s&box's communication barrier

Started by 55 · one month ago · 10 replies · 627 views

edited one month ago#1
55
Member
JoinedJul 2022 Posts16 Score1,655
To start with, this title would have been "s&box's communication barrier and how it impacts player retention", but the thread title field doesn't allow for that much text. Common and reasonable decision, right, but it's also a sort of ironic symbol of what I'm about to discuss here.

If you care, no AI was used while writing this post.

The problem

The general concept I want to discuss is that s&box is reasonably good at facilitating the first interaction between a player and a game, but very poor at facilitating the second. In other words, s&box provides a good set of tools to acquire players, but almost none of the needed tools to turn them into an audience.

Why this matters

As a game developer, one of, if not the most impactful influences on your game's success is consistent, repeated feedback. This inherently demands player retention. Clearly, without players, you cannot get feedback. The problem developers on the platform face currently is that s&box offers too few tools to facilitate these needs, instead needing to rely on social media, like the subreddit, discord or other places. In some ways, the platform actively bars us from being able to reach out to players in the ways that we need and/or want to in order to maintain interest and improve on the initial vision for a game. This is maybe the most direct impact on the platform's overall player retention.

The circular ecosystem

It feels obvious to say out loud (and it is, but it's worth saying): If s&box can't retain players or pique their interest, everything inside of it fails. Interest in s&box implies that the games available on it are capable of interesting and retaining players. What that means, cyclically: if s&box manages to retain interest and some semblance of players but the games on the platform are not capable of also doing that, then s&box fails in the end as a platform and can only be useful for prospective developers as an engine.

However, and this is also cyclical: prospective developers need incentive to make their game on the platform too, and the excellent set of tools the engine offers are ultimately not enough for most. Exporting to steam is well & good, but how are we funding the engine and its use if the platform decays? There are many ways to do so, but none of them were the original goal for this thing or "what was promised".

I think I can speak generally for the community and, likely, Facepunch to some degree when I say that nobody is here for the platform because they're excited about clones, AI slop and uninventive rehashes of existing concepts endlessly. That's coming from the guy who has been working on TTT for the last 9 months. I love that project, but mostly we all want to make something we're proud of, something uniquely ours or that serves as inspiration or a tool to create for others. The issue is that we can make something we're proud of outside of s&box, with different and equally capable engines available for free and may even be able to make a living off of it if we're a little clever and lucky. The current instability of the platform and general lack of morale surrounding it and its prospects is a challenge in its own right.

I bring this all up to say: If we want to get the ball rolling again, it isn't really a "wait for Facepunch to do something". Obviously, support is required and this post suggests what that should be, but ultimately I don't think the long-term intent for s&box is to have FP supplement its playerbase endlessly with games they themselves develop for it. If something is going to change in the future, it must be, in no small part, the platform's active developers retaining their own players, with more tools to do so offered by the platform.

Why players (not developers) play s&box

So, what DOES keep people interested, besides obvious hand-wave answers like games being good?

Particularly in the early days of platforms designed like ours, a reason to launch the game is to discover some cool and unique small projects, play an assortment of them for 15-20 minutes a piece, then move on. This is fun, we've all done it, it's part of the charm. It will continue to be a draw forever, but it isn't the long-term incentive for people to come back to s&box.

For a new player opening s&box, they're here to do that, or try and find a game they like playing and interact with its community to some degree or another. However, once the "honeymoon" phase is over and the player found a game they like playing and will have continued interest in, their reason to open the platform shifts instead to returning to that specific title, as long as their interest in it remains.

As the successful platforms like s&box (Roblox, or even Fortnite and Minecraft are examples of this concept at work) mature over time, they start looking like an assortment of micro-communities oriented around specific games that their individual players enjoy. Each of those communities ranging from tiny to enormous all coexist under the same banner of "Hey, here's something to do" while barely knowing or caring about what the other is doing. There's one other platform that behaved like this, too... I'll mention that one in a bit.

In that abstract sense, s&box only needs to be concerned, game discovery-wise, for "new" players. For all intents and purposes, anyone opening the platform with intent to browse for something different than the last time can be served identically to a new player. No real pressing concerns there. What is not yet fully facilitated is the returning player with a specific game of interest as their incentive to return to s&box.

Genre discrepancies

If you've been around and paid any attention to social media like the subreddit or discord for s&box, you've probably seen a fair bit of hate or jealousy for games like Mow the Lawn, various idle clickers, "AI slop" (and actual AI slop) and other games that are seeing some amount of success, whereas the perceived "quality" titles that exist on s&box can't hold onto theirs.

To sum up what people are frustrated about but I haven't seen explicitly stated, games that can be engaged with "asynchronously" and at the player's convenience are structurally advantaged on a (low population) platform like this because they are able to foster and coordinate a community more effectively

What success ends up looking like in this setting is that many of the popular games on the platform allow for solo play but offer a sense of status, belonging and progression amongst the wider collective audience for that game. Games that win have optional "at your convenience" multiplayer elements to them like leaderboards, global chat and so on. It checks all the boxes for long-term player incentive, because you can play alone and still have the sense of participating in a community from that solo progress.

This isn't the problem. Too frequently I see people blaming these types of games, then, widely, s&box is perceived as incentivizing games that only want a quick buck, are commonly considered to be low effort, greedy, or whatever. The reality of this dynamic is more along the lines of "They're playing to the strengths of the platforms, game genres that do not do so inherently cannot maintain their players long-term without the right tools available".

In a word, it's about coordination. Those genres have no difficulty providing a multiplayer experience because they are designed to not need any coordination to experience it.

Games that are exclusively single player are, in the grand scheme of the s&box player demographic, offering the opposite of what someone opens up s&box to experience (as discussed earlier). There is no coordination required, but often, people just aren't seeking that kind of experience. Games that need multiple players in order to be played or at least enjoyed to the fullest are catering to the general demographic, but suffer from a much higher barrier to entry. If nobody is currently playing a game, it demands a VERY motivated player to want to join, wait in the game alone until others finally arrive (if they EVER do), then finally get the experience they're looking for. It's almost an insult to their time to have opened s&box at all if the game they're hoping to play is also asking them to organize enough people to play it first.


There are LOADS of multiplayer games on the platform that need a bare minimum of 2, but ideally more players to really enjoy them. Not every game can succeed, obviously, but the point here is that plenty of these titles don't actually have a problem of interest, the problem is with their ability to coordinate players. Let's say 80-100 people click on your game in a day or otherwise have some amount of interest in playing it... But none of them get on to play at the same time, because nobody is currently playing. In theory a game could have enough latent demand to keep a healthy lobby going all night, but it never happens because nobody takes that first step. The same might be said about s&box in general, too.

Instead, getting enough players on at once to make a lobby happen requires external platforms like discord, and now we're asking you to be in our discord as a prerequisite to enjoy our game, get a notification role, whatever... It's just not ideal, it makes keeping a player's interest twice as challenging. When is the last time you watched a YouTube video and actually liked and subscribed, let alone click on their Patreon or their steam page or whatever to wishlist or donate?

In effect, the need for these other platforms is like s&box exporting its own retention structure. The relationship between player, developer and game just gets sent to some 3rd party and all the connective... tissue, along with any sort of capability to retain those players is left up to Discord or whatever it might be. We should not be doing that! 

The solution

Right now, s&box is framed and optimized around packages. Browse, launch, rate, favorite packages. This is super cool actually, although it feels like I never see it discussed. The term in itself speaks directly to how much the platform is currently offering developers... But not so much players. It's sort of transactional, even... Discover, launch, play, leave. That's cool, as mentioned before, but it's not a winning long-term strategy.

What developers need to succeed is infrastructure to build and coordinate their community with.

Community infrastructure bridges that enormous gap I discussed above. I know this horse is dead and forgive me for bringing it up for the millionth time, but it's an important point. GMod's longevity came, enormously, from persistent communities surrounding gamemodes and even just specific servers within that gamemode. It also surrounded other dynamics and communities of interest like the workshop, forums, and specific creators. Niches within niches. s&box is already naturally split this way too, even among developers, based on what they're working on or what they're interested in.

We all know that s&box is NOT GMod 2 functionally. You might want it to be or not want it to be, it doesn't really matter. The point is the ecosystem, for players that aren't also developers, is serving a nearly identical demographic. I don't mean people who like GMod or want GMod 2 or whatever someone's vision for the platform might be, I just mean people who are looking for interesting games with interesting communities to interact with. s&box has excellent architecture built up for publishing and creating software, but it's lacking the tools to help convince people using that software to become part of a durable audience. The next steps towards a thriving platform are all going to be about that end of the deal.

Levelling the playing field

As the title of this post suggests, I think the biggest barrier is communication. What we need is to be able to build communication infrastructure that helps turn the latent population's interest into concurrent population.

Basically, there are 3 relationships that need to be facilitated to keep the gears greased: The player and the game, the player and other players and finally, the developer and their game's players. That's the focus of this post, so I've listed some options to explore that I think would be helpful:
  • Favoriting a game, optionally, can act as a subscription to game announcements, or a "follow" feature
  • Potentially exposing some concept of "players who follow this game" as a metric and/or lightweight community infrastructure as opposed to solely relying on external platforms like discord
  • An "event system" where developers can create platform-native events with a scheduled date and time, where followers can RSVP and get a notification (This feels like it'd slot in or piggyback well off of the planned game jam functionality, which seems like it'd be designed very similarly structurally). Could do something cute too, like a platform-wide event viewer to see what's happening right now and what's planned for an assortment of different games
  • Lightweight update/news feed on the home screen for games the player chose to follow, personalizing the activity feed to some degree or potentially replacing or redesigning it around these and current events
  • Granular notifications as options for developers and for players. Updates, event/playtest, major release or so on, and players could similarly choose what to focus on, to see and what not to see on their activity feed
  • Platform native feedback mechanisms of some kind. The review popup is probably already enough here, but maybe a link to a game's discussion thread on the forums the developer decides they would like to be there could facilitate more discussion & feedback 

These are exciting and powerful opportunities, I think, but they're also dangerous waters to be treading. I'm sure some of the potential landmines are popping into your head as you read this, so let's cover those, too.

Striking the balance

There are some bright red flags about offering tools like this. Devs being given the chance to spam everyone who ever launched their game with annoying promotional shit is the last thing anyone wants to deal with. 

  • Everything should generally be opt-in. Duh! Maybe some small amount of communication, platform-automated or manually from the developer could make the assumption of interest based on metrics like hours of play or favoriting the game (Like the current main menu "Continue Playing" card, for example) but generally this has to not be annoying. Less dev-controlled mailing list, more player-controlled sub feed.
  • More community infrastructure != "increase how much a dev can access players". What it means is increasing the platform's ability to mediate communication between a developer and players, not... you know, spam or other harmful and irritating stuff. Most of the communication we need isn't direct communication, like the frequently complained about inability to reply to reviews. That really isn't necessary. 
  • It's also not personal or direct connection to players. Devs don't have to know exactly who is following their game in a system like that, more just... how many, or at the most, a set of genre interest metrics or something... But probably not even that.

Why this makes things better for everyone 

If an individual game catches a player's interest, they would return to the platform so long as that game has enough reach to be able to inform them on entry. "Hey, there's a new event going on right now" or "Hey, we have a playtest scheduled at this time", so on and so forth. If each individual niche is provided the tools to be capable of retaining their players, the platform as a whole benefits simply via them existing in the ecosystem for a consistent period of time. We're halfway there already with the platform-wide cosmetics that games can choose to adopt. "Oh shit, I can wear that while I play this?"

This also improves the question I have CONSTANTLY seen asked, whether directly or indirectly: "How does Facepunch get 10k people to open s&box?" Instead of all the onus on them, it starts looking like "How can 500 different developers each give 10-20 people a reason to get on s&box?". Players don't have to be in love with s&box itself as the singular entity, maybe they're just here for Marble Racer or whatever. It doesn't matter. 

I also think these skills are just generally required for a team or solo dev to hack it in the game industry, anyway, so it's also serving developers in that way. 

...I think that's it. I'm hoping the team at Facepunch can read this & take it to heart, because I think it's the most important direction to be making progress on for the longterm viability of s&box as a platform. Let me know what you think!
#2
Vavon
Member
JoinedFeb 2026 Posts19 Score3,744
 ChatGPT summary

The main problem with s&box is that the platform is good at helping players discover games, but poor at bringing them back.


Players may find a game they like, but developers currently have to rely on Discord, Reddit and other external platforms to communicate with their audience, organize events and notify players. This is especially problematic for multiplayer games, where players may be interested but simply aren't online at the same time.


The solution would be to give developers better community and retention tools directly inside s&box:

  • game follows and subscriptions;

  • scheduled events with notifications;

  • a news/update feed;

  • customizable notifications;

  • built-in feedback and discussion tools.


These systems should be mostly opt-in, preventing developers from spamming players.


Ultimately, Facepunch shouldn't have to provide the entire playerbase itself. If hundreds of developers can each give 10–20 players a reason to return, the platform as a whole gains a stable and active audience.


In short, s&box already provides strong tools for creating and discovering games, but it lacks the infrastructure needed to turn players into lasting communities.

#3
✞Ghostmellow✞
Member
JoinedFeb 2026 Posts38 Score4,491
skyrims better
#4
gasleet
Member
JoinedAug 2024 Posts77 Score6,923
Awesome write up! Great ideas! Def worth the read instead of only a TLDR.

For me a lot of s&boxes identity is the no bullshit attitude and offering a lot without fanfare. Smooth, elegant, thoughtful. I hope this doesn't get lost by 100 different feeds, subscriptions and ways to interact. I think your ideas are great though!

I think the power of organizing players was recently shown by the Alasi Online playtest. 

I love the idea of an "event browser". 
"What's happening right now?" "Maybe i shouldn't make plans for friday if THIS events is on..."
Big draw power imo, but only if there are games/events worth participating in and talking about.
#5
SavageNPsycho
Member
JoinedApr 2026 Posts42 Score7,720
 Honestly an events browser is an OK idea I guess. 
After a day or 2 of seeing events for games I don't care about or don't like. I will not look or pay attention to it. 

 The real problem from a player's perspective.   
I have to actively sort through CRAP to find something DECENT.

Event's browser will just shovel crap on to me. 

Making a really Good Game of any genre will succeed on this platform. 
edited one month ago#6
55
Member
JoinedJul 2022 Posts16 Score1,655
Awesome write up! Great ideas! Def worth the read instead of only a TLDR. For me a lot of s&boxes identity is the no bullshit attitude and offering a lot without fanfare. Smooth, elegant, thoughtful. I hope this doesn't get lost by 100 different feeds, subscriptions and ways to interact. I think your ideas are great though! I think the power of organizing players was recently shown by the Alasi Online playtest.  I love the idea of an "event browser".  "What's happening right now?" "Maybe i shouldn't make plans for friday if THIS events is on..." Big draw power imo, but only if there are games/events worth participating in and talking about.
Thank you for the feedback! Hoping Facepunch gives this a look and considers the direction, if not the suggested structure.

I think the most valuable take I got out of your reply here was about the identity of the platform. I like the "no bullshit" sort of attitude it has, too, and it's clearly a focus when we step back and look at how the marketing has been framed (the home page on this website is probably the biggest indication). I hadn't deeply considered whether or not that image is or isn't preserved with changes like this, but I don't want a cluttered swamp of notifications or sub-menus either... I think it can be done tastefully, either in addition to or piggybacking off of existing stuff in the main menu. It feels like most of what I mentioned can fit into what's already established or expand on it without being too intrusive, but that's up to the folks at FP.

You're right on the money with Alasi Online and that playtest. It's super helpful, I think, both for logistical reasons and overall community morale to identify the current issue as a coordination thing than an overall player count thing. Yes, the player counts are lower, but I definitely think a lot of people still have latent interest in s&box and various games on it. It's just that whenever they get on in hopes of seeing something happening, there's nothing to guide them towards what's going on or what will be going on in the near future, if anything.

The event browser feels like a good idea to me as well. Itch.io does something like this for their game jams, which is where the idea stemmed from for me. I think it's cool, although it doesn't solve the issue of taste/interest. That's always gonna be a subjective thing at the end of the day.
 Honestly an events browser is an OK idea I guess.  After a day or 2 of seeing events for games I don't care about or don't like. I will not look or pay attention to it.   The real problem from a player's perspective.    I have to actively sort through CRAP to find something DECENT. Event's browser will just shovel crap on to me.  Making a really Good Game of any genre will succeed on this platform. 
Thanks! I think you're talking a bit more about game quality rather than what my post was focused on, but I hear your frustration. The topic of current games available to play on s&box and how good they are is a bit tricky, since it's highly subjective. Since s&box doesn't prohibit game releases based on subjective metrics like that (and shouldn't), needing to search through titles of varying quality until you find one that strikes your fancy is an expectation you should probably have for the long haul. 

Maybe I could have mentioned this a bit more explicitly, but ideally, something like a global event browser would have filters and sorting options (say; I chose to follow these titles, show me those events only). I wouldn't expect it to feel like crap being shoveled on you because it'd be checked on your own terms, not forced viewing when opening the game up. We're trying to solve coordinating existing players here, discovering new titles to play is something different.
#7
SavageNPsycho
Member
JoinedApr 2026 Posts42 Score7,720
Agreed
#8
MaximusOs
Member
JoinedApr 2026 Posts10 Score2,740
 Agreed  on this one too. 
#9
Titanovsky
Member
JoinedSep 2021 Posts324 Score3,958
 Actually, I'm pretty sure I was saying some of this in the council chat two years ago, and I also wrote longreads about it, but unfortunately, spoiler: Garry won't read this. Matt or Tony probably

I completely agree with takes, and even more than that, I agree with the improvements you suggested: bring back the event schedule (yes, it existed in 2022-2023), and basically anything that lets you circulate traffic between active players inside the platform instead of having to advertise your game through X/Discord.

This is genuinely good analytical work, and I'm glad that olds of this platform still care about it and want s&box to keep moving forward. I'll give you two facts. The positive one: Garry and the team are roughly aware of this problem. There are hints about it in the June 17 devblog. They're getting there, just slowly. The negative one: unfortunately, the next big bit will only happen when the platform goes free, and there's really no point in making it free before 2028.

Anyway, if they see your suggestions and actually think about them, I'll only be happy about it. So yeah, let's keep making games in s&box together!
#10
✞Ghostmellow✞
Member
JoinedFeb 2026 Posts38 Score4,491
As a rust player and skin addict im only here for the skin drops and was given the game for free,  S&Business  in my view is the best game here there even updating it to have avatar and skins in a virtual casino, alot of the games on here you couldnt pay me to play. if you havent gotten a hoodie and jacket get one before it skyrockets very low drop rate.
#11
Fantastic
Member
JoinedJan 2023 Posts18 Score17,449
Very valuable post.
I think the new vibecoded-looking (not going to directly claim it was, but it sure feels like it) main menu covered in videos with no server browser is a big step backwards.
Removing the server browser and de-emphasizing 'games that currently have players', on a platform where the main draw is multiplayer, is definitely a questionable decision to me.

I understand that, previously, games with servers or lots of active players were over-emphasized on the platform, but removing the server browser seems like the wrong solution - given the problem was created by Facepunch in the first place.

If we imagine the user as finding the 'path of least resistance' towards the most valuable content on the platform, previously the obvious choice was 'the game with the most players', or 'at the top of the server browser'. These games were even highlighted on the start page of the main menu.

I think some users like myself are generally inclined to dig through the stacks of games and find the best stuff, but a lot of people just want to be told what's new/interesting/popular/recommended for them. I don't think the new menu features are going to really help that. 

Your suggestions might, though; letting people follow games, and promoting more information about those games to people who follow them, could be really beneficial.

Particularly I think, for newer and less popular multiplayer games, having a built-in events system would be awesome, so those games can regularly actually get people playing instead of just hoping people will randomly decide to sit in an empty lobby long enough to get a game going.

people
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