Night mode: the whole interface now comes in a dark theme - menus, player cards, the weapon card, controls, settings, Locker, Profile, everything. It’s the default; switch between Light and Dark under Settings in the ESC menu.
Sawed-Off: a short double barrel. Huge spread, enormous knockback, and point blank it’s an instant kill. Two slow, heavy shots, then it breaks open to reload.
Refractor: fires a slow crystal bullet that shatters into 4 shards mirrored off whatever it hits - walls, floors or people. Careful, the shards can come back at you.
Refractor Launcher: lobs a crystal grenade that bursts into 16 shards all the way round.
Grenade Launcher: lobs grenades in a slow arc. They bounce once at most - the second thing they touch, they blow.
Glue Gun: fully automatic glue balls. Little goops on the floor and walls catch anyone who walks into them with stretchy, wobbly strands of goo - the more glue in a goop, the more places it grabs you (feet, knees, hips, hands). You can lean and shuffle a little way, but the goo pulls you back like a rubber band until you mash jump hard enough to pull free, and the strands snap. Stretch into another goop while you’re stuck and it grabs you too. A direct hit coats people so they stick to walls, to each other, and to grenades.
Giga Laser: a rare drop with only 3 shots. A line across the whole map shows where it will fire. Click, hold still for a second while it charges, and a laser blasts straight through every wall on the map, pulsing thin to fat. Anything it touches dies.
Smoke Grenade: a huge cloud of thick, slightly see-through smoke. Nobody can see who’s inside - not even their name tag (yours disappears in there too) - and bots lose track of you: they can still shoot into the smoke, but only at where they think you are.
Molotov: smashes on whatever it hits and sets it on fire - the floor, a wall, even the underside of a platform, where the flames hang down and curl round the edges. Real-looking fire with smoke, sparks and a warm glow. Anyone touching the flames burns.
Disco Grenade: a mirror ball pops up, drops a dark, pounding disco track and sweeps red, green and blue lasers around the room in time with the beat. They burn.
Gas Grenade and Gas Launcher: clouds of poison gas that hang around and drift. Stay out.
C4: left click throws a charge that sticks to anything - walls, floors, people (right on the arm, leg or head it hit). Right click blows them all up.
Reflector: worn on your chest like the jetpack. The next 4 shots or throws at you - bullets, rockets, grenades, molotovs, C4, thrown weapons - go straight back where they came from.
Name tags setting: switch off the names over everyone’s heads under Settings in the ESC menu.
s&box achievements: all 22 achievements are now real s&box achievements - they show on your s&box profile and add to your s&box score. Any you’d already earned unlock the next time you play.
Guns that run out of ammo vanish in a puff instead of hanging around. You can only throw a weapon while it still has ammo - so throw it before it’s empty.
Close throws are gentle: a weapon tossed near your feet only drops there and is soon ready to pick up again.
Deagle: now a real .50 hand cannon - much louder and heavier, 48 damage, and a wrist kick so big that quick shots throw your aim right over to the other side of the screen, or down at your feet.
Gravity Gun (was the Anti-Gravity Gun): instead of floating people away, every hit makes them heavier. Stack it up and they can barely jump. An iron ball on a chain grows at their ankle.
Gold God Gun: fires a big golden God bullet with a short streak instead of a beam.
Crossbow: every bolt is fire-tipped and sets whoever it hits alight.
Time Gun: shoot a wall or the floor and the bubble of stopped time opens right there. Time bubbles now freeze the map’s machinery too - windmills, wheels, stamps, conveyors, seesaws, trees and dominoes stop dead and carry on afterwards.
Dominoes are real physics now: walk into one, punch it, shoot it or blow it up from either side and it tips over and knocks the next one down. The row stands back up after a few seconds.
Sticky Bomb is now Semtex: it beeps faster and faster before it goes off. Like C4, it sticks right where it hits someone - their arm, leg, chest or head - and stays on that limb; one that lands next to someone’s feet stays on the floor.
Boomerang looks like a proper boomerang when it’s lying on the floor.
Swap Ray has its own look: teal and orange, with arrows pointing both ways.
Controls list starts with the mouse buttons, then jumping (hold for a longer jump, and the jetpack note), then the rest.
Player cards have a new look: a torn strip of paper with a round portrait badge, a highlighted name and a slanted health bar, in both light and dark themes.
Things that stick go along for the ride: Semtex, C4, glue, Molotov fire, landmines, banana peels, bear traps, arrows and bolts now stick to the moving parts of physics arenas - seesaws, windmill sails, the ship’s deck, wheel gondolas, dominoes - and to the sliding platforms on the classic maps, and move with them. If a part drops away, they fall with it.
Mid-air kicks and punches could hit people from further away than they looked.
The Disco Grenade looked like a plain grenade when you held it facing left.
Test commands in the console (like giving yourself weapons) only work in the editor now, not in the published game.
You could end up inside a platform after jumping up past its end or corner - sitting in it with your legs through it, unable to jump. Now you land on top. Bodies flung up through platforms don’t get stuck in them either, and standing under a low platform you duck under it instead of poking your head through.