we are going for a ride” becomes a real activity between drops — the closest thing the game has to a couch for the ten seconds of calm before the next run.
What it is not: a required tool. You can play a thousand quotas and never touch it, and your survival rate will not budge.
How to Not Kill Your Crew in the Hangar
Driving the Cruiser without flattening a teammate is a skill with about four rules.
Rule one: never touch the throttle while someone is on foot near the van. The moment a player is within a van-length of your bumper, take your hand off W. A stationary van kills nobody. A van that “just rolled forward a bit” is how you crush the ship operator against the terminal.
Rule two: back in, do not drive in. Reverse into the spot so the nose already points at the door. Your exit run becomes one smooth W-press instead of a three-point turn with the deadline counting down.
Rule three: use the handbrake to turn, not the steering. Steering at speed in a space this tight is how you swing the rear into a wall or a player. Tap Space, rotate, straighten out.
Rule four: have a spotter for anything fancy. One teammate by the door who can say “stop, you’re about to hit the shelf” beats driving talent. The van has real blind spots and the back end swings wide.
Loot does not sit in the van any better than on the floor. The scrap and loot guide covers what is worth hauling, and none of it cares about your parking job.
Failure Retrospective: The First-Drive Flip
Here is the failure every crew goes through, and it teaches you everything about how the van behaves.
The error. A player climbs in for the first time, holds W down like a sprint button, and steers hard toward the doorway. The van surges, the back end kicks out, the nose swings into the ramp. It tips onto its side — or full-flips — and wedges across the exit with the driver still inside.
The cause. Three mistakes stacked on top of each other. Full throttle in a space barely wider than the van itself. Steering at speed, which made the rear slide out and turned a straight line into a spin. And doing it all facing the exit, so when it went wrong, the van landed exactly where it would block everyone.
The recovery. First, get out — hit the exit key and climb off; you are not driving a flipped van anywhere. Second, if the van is blocking the door and the deadline is close, abandon it and walk. A flipped Cruiser is scenery, not transportation. Third — the actual lesson — next time back into the spot, tap the throttle, and use the handbrake to line up. The exact opposite of what the first-drive player did.
The van did not kill that crew. The driver’s assumptions did — that it would handle like a fast car, that the hangar was bigger than it is, that flooring it would somehow help. Drop those and it becomes a controllable little truck.
When to Actually Grab the Cruiser
Not every moment is a van moment. Here is the decision in plain if-then form.
| If… | Then… |
|---|---|
| The clock is near the end of the day and the van is parked facing the door | Get in and make the exit run — it is the fastest way inside |
| You are waiting between drops with a full crew and nothing to do | Pile in and do donuts; it is the best comedy the game gives you |
| The van is flipped, wedged, or facing the wrong way at deadline | Walk. Do not fight the van with seconds left |
| A teammate is carrying heavy scrap near your bumper | Hands off the throttle and wait for them to clear |
| You need to move loot to the terminal quickly | Skip the van — it cannot carry scrap in any useful way |
The through-line: the van earns its keep in exactly two moments — the end-of-day exit and the between-drops goofing. Everything else is a trap.
The Handbrake Is Not for Stopping
Here is the counterintuitive part, and it is what separates drivers who never crash from the ones who flip every run.
You would think the handbrake is for stopping. It is not. The S key is for stopping. The handbrake is for turning.
Braking mid-turn is how you lose control. In a slide, the van keeps its sideways momentum, and that carries the rear end into whatever is behind you. The handbrake locks the rear wheels while the front keeps pulling, so the van rotates around its own middle instead of sliding — a tap of Space pivots it ninety degrees where a normal turn would need three times the room.
The best exit drivers barely touch the steering. They park nose-out, tap W once, tap Space once to square up, and roll straight through the door. Braking is how you panic. The handbrake is how you park. Flip that mapping and the tight hangar stops feeling tight.
Smaller note: the Cruiser costs nothing and does not compete with real gear. Spend your money on flashlights, shovels, and teleporters — the equipment guide has the buy order. The van is free, which is why its nonsense is forgivable.
What’s Still Unconfirmed
A few Cruiser details we will not pretend to have nailed down, because controls shift between patches and much of what players “know” comes from modded setups.
First, the exact exit key. Depending on patch and bindings, it is reported as left-click or the interact key. Test it before you rely on it mid-panic — you do not want to discover the difference while the van slides toward a teammate.
Second, the horn. Clips show players honking, but it is unclear whether that is base-game or a popular mod. Do not build a plan around honking.
Third, the precise top speed and physics — how hard it hits, whether a flipped van can be righted. We have described behavior, not a spec sheet; the numbers shift between versions. Treat “fast enough to kill” as the only speed figure that matters.
Last, whether the van’s position or availability changes on specific ships. It is tied to the ship interior in the versions here, but patch notes can always move it. If your van is missing, check the ship’s terminal commands, then accept it may just be a patch difference.
FAQ
Is the Company Cruiser required for anything?
No. It is optional in the strictest sense — you can complete every quota without ever touching it, and nothing in the game gates progression behind the van. If you never drive it, you lose nothing. If you drive it badly, you lose teammates.
How do I get into the Company Cruiser?
Walk to the van in the ship’s garage bay behind the terminal and hit your interact key to climb into the driver’s seat. Passengers can ride in the back. The exact exit key is the one unconfirmed detail, so test it before you need it mid-panic.
Can I drive the Company Cruiser on the moon?
No. It stays inside the ship. It physically cannot leave, so any plan built on driving it across the surface is dead before it starts. Its entire life is the hangar floor.
What is the point of the Company Cruiser?
Three things: it is the fastest way to the ship door at the end of the day if you have parked it facing out, it is the game’s best source of crew comedy between drops, and it carries passengers. That is it — it is not a transport tool and it does not move loot.
How do I stop crashing into my own crew?
Take your hand off the throttle whenever a teammate is near the bumper, back into your parking spot so the nose points at the door, and use the handbrake to rotate instead of steering at speed. A stationary van kills nobody.
