🎁 Added
  • An exit button. Top left of the screen whenever your menu is open: one button that closes the game, behind a confirm that tells you how many friends get sent home if you are hosting.
  • Your collection, on the Dashboard. How many Journey finds you have against how many there are to find, and what you found last, sitting next to your lifetime points. Journey worlds only.
  • New tools now tell you what to do with them. Find a tool and the game offers one concrete thing to go and try with it, instead of leaving you to work out why it matters.
🧼 Improved
  • Esc opens your menu. It opens the menu on its main tab and it no longer drags the s&box pause menu up with it.
  • The game says what Journey keeps. The create screen now tells you that what you find in Journey stays yours from world to world, and the reset confirmation names everything it actually hands back. It had been understating that by four whole categories.
  • Room on the Stash tab. Re-order hotbar and Reset Journey moved out of the crowded strip at the top into the column on the right, as proper buttons, with your hotbar state riding the re-order button.
🪛 Fixed
  • Caves in cliff faces have their rocks back. Entrance boulders were placed at ground level around the opening without checking that ground was anywhere near the cave mouth, so a cave that opened in a steep face threw its whole ring of rocks onto the hilltop above and the valley below. They now sit on the mouth's own ledge and frame the opening. Shows on a new world or after a regenerate.
⚠️ Known Issues
  • Cave mouths read as flat black from far away and only look like caves as you get close.
  • Carried from v1.6.0 unchanged: a lit lantern inside a hill can still glow the hill from outside; field crates do not pay cache points when opened (deliberate); one world pays boss crates for three stuns and no more, and a stunned boar is silent while down.
🧼 Improved
  • The level-1 jetpack can actually catch you. Its thrust barely beat gravity, so stopping a fall took seconds and a lot of altitude. It climbs and recovers noticeably better now; levels 2 through 4 are untouched, and fuel is still what the upgrade ladder is about.
  • Tab opens your Stash. The tab menu now lands on the Stash tab, and the scoreboard still leads during a live round. Q still jumps straight to Progression.
🪛 Fixed
  • Your hits land on the giant boar. When a guest shot the boss, the game double-checked the hit against a small sphere around the animal's feet, while your shot can actually connect anywhere on the body. The boar is the first animal tall enough for most of its body to sit outside that sphere, so upper-body hits were silently thrown away and only low shots counted. The check now matches the animal's real shape.
  • No more phantom shoves. If two animals had each struck you, their leftover strike records could take turns knocking you around forever, long after both were gone. Each strike now applies exactly once.
  • Rocks stay on the ground. Cave-entrance boulders on the outer tiles of a world were placed against the wrong tile origin, so they hovered in the sky. They sit at their own cave mouths now.
  • Every cave has a front door. The generator now builds a walkable stone ramp from each cave mouth down to the ground outside, so you can walk into any cave on foot instead of hopping at ledges. New worlds only for the ramps; an existing world's caves gain them the next time its terrain regenerates.
⚠️ Known Issues
  • Carried from v1.6.0 unchanged: a lit lantern inside a hill can still glow the hill from outside; field crates do not pay cache points when opened (deliberate); one world pays boss crates for three stuns and no more, and a stunned boar is silent while down.
🎁 Added
  • Caves. Your world grows real cave systems now: tunnels that climb and dip, more than one mouth opening onto the hillside, walled in stone instead of bare terrain. Boulders mark the entrances so you can spot one from a distance, and the same seed always grows the same caves.
  • Bring a lantern down there. It lights the space around you now instead of washing out the whole tunnel, so the dark actually feels dark.
  • Where you find caves depends on the country. Alpine worlds are riddled with them, and gentle meadows grow smaller, rarer ones. Head for the mountains if you want to go spelunking.
  • A share of every tile's loot moved underground, including a few of the one-of-a-kind finds. The world is not richer, only deeper: there are no more crates than there were before.
  • Caves are where tools get better. Crates you find underground can pay a tool upgrade, which surface crates never do, and the level-4 upgrades at the top of every ladder sit in caves whenever your world grows one big enough to hold them. If you want your kit maxed, go down.
  • An upgrade crate never wastes your find. One with nothing left for a maxed tool pays your points instead of handing you a hat.
  • Tool upgrades are live. Start a Journey world and your tools begin at level 1, climbing as you find upgrades for them, so a tool you have carried all game keeps getting better. Sandbox is untouched: tools there run at max level.
  • Twelve indigo upgrade crates are seeded across your world. Open one and it pays the next rung for that tool, wherever your ladder currently stands. Find an upgrade for a tool you have not turned up yet and it banks, waiting for the tool to arrive.
  • The Stash: a new tab on your Journey world. One page for everything you are carrying and everything you have found, battery and points across the top, then your tools, toys and build parts, what you are wearing, and the last thing you found. Anything you have not found yet still holds its place, so you can see what is left to go looking for.
  • Re-order your hotbar. Open the Stash, hit re-order, click a slot to pick it up and click where you want it to land. Your layout follows you into every world and both modes.
  • Cave entrances grade from daylight at the mouth down to dark at depth, instead of opening onto a black box. Walking in feels like walking in.
  • Loot crates in caves no longer glow. You find them by your own lamp, the way you find everything else down there.
  • Start your collection over whenever you like. A Reset Journey button on the Stash clears what you have found, behind a confirm that names exactly what it forgets.
🧼 Improved
  • Dive the glider and trade height for speed. Point the nose down, build airspeed, and the speed you earned carries you out of the pull-up instead of vanishing the moment you level off. An ordinary cruise still glides exactly as it always did; only a steep line pays.
  • The dive tells you how fast you are going. The camera rattles, the view stretches, and the wind picks up, all keyed to the same speed reading. If you would rather not have the shake, wb_cam_shake 0 turns it off everywhere in the game.
  • The Stash shows how good each of your tools is. The Tools lane carries a level chip per tool, and MAX once a ladder is finished, so you can see at a glance what is still worth upgrading.
  • Picking something up flashes its hotbar slot. Topping up something you already have flashes softer with a plus one, and an upgrade find shows the new level.
  • Mountain ranges get a skyline instead of a ceiling. Peaks vary across a range instead of hitting the same flat top, the ledges stop lining up across the whole world, and summits sit higher than before.
  • Safe spawn altitude moved up to match the taller peaks.
  • Your grapple starts at full power. Level 1 is exactly the strength the grapple has always had, and upgrades only ever add dial range on top, instead of a fresh Journey tool arriving weaker than the one you remember.
  • Standing crates pay a dynamite top-up, not a war chest: a field or cave crate hands you 8 sticks instead of 24. A box you dug up still pays the full 24, since that one funded the digging.
  • New worlds only, for both the caves and the mountain retune: an existing save keeps the terrain it already has, and a new world on an old seed will look different from the one you remember.
  • The Stash's re-order button looks like a button again: grip dots and its own CUSTOM badge, instead of one long outlined pill.
🪛 Fixed
  • A friend's name no longer stacks one letter per line on the dashboard player list while they are loading in.
  • Bridges, structures and placed decorations no longer follow you out of a hosted world, the same fix already applied to animals.
  • Re-hosting a world shows guests its animals and decorations again. Before this, stopping a world and hosting the same one again looked empty to anyone who joined.
  • Leaving a world you hosted no longer drags its animals into the next one you join. That bug could hand a friend's world about a hundred and fifty animals from yours.
  • Joining a friend's world lands you in their world, every time. A leftover session was behind assorted first-join oddities; joins now always lock onto the host's world.
  • Your grapple strength setting is remembered between sessions.
  • Guests can see the world boss now. Before this, a joining player's world rebuild could destroy the host's boar and never bring it back, so anyone who joined spent the rest of the session unable to see the animal the world is built around.
  • Joining a friend's world no longer flashes. Tiles used to build fully, vanish, then animate up from nothing; they now stay hidden until their rise begins.
  • Dedicated test servers hand joiners a character properly now, so a join can no longer leave you with no body and no way into play mode.
  • The grapple rope is finally tied to the hook. It draws taut from the launcher to the hook's tip in both camera views, instead of floating near your hand, and it leaves the launcher right at the muzzle.
  • You can walk into caves now. A mouth whose floor sat a step above the ground outside used to read as a wall, so entrances that looked walkable needed a jump. Any lip you could climb on open ground, you can climb into a cave.
  • The Journey Complete banner stays gone once your journey is done. It used to come back on every respawn and regenerate; for now it is retired entirely.
⚠️ Known Issues
  • A lit lantern inside a hill can still glow the hill from outside. Lantern shadows are off by default to save memory, so the light leaks through solid rock. The lantern change in this update shrinks how far that leak reaches, but does not remove it.
🎁 Added
  • Every tile now carries loot. A new field crate lane keeps up to ten boxes standing on each tile of your world, with the starting tile a little richer so a fresh spawn still has tools in reach. Before this, every loot box in a grown world sat on the starting tile.
  • Looted ground restocks itself. Once a tile is down to its last few crates, a fresh wave lands in different spots a couple of minutes later, so a lived-in world keeps giving instead of going quiet.
🧼 Improved
  • Field crates roll their contents when you open them, using the same tables as dig and boss crates, so a brand-new guest and a veteran both get something worth the walk.
🪛 Fixed
  • The reason all loot clustered on the starting tile: crate placement measured every position with the starting tile's ruler, so crates meant for the whole world all landed on tile one. Positions now come from each tile's own grid.
🎁 Added
  • Putting the giant boar down pays now. In Journey, a stun drops four loot crates in a ring around it, and everyone who helped land the hits gets their own set to collect. The crates hold the same things the rest of the world does, build parts, spawnables, tools and clothing, leaning towards build parts and away from clothing, because a boss should hand over something you can use.
  • The test server can be pointed at any world from its launch line now: seed, terrain character, size up to 3x3, and Journey or Sandbox. Before this it only ever hosted one fixed single-tile sandbox world.
🧼 Improved
  • The giant boar stays down for two minutes instead of thirty six seconds, so a whole group can walk over, get a proper look at it and collect the crates without racing the animal back to its feet.
  • A multi-tile test server finishes growing its world before it opens the lobby, so nobody can join a half-built map.
  • The server waits two minutes for its Steam game-server id instead of fifteen seconds, and when it does give up it prints what it actually saw.
🪛 Fixed
  • Bonk weapons actually land on animals now. The bat, pool noodle, mallet and frying pan could not hurt a wolf, a boar or a polar bear at all: the swing was checked along a flat line at chest height, and every one of those animals stands below your knee, so the check sailed over them and reported a clean miss every time. Swings are checked along the direction of whatever you are swinging at, anywhere inside the weapon's arc, so a bonk connects with what it visibly hit. The giant boar was never affected, it is tall enough that the old check crossed it.
⚠️ Known Issues
  • One world pays crates for three boar stuns and no more. The boar can still be stunned after that, and it still pays its points, it just stops leaving crates. Make a new world for three more.
  • A stunned boar makes no sound while it is down, which was easy to miss at thirty six seconds and is very noticeable at two minutes.
  • The v1.5.0 known issues still stand: buildings in a saved world load for the host only, and that is still the first fix of the 1.5.x run.
🎁 Added
  • Journey is the new default way to play. You start with just your grappling hook and baseball bat, and everything else is out there in loot crates waiting to be found. Sandbox is untouched and one card over.
  • Step 2 of Create a World asks which one you want: two cards, Journey preselected.
  • Loot crates come in four kinds you can read at a distance: a clothing trunk, a skin drum, a slatted crate for spawnables, and a flight case for gear.
  • Your Journey finds and your point level travel with you between worlds and lobbies.
  • Options has a Reset your Journey row now, in the Interface tab: back to grapple and bat, crates back on the map. Your achievements, cosmetics and worlds stay yours.
  • Shared hotbar slots cycle. Tap the slot number again to swap between the things you own in that slot.
  • Toys, building parts and bridge kinds you have not found yet stay on the wheel and in the toy box, dimmed and marked Locked, so the catalog reads as a map of what is still out there.
  • Building parts are stock you can count now. Every part you find arrives as a pack, five walls at a time and smaller packs for the rarer pieces, and placing one spends one. The wheel and the parts list show how many of each you have left. Parts you already owned before this update come with a pack each, so nobody starts empty handed. Sandbox building is still unlimited.
  • Every crate of parts is worth opening. A parts crate always pays parts, even for a piece you already know, so you can go stock up on walls whenever you want more.
  • The build tool and the spawn gun are the closest tools to home, so you get your hands on both early. Find a part or a toy before its tool turns up and the card tells you what is missing and that it is not far.
  • Your hotbar shows only what you actually have. A tool you have not found yet is an empty slot rather than a greyed-out ghost of itself, and it fills in the moment you find one. Slot numbers never shuffle, so the ones you have learned stay put.
  • Opening a crate tells you what you got on one card in the top left corner, and every kind of find uses it: tools, toys, building parts, skins, outfits, dug boxes, sunken crates, batteries. It shows the thing itself, names it, wears the colour of the crate that gave it, and tells you where it went, which is the part you actually need. A tool says which slot number it landed on. A toy or a building part points you at the wheel that loads it. An outfit still points you at Attire. The lantern has no slot number of its own, so its card names the key that lights it. And when a crate has nothing new left for you, it says so and pays you points instead of pretending.
  • Dig up four boxes in one go and the cards keep up. They stack under each other instead of taking turns, so a whole handful of finds is on screen at once, and they fade out one at a time from the top as the pile drains.
  • The toy box and the building parts screen count what you have found.
  • Digging turns things up. Move enough earth with the brush or with dynamite and a buried crate surfaces where you were working. It wears the colour of whatever is inside it, so you can read the category before you open it.
  • Dug crates are the one place a paint drum turns up, so kit skins finally have a box of their own out in the world.
  • A couple of the further-out finds sit on the seabed now. They only ever land in water you can dive, your grapple hook reels you straight down to them, and there is nothing to run out of while you are down there.
  • If your world has a coral reef, one of those sunken crates is inside it.
  • Three new things to swing, and they all share the slot your bat is already in: tap that number again to cycle through whatever you have found. A pool noodle that reaches a good metre further than the bat, so you can bonk a wolf from outside the range it can bite you from, and flaps fast enough to keep doing it. An inflatable mallet that is slow and enormous and does not really aim: it clears everything around where it lands, and any loose ball or egg nearby hops. And a frying pan, which is the worst attack of the four on purpose, because while you are holding it an incoming paintball dies on it with a clang and tags nobody.
  • All three turn up in loot crates out in the world, at three different distances: the noodle is a short walk, the pan sits mid-way, and the mallet is out past the traversal puzzle beside the jetpack. In Sandbox you just have them.
  • Mini game rounds that hand you a paintball marker now actually hand it to you in Journey, even if you have not found one yet. It is a loan for the round: yours while the round runs, gone when it ends, and it never counts as a find. If you want to keep one you still have to go and find one.
  • The terrain brush runs on a battery in Journey now. It holds a lot of earth, and a gauge above the hotbar shows what is left whenever the brush is in your hands, in the same spot the jetpack shows its fuel. Move enough and it runs flat, and the brush stops until you put something back in it.
  • Batteries are things you pick up. Open a gear flight case or dig up a crate and a battery lands on the ground a few steps away, wearing its own model, and you walk over to take it. Every one you collect goes in your pocket, the count sits next to the gauge, and the find card names it like any other find.
  • You never have to fit one yourself. When the charge runs dry the next battery in your pocket goes in on its own and you keep sculpting. The brush only stops when the gauge is empty and your pockets are too.
  • The charge also trickles back while the brush is in your hands. That is the trade: put the brush away and nothing comes back, hold it and it slowly refills between strokes.
  • A dug crate always hands back more than it cost you to dig it out, so digging pays for itself and then some. Sandbox has no battery at all, same as always.
  • Dynamite is something you carry a stock of in Journey. It comes in packs of 24, you spend one every time you throw one, and dig up a box or open a spawnable crate and you get another pack. A box costs about twenty sticks to blow out of the ground and pays twenty-four back, so blasting your way through a dig keeps you supplied. The toys you keep, like the frisbee and the kick ball, are yours forever once you find them and are not counted at all. Sandbox dynamite is still unlimited.
  • Anything you can run out of shows how many you have. The spawn wheel puts the number on the tile, the hotbar puts a small one on the slot while it is loaded, and the toy box, the building wheel and the parts list carry theirs too. Run out and the tile says so rather than clicking into nothing.
  • Everything you build remembers it is yours, and it keeps remembering after the world is saved and loaded. Come back to a friend's world next week and you can still take down your own walls, bridges and props. Nobody else can, and the delete highlight goes grey on anything that is not yours so you are never clicking at nothing. The host can still clear anything in their own world, which is how a friend who moved on stops leaving half a house behind forever.
  • Taking down your own piece in Journey puts the part back in your pockets, one for one, right down to the rocks and driftwood. Change your mind about a wall and you have not lost it. Sandbox is unchanged: nothing is counted there, so nothing needs handing back.
🧼 Improved
  • Loot crates shrink naturally with distance now, and their lantern glow fades out past close range. They used to grow up to three times their size at range and glow at full strength across the whole reveal band.
  • Crate placement spreads across distance bands from your home tile, weighted toward things you have not found yet.
  • The tool crates from the old Journey ladder no longer double up with the new loot lanes. Every tool has exactly one crate, in the distance band it belongs to.
  • The giant boar stays dizzy even longer after a stun, so everyone in the group gets a good look before it is back on its feet.
🪛 Fixed
  • Clicking a toy or a building part you have not found yet says so now, instead of quietly doing nothing.
  • Joining a friend's world no longer hides tool crates you have never found, and walking onto one no longer silently refuses you because your host already took it.
  • Guests get credit now, points and achievements and dailies, for the loot crates they claim.
  • The baseball bat could get stranded behind a locked paintball preference in a shared slot. The slot falls back to what you own.
  • The spawn gun no longer defaults to armed dynamite for players who cannot hold it.
  • Five tools each had two crates standing in two different places, and walking to the far one found a box that was no longer there.
  • Running a dedicated server: the console prints the lobby id to paste into the Join box now, so there is something to hand your testers. The Join box takes that server id directly now, instead of holding out for a four-character invite code that a hidden server never has. It also stopped calling a hidden server public, which it was doing by reading the saved preference instead of the value the server actually launched with.
  • Hiding the UI hides chat too now, so a clean screenshot actually stays clean.
⚠️ Known Issues
  • Anything built before this update belongs to whoever hosts the world. There was no way to record who placed it at the time, so those pieces load unclaimed and only the host can clear them. They also hand nobody any parts back, because nobody spent any on them.
  • Clearing somebody else's piece hands that person nothing. Their parts live on their own machine, so there is no way to pay them from here yet.
  • Load a saved world and your guests get the terrain and the props but not the buildings or the bridges. Those come back for the host only, and everyone else sees the ground where they should be. Playing your own saved world on your own is unaffected. This is the first fix of the 1.5.x run.
  • A guest's thrown dynamite banks that guest no dig progress. The detonation runs on the host and the moved earth never reaches the thrower. It banks the host nothing either, and the guest's own brush digging is unaffected. Waiting on the next protocol bump.
  • Running an older build once after this one drops any Journey profile keys the older build does not know about. That is long-standing behaviour of the profile file rather than something new here.
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Five new landmarks modeled on real natural wonders: a coral reef under the water, giant stone causeway steps, white spring terrace pools, a great red monolith, and a towering stone sentinel. That doubles the landmark roster to ten.
  • Landmarks never repeat on a map any more. You will not find two stone rings in one world: each landmark type appears at most once, and worlds carry more landmarks overall.
  • A giant boar roams your world now, one per map. Stun it with paintballs, the bat, or dynamite to earn points. It never dies, it just gets very dizzy.
🧼 Improved
  • Creating and re-rolling tiles no longer freezes the game. Building a new tile, regenerating one, or joining a world used to land all its work in a single frame. Now that work spreads across frames instead, so the game keeps running smoothly while a tile forms around you.
  • The Mountain range preset builds ledges and flat-topped buttes again. Shelves and pillar walls are back as recurring accents in the peaks instead of ridge and valley all the way down. New worlds only, so your existing saves look the same as they did.
  • The outfit menu's icons are recompressed and smaller now, 229 of them, trimming video memory while you browse attire tabs. Anything not yet converted falls back to its old full-size icon, so nothing goes missing.
  • Menu icons and preview panels no longer render shadows nobody could see, trimming video memory a little more.
🪛 Fixed
  • The blank "Make a world" page is gone for good this time. After a session (stop server, then home, then make a world) the create screen could paint underneath the menu instead of on top of it, leaving you staring at the backdrop with no buttons and no way back. The whole menu now has a fixed, authored stacking order, so no screen can land behind another by chance.
  • The camera no longer clips inside the big rock landmarks. Walking right up against the Great Monolith, or any large prop, could push the camera through the surface so you were looking at the inside of the rock. The camera now eases into first person instead, the same way it already does against terrain.
  • Blowing up an animal with dynamite gives you the credit for it. Until now the blast was attributed to the world rather than to whoever threw the stick, so dynamiting a wolf, a boar, anything, earned you no points at all.
  • The grapple rope is tied to your hand again. It had started drawing from a point in mid-air, worst while you were reeling upward, where the cord could begin most of a body-width above the hand and read as attached to nothing.
  • Animals no longer sink into the ground when they crouch, graze, square up or get fended off. The bigger the animal the worse it was: the worst offender put its paws a third of a metre underground, and the deer, goat, boar, wolf and polar bear all had the same problem to scale. Every clip on every animal now stands on the floor.
  • The world boss no longer hangs in the air when you stun it on a hill. A body over seven metres long was being seated by a single ground reading taken under its middle and drawn perfectly level, so half of it hung off the crest. It now reads the ground under all four feet, tilts onto the slope it is standing on, and stays planted for the whole stun. Two things came with that: the stun lasts twice as long, so you have time to walk over and look at what you did, and the boss stops pacing the same steep hill back and forth.
  • Boulder fields no longer turn up as a bare mound with a landmark notice on it. The Green Boulder Field is the one landmark made entirely of its own stones, and it could claim steep mountainside where the seating pass then shrank most of those stones away to nothing, so you walked up to an announced landmark and found an empty hill. It now refuses ground it cannot stand its stones up on.
  • You can swim clean through the brain coral piece of the new reef landmark. One piece had picked up a leftover solid collision hull that the rest of the swim-through reef does not carry, so it was the one spot in the reef you would bonk into invisible rock.
  • Creating a world no longer prints a warning in the console on every create. The warning still fires for the genuine stuck-loading-screen case it exists to catch.
⚠️ Known Issues
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
  • The held lantern does not cast a shadow this build. That is deliberate: the shadow cost about 25 MB of video memory per lit lantern. If you prefer the old night look, the console command wb_lantern_shadow 1 turns it back on.
🎁 Added
  • Nothing new this patch. This one keeps long build nights running light.
🧼 Improved
  • Building together over a long session stays as light as it was in the first minute. Berm used to re-send every edit anyone had ever made to an outer tile each time somebody moved a brush, so a long build night got heavier for everyone; it now sends just the new work.
🪛 Fixed
  • Rejoining a world you were just playing in no longer kicks you straight back out. Leaving a busy session and pressing Join Game again could drop you back at the menu a second after you arrived, with a "world is live" error. Your game was turning down the catch-up the host sent it. It takes the catch-up now, and you stay in the world.
  • Alt-tabbing out of the game and back no longer leaves your view spun around. Dasher races also straighten your view onto the next checkpoint when the race starts.
  • Re-rolling an untouched outer tile now updates it for everyone in the session. Players already in the world used to keep the old terrain without knowing it; only fresh joiners saw the new roll.
🚯 Removed
  • Nothing removed this patch.
⚠️ Known Issues
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Nothing new this patch. This one is all about playing together smoothly.
🧼 Improved
  • Playing while a friend sculpts or blows up terrain is much smoother now. Watching someone else edit an outer tile used to stutter for as long as they kept at it; your copy of their tile now keeps up with their brush instead of rebuilding itself over and over behind the scenes.
🪛 Fixed
  • Nothing else fixed this patch.
🚯 Removed
  • Nothing removed this patch.
⚠️ Known Issues
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Joining a friend's world is now a show. Instead of a loading screen, or your own character standing in ground that is still arriving, you get an overhead view of the world with the tiles dropping into place below you and the same build counter the host sees while generating. You can orbit and zoom the camera around the world while it assembles, and you land once, when the whole place is finished.
🧼 Improved
  • Blowing dynamite and sculpting no longer stall the frame. Terrain edits were recomputing a world fingerprint on every stroke that nothing was reading yet; that work now waits until something actually asks for it.
  • Sculpting a tile you have edited a lot no longer gets slower the longer you work on it.
  • The first edit on a tile you walk back to no longer stutters.
🪛 Fixed
  • Joining a world no longer skips the loading experience and drops you straight into terrain that is still streaming in. The game now waits until your copy of the world has actually arrived before letting you loose.
  • Opening a cache as a guest now takes the crate away. The item was always granted and the card always showed, but the crate could stay standing where you found it for the rest of the session.
🚯 Removed
  • Nothing removed this patch.
⚠️ Known Issues
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Every world now carries at least one landmark, however small the world is.
  • Joining someone else's world now holds a proper loading screen while the world builds, then steps aside so you watch the rest of it rise into place around you.
  • Press X in third person to swap which shoulder the aim camera looks over. The switch glides instead of snapping, and the same option lives in Options.
  • The party challenge tracker is now off by default to keep your screen minimal. Turn it on from the Progression tab on days with a shared party challenge. You earn the party payout either way.
🧼 Improved
  • This patch is about performance. Big worlds now scale: distant tiles draw as one lightweight mesh instead of hundreds of objects, so a large world costs a fraction of the memory and still shows every island on the horizon. Your graphics quality setting controls how much stays at full detail.
  • Walking toward a distant part of the world no longer stutters as it loads in. Ground physics switches on over a few frames instead of all at once, and the tile ahead of you starts loading before you get there.
  • Building a new world is quicker. The next tile generates while the current one is still placing, the pause between tiles is shorter, and cliff striping is worked out in one pass instead of two.
  • Building together sends only what changed. Instead of everyone receiving the world's entire build history every time someone pauses their brush, you get just the new edits, roughly thirty times less on a well-used world.
  • If a terrain edit goes missing on your machine, the world now catches up by replaying just the few edits you missed instead of rebuilding everything and freezing you out for four to seven seconds. Dynamite parties no longer crash anyone out.
  • Joining a big world is a lot quicker. The terrain data a new player downloads is packed much tighter, and the parts that never change stopped being re-sent every time somebody paints.
  • Smoother frame times all around. Menus and HUD panels no longer do work while closed, the sound system stops rebuilding its catalog every frame, toys share one world lookup instead of each doing their own, and waterfall mist stops scanning when there is nothing to find.
  • Smooth cliffs no longer show a color seam at chunk borders, brush strokes got another chunk of cost removed, and sculpting alongside other players in the same spot rebuilds the terrain once per frame instead of once per person.
  • Repeated boulder fields now come in three characters, stone rings turn up more often in green worlds, and cosmetic caches catch your eye from across a valley.
  • Party challenge targets are a fraction of what they were. Boom Squad now reads 252 at a two player lobby instead of 1,134, and every shared card came down with it. Payout unchanged.
  • Bowling pin racks now cap at two standing at once, so a flood of pins never buries a lane.
  • The found-an-outfit notice now always tells you where to go wear it (Tab, then Attire or Workshop).
  • Big stones at a water's edge can now stand in the shallows instead of being refused.
🪛 Fixed
  • Fixed a hard freeze when a tile loaded in at the Low graphics tier.
  • The grapple line now looks like a real braided rope, no longer clips through your character when you reel in close, and no longer flashes a block on deploy.
  • During fast climbs on the jetpack, boots or grapple, the camera keeps you in frame instead of losing you off the top of the screen.
  • Build a world now checks that the create screen actually appeared and repairs it on the spot, and a menu panel that fails to mount at startup now repairs itself on the next boot.
  • Daily challenges no longer show up already complete. Everyone starts the day at zero, progress is tied to the exact cards it was earned against, and setting your clock back cannot double-pay a banked day.
  • Daily challenges can no longer hand you a card you have no way to finish. Cards needing caches or landmarks cap at one per day, and the two regenerate-tiles dares are out of rotation until guests can reshape a world.
  • Frisbee Golf scores where your disc actually stopped: the host watches every throw instead of taking the thrower's word for it.
  • A half-joined connection can no longer start a mini game round or bank points, and a guest's toy spawn only counts once the host has accepted it.
  • Fixed a world creation that could leave the loading screen up forever, and newly grown tiles occasionally landing in a world you had just replaced.
  • Rocket boots now propel and lift out of the water the same way the jetpack does.
  • Boulder fields arrive full again, and stones on a slope sit into the hillside instead of being shrunk.
  • Guests sculpting through the fly camera no longer risk having far edits refused.
🚯 Removed
  • Four daily challenges that asked you to spam rather than play are out of the rotation: Toy Story, Demolition, Big Bang and Toy Empire. The same verbs still ship as the two minute Quick dares they suit, and no daily card now asks for more than 250 repeated button presses.
⚠️ Known Issues
  • Worlds made before this update keep their old landmarks. Make a new world to see the change.
  • The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Every clothing category now starts with at least four free items, so you never begin naked or hunting a cache just to look dressed.
🧼 Improved
  • Sculpting on Smooth and Low Poly worlds keeps up with the brush again. A stroke was rebuilding nine terrain chunks instead of the ones it touched; Smooth strokes now run about six times faster and Low Poly about four times faster.
  • Attire menu now shows the outfits you've found first in every tab, with the ones still waiting to be found below them.
🪛 Fixed
  • The party card's Q hint now sits inside the card and matches the other key badges.
  • Joining a friend's world no longer silently loses the tips walkthrough (and the Code Error toast that reported it). The coach now mounts reliably on joined clients.
  • Fending off an animal now takes a real shot or swing: the host checks the ball you fired and the bat you swung before crediting a hit.
  • Sculpting a world past its edit limit now stops with a clear message instead of quietly leaving the world unsaveable.
  • Making or regenerating a world while another one is still loading can no longer drop the old world's props into the new one.
  • Terrain edits from other players are now checked against where that player is actually standing, so nobody can reshape a tile they are nowhere near.
⚠️ Known Issues
  • Some console lines (button1.sound, default_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
🎁 Added
  • Animals live in your worlds again. Ten kinds: songbirds, rabbits, goats, penguins, deer, crabs and sand lizards go about their business, and wolves, boars and polar bears do not. Wolves circle before they commit. Boars pick a line, charge it, and blow straight past you if you step aside. Polar bears just keep coming.
  • A bat. Press 4 again and the paint marker swaps for it, and press 4 again to swap back. It reaches about as far as an angry wolf does, so you have to stand your ground to use it, but it drives one off in two swings where the marker takes three shots.
  • Paint an adversary enough times and it yelps, kicks up dust and bolts off. It turns up again somewhere else later, so a world never runs out of them.
  • Adversaries carry a small health bar, and only when it means something: a wolf that has noticed you, or one you have already hit. A calm animal at full health shows nothing. Numbers pop off an animal when your hits land, and the last one says OFF when you have driven it away.
  • Paint sticks to fur. Marks ride the animal as it moves and wash off when it leaves.
  • Dynamite drives animals off too: passive ones scatter, adversaries take the blast.
  • A Wildlife dial in the world generator's Features section: Off, Sparse, Lively or Teeming, up to 150 animals in a world.
  • Three new daily challenges for fending off adversaries.
  • Every tile of every world you make hides five wooden caches. Walk up to one and it opens, and you keep whatever is inside forever, in every world you ever load. Bigger worlds hide more: each tile carries five of its own.
  • Outfits you have not found yet still show in the Attire menu, greyed out, with a counter so you can see how much is left out there.
  • Kit skins you have found now show as yours in the Workshop.
  • Nine new kit skins. The lantern, the grapple and the jetpack each get Frostbite, Magma and Meadow versions to match the ones the paint marker already had, so a full set can share a look. All sixteen skins are in the cache pool now.
  • Four new daily challenges for opening caches.
  • Animals have voices, and more than one apiece. Every kind has its own call, grazes audibly (a deer tears grass, a boar roots in the soil), gives a startled cry when something spooks it, and grumbles off in defeat when you drive it away.
  • Caches twinkle softly when one is hiding nearby. Follow the sound.
  • Driving off a wolf, boar or polar bear earns Berm points: 8, 12 and 18, credited to whoever landed the finishing hit.
  • Finding a skin or outfit in a cache now tells you where to put it on, for your first few finds of each kind.
  • Opening a cache earns you Berm points.
  • Boulder fields have real boulders in them now. Hoodoos wear the overhanging caps that make them hoodoos, and the desert gateway has standing stones and a fallen lintel in the doorway you walk through.
  • Landmarks can be lost now. Dig one out or bury it and the stone arch, the ring or the formation goes with the ground it stood on, the maps stop pointing at it, and a quiet line under the compass says so.
🧼 Improved
  • Opening a cache pops its points card right away now, the same beat Mileage and a fend-off already give you.
  • The Workshop lays out its skin cards with room to breathe: flavor lines get their own row instead of drawing across the cards, and the shelves scroll.
  • Your wardrobe starts fresh. Plain basics are free from the first world, everything with character in it is found in a cache.
  • Hairstyles and face styles join the cache hunt too. Plain colours and simple cuts, basic eyebrows and simple facial hair are still yours from the start. A beard with braids in it, a dyed or styled cut, dreadlocks, glasses, lipstick, tattoos and face paint are out there to find.
  • Landmarks spawn almost twice as often, with a better mix of kinds, and stone rings can settle into rougher ground so more worlds get one.
  • A world is less likely to give you the same landmark twice.
  • Wildlife arrives far denser than it used to be. The old top setting put a couple of dozen animals across a whole world, which read as empty; Teeming is 150, and a world made without touching the dial now starts Lively.
  • Animals only chase you so far. Every adversary is tied to the patch it lives in, and it gives up and heads home rather than following you across the map. You can always outrun one at a sprint.
  • The lantern, the grapple and the jetpack now show the skin you have equipped on the hotbar, the way the paint marker already did.
  • Aiming in third person now looks over your shoulder. The camera eases aside and a little up whenever you raise the paint marker or the bat, so your own back stops covering the reticle, and it eases back the moment you put them away. Shots still land where the reticle sits: the camera moved, the aim did not. An Options row swaps you to the left shoulder.
  • The landmark discovery toast sits under the compass now, instead of over the middle of the world.
  • Trees, rocks and shrubs now cast shadows only near players. A world was carrying thirty thousand of them, all drawn a second time every frame just for the sun, and past a short distance each shadow was a speck. It was the largest single thing the frame was spending on. Up close nothing changes; far away the sun stops paying for specks. Terrain, water, animals, landmarks and everything you build still cast everywhere, as they did.
  • New worlds render a lot faster. Terrain is built out of larger pieces now, so the same ground arrives as a quarter as many objects and roughly half the draw calls, and frames come out about a sixth quicker. This applies to worlds you make from here on. Worlds you already saved load exactly as they were and are not touched.
  • Building together is lighter on everyone's connection. The world updates your friends receive while you sculpt are around half the size they were, and joining a world that has been shaped for a while pulls down a much smaller world file. Nothing about what you see changed, there is just a lot less of it going over the wire.
  • Each day's three dares are three different kinds of fun. The daily set can no longer hand you the same chore twice, so you will not get two terrain jobs or two travel jobs in one day again.
  • Daily challenges pay for the work they actually ask for. Every card's target is now set from how fast that thing really goes, so a Stretch dare is a genuinely long job and no card clears itself in a few seconds any more. The payouts went up to match: a Session card pays 105 and a Stretch card pays 250.
  • Party dares are rebalanced to effort, the same way the daily challenges were. A shared card's target now matches how fast the whole group can actually do the thing, so a lobby can no longer clear one in a few seconds by spamming a fast verb. The payout stays 120 for everyone who pitches in.
  • The whole soundscape was auditioned by hand. Animal voices, the river and the wind bed, the shore gulls, footsteps, the jump, the cache twinkle and the chime a cache makes when it opens each got their take picked and their level set.
🪛 Fixed
  • Rain no longer scatters tiny white specks across the ground at dusk.
  • Sunrises and sunsets run smoothly again. The long shadows that sweep across the land at dawn and dusk used to jump forward in steps rather than glide, and the light stepped with them. Both move continuously now. Midday is unchanged.
  • The bright specks that sparkled across the hills at sunrise and sunset are gone.
  • The bat sits in your hand the way it was tuned to: correct angle, correct grip, correct size. It had been rendering at the bare hand attachment point, unrotated and undersized.
  • The bat's hotbar tile no longer shows a second little object peeking out from behind the bat.
  • Name tags over players' heads glide smoothly instead of stuttering when you stand close to someone. The health bars over adversaries ride the same fix.
  • During a golf round the hotbar shows the disc, not a paintball marker mislabeled as one.
  • The bat no longer shows a fuel gauge.
  • Animals no longer bleat on repeat. A herd nearby used to talk over itself; now you hear a call now and then instead of the same one every couple of seconds.
  • Standing next to a couple of animals no longer sets off a loop of grunts. An animal that was backed into a corner and could not get away from you kept re-announcing its fright every few seconds, so two deer side by side turned into a stuck tape. They settle down now, and one animal on its own keeps a decent pause between noises. Genuinely startling something, or knocking it down, still gets you an immediate reaction.
  • Outfits you have not found yet say "Not found yet" like the Workshop's skins do, instead of collapsing into a dark smudge, and the wardrobe counter reads clearly (it was showing two counts mashed together, which looked like a negative number).
  • Spawn gun aiming across a big multi-tile world no longer skips near ground.
  • The grapple hook latches where your crosshair points. Since the over-the-shoulder camera arrived it had been biting off to one side, most obviously on close targets.
  • The grapple reaches past whatever you are standing against. Firing out of a narrow shaft or from against a wall used to snag the rock at your elbow; now, when you are pressed up against something and aiming at something well beyond it, the hook goes for what your crosshair is on. Aiming straight at a ledge close by still hooks that ledge.
  • Boring sideways into a wall from down inside a shaft cuts where you are pointing instead of a step off to the side.
  • The throw preview in frisbee golf shows where the disc will really land. The dotted arc and its landing ring were being drawn from behind your shoulder rather than from your hand, which put the ring a few metres off.
  • Caches hand out clothing again, not just kit skins. The wardrobe pool was silently emptying itself between play sessions, leaving only the twelve skins to draw from.
  • Placing a construction piece, a bridge piece, or a prop now makes a sound. All three used to place silently.
  • Friends who join no longer end up with pieces of the world missing. A tile that was not ready at the moment they arrived could stay missing for the rest of the session, which also left them without the corner tile map that the host could see.
  • Every world has the corner map now, including the small single tile ones. A one tile world used to get no map at all. It shows as one big tile filling the card.
  • The world turning behind the title screen is back to the size it was meant to be. A recent change to how terrain is cut into pieces quietly stretched it, and a stray scroll of the mouse wheel could shrink it into the distance.
  • The "Start building" card opens the create flow every time. Moving the pointer onto a card was rebuilding the title screen underneath it, so a quick click landed on nothing and the first step never appeared.
  • The title screen no longer goes blank after you stop a world and come home. If the create screen ever fails to load itself at startup, the menu now rebuilds it on the spot instead of hiding the cards behind a page that was never there.
  • Landmarks only show up as pins on your maps once you have actually found them. They used to mark every landmark's location from the start of a world, dimmed but always visible, which spoiled the discovery. Now a landmark's pin appears on both the corner minimap and the world map the moment you reach it, and a brand new world shows none at all.
  • A stone arch no longer hangs in the air when you dig the ground out from under it, and a stone ring no longer disappears under a pile of dirt while the map still calls it a place to visit.
  • Cosmetic cache crates sit on the ground even after you reshape it. A crate used to hold the height the ground had when the world first placed it, so digging underneath left it hanging in the air. Dig, raise or flood the ground under one now and it settles onto the new surface.
  • Sculpting counts on every tile of the world now. Brush challenges, points and the Terraformer badge now tick anywhere in the world, not just on your first tile.
  • Your splashes and your construction count for your own dares in a friend's world. A guest splashing a toy into the water, or laying a foundation, used to count for the host or for nobody. Now it counts for whoever actually did it.
  • The compass never lets its checkpoint marker cover the letter it lands on.
  • World map tile cards no longer cut a word off at the edge.
  • The Players tab keeps its rank pills in a straight column. They used to drift left or right with the length of each player's name.
⚠️ Known Issues
  • Worlds made before this update keep the old landmarks. Make a new world to see the stone.
🎁 Added
  • Dive beneath the surface and swim underwater in full three dimensions, with the world washed in blue-green light while you are down there.
  • Night is brighter now, and a pale moon hangs in the sky after dark.
  • Landmarks now show up as small gold pins on the corner map and the world map, and the challenge rail tells you when a world has none instead of going silent.
  • Press Q anytime to jump straight to the Progression tab and see your points, challenges, and achievements.
🧼 Improved
  • Coin Hunt coins now read as real coins in the world, with a raised rim and a star you can actually see, instead of a flat yellow disc.
  • The party challenge tracker now sits in the top-left corner with a Q tip on it, and steps aside during mini game rounds.
🪛 Fixed
  • Coin Hunt now counts every coin you grab as a guest, including the ones you fly through at speed.
  • Mini game round-over screens, live scoreboards, Dasher checkpoints, Coin Hunt coins and the round-end sounds now only appear for players who actually joined the round, not everyone in the world.
  • Mini game setup toggles now slide their knob correctly when switched on, instead of only changing color.
  • The achievement unlock toast no longer covers the mini game scoreboard when a round is live.
  • The mini game invite pill now sits under the compass instead of lower on the screen.
  • Doors can now only be placed in an empty doorway, so you can no longer plant one on open ground.
  • Dynamite thrown at a tall sculpted pillar now hits the pillar instead of passing through it.
  • Fixed the balloon's hotbar icon so it shows a full-size balloon instead of a tiny dot trailing a long string.
⚠️ Known Issues
  • Tiny bright specks can show on dark ground around dusk. A fix is being worked on.
🎁 Added
  • The world has a soundscape now: birds in the trees by day, crickets and an owl after dark, gulls at the shore, breeze gusts on high ground, and rivers you can hear flowing as you get close.
  • Grabbing a coin in Coin Hunt now plays a soft glassy chime.
  • Added a More options button in Options that opens the game's built-in settings overlay, including key rebinding.
  • Your marker on the minimap now shows a small square notch pointing the way you're facing, for you and everyone else on the map.
🧼 Improved
  • Building pieces are 20 percent smaller, so walls and doorways now sit at a sensible height next to your character.
  • Bridges now live with your building tools: right-click the build gun, pick Bridge, and choose a bridge shape from the wheel that opens. Removing a bridge uses the same Remove option as everything else you build.
  • Achievement unlock notifications now pop in the top-left corner, clear of the score chips.
🪛 Fixed
  • The free camera now flies properly in a friend's world. Joining a host left a second, invisible camera running that overwrote every move the free camera made, so it entered the mode and then sat frozen in place.
  • Joining a friend's world no longer leaves a second camera running in the background, which could fight over your mouse cursor.
  • Fixed a code error that could pop up repeatedly while a world was building.
  • Fixed the oversized key badge on the mini game invite toast so the Leave button sits even.
  • Fixed the top of a highlighted world row getting cut off when hovering the public worlds list in the Join a World screen.
  • Window sills no longer flicker. Frame trim on windows, doorways, railings and doors sat exactly flush with the wood behind it, so the two surfaces fought over the same pixels.
  • Coin Hunt coins are actual coins now, with thickness, a rimmed edge and a star stamped on both faces, instead of a flat disc that vanished when you looked at it side on.
  • Catching the frisbee in the frisbee catch mini game now makes the disc disappear into your hands instead of leaving it stuck on your head.
  • The bridge shapes on the build wheel now show their real stone and timber colours. They were drawn plain white, so the four options were hard to tell apart and none of them looked like the bridge you got.
🚯 Removed
  • The narrow window is off the build wheel for now, leaving the wide window. It comes back in a later update, and narrow windows you have already placed are untouched.
🎁 Added
  • You can build now. The Build tool comes with nine pieces to put together: foundations, floors, stairs, walls, windows in two sizes, doorways, doors and half walls. Right click opens the piece wheel, R turns the piece before you set it, hold Alt to place freehand, and G takes something back down. Everything you build saves with the world, and friends can build alongside you as long as you leave world editing on for guests. Roofs, gables, railings and walkways sit behind a More soon chip until they are ready.
  • Doors open. Walk up to a placed door and press E to swing it open or closed. A closed door blocks the way, an open one lets everyone through, and every player in the world sees it move.
  • Coin Hunt, a new mini game. Coins scatter across your world, on the ground, on hilltops and up in the sky. A timer runs down and whoever grabs the most wins. Pick 20, 40 or 60 coins and a 3, 5 or 10 minute round.
  • Mini games are opt-in now. Starting one puts a chip on everyone's screen for fifteen seconds: press F to join, or ignore it and carry on building. The round runs with whoever said yes, and when it ends everyone lands back exactly where they were standing.
  • A fourth challenge card turns up when somebody else is in your world. It is a Party Card, and the whole lobby fills it together: everyone's building, spawning and blowing things up goes into one bar. Fill it and everyone who pitched in gets paid, full amount each, not split.
  • Landmarks are worth finding now. Walk up to one of the world's generated formations and it counts: a quiet note tells you what you found, and it pays out like everything else. Two new daily challenges send you out looking: Way Marker and Grand Tour.
  • Two new landmarks turned up on the map. A weathered stone arch stands over dry country, and green country gets a ring of standing stones around a low altar slab. Both are rare, so plenty of worlds will have neither.
  • Play catch with a frisbee. One of you throws, and if the other catches it out of the air you both score. The longer the throw, the more it is worth.
  • The grapple can hang now. While reeling in, hold right click as well and the winch stops right where it is, leaving you swinging on the rope like a proper pendulum.
  • Gliders can dive. Hold C (B on a controller) while gliding to tuck into a steep drop and come down fast, then let go to slide back into a normal glide.
  • Dynamite now takes towers out at the knees. Set a charge at the base of a spire and the whole thing comes down in a shower of rubble. Undercut a cliff and it slumps too.
  • Eggs break now. Shoot one with a paintball or catch it in a dynamite blast and it pops, leaving an orange yolk splattered where it landed.
  • When you make a world you can now decide whether visitors are allowed to build and sculpt in it. The option sits under Private on the create screen, ticked by default, and saves with the world.
  • Twenty-seven new achievements across three waves: toys and mayhem, mini games and frisbee catches, and coins, Party Cards and landmarks. Berm is up to 48 achievements now.
🧼 Improved
  • The hotbar reordered so the two world-shaping tools sit together: 1 Grapple, 2 Brush, 3 Build, 4 Paintball, 5 Jetpack or rocket boots, 6 Spawn gun, 7 Glider, 8 Balloon, 9 Hands-free.
  • The build tool is a real gun in your hands now, and the hotbar card shows the actual model. The jetpack and rocket boots share one slot: press 5 to draw whichever you last used, press 5 again to switch. The game remembers your pick.
  • Paintball is free-for-all only, and everybody in a round gets their own colour instead of a team tint. Your colour shows beside your name on every board, and a rematch re-rolls who is who.
  • Foundations line up level with their neighbours, so a floor built from several pieces comes out even. A piece carried by its neighbour no longer needs ground under it at all.
  • Stairs place on top of foundations and floors, so you can build stairways up through a building. Aim at the middle of a deck to climb, aim at an edge to hang a flight down, R turns which way it climbs.
  • Building upward snaps where you look. Aim at the top of a wall and the ghost is waiting there for the next storey. The build tool also gets the crosshair and aim-look the other tools have.
  • The mini game picker lists only the mini games you can play, at equal widths. Coming Soon tiles are off the panel until they are ready.
  • Watching another player sculpt is much smoother, especially on slower machines: live edits now churn through kilobytes where they used to churn megabytes.
  • The Plant and Rock brushes place one tree or rock per stroke right where you aim, and carry a per-world limit so one person cannot tank everyone's frame rate.
  • New worlds start on the Neighborhood size (two by two) instead of the big three by three. Region is still one click away.
  • The Join a world screen is bigger and easier to read, the invite code field lights up when your code looks right, and a slot at the top is waiting for the Berm community server.
  • The mini game invite is one compact card with a countdown bar instead of a three-line stack.
  • The world panel, brush dock, right-hand rail and session strip all got a cleanup pass: one look, brighter labels, and the session strip now sits chip-sized in the top right beside your points.
  • Things the game was already counting now pay off: flips, dives, trampoline launches, dynamite, toys and every metre walked or jetpacked count toward the new achievements and pay Berm Points.
  • Long multiplayer sessions no longer accumulate per-player bookkeeping on the host.
🪛 Fixed
  • Walking through doorways works. The doorway was never blocked by its frame; the character's ground sensing read the header above the opening as a wall. It now sees under whole stacks of pieces, so doorways, roofed rooms and the space under decks and bridges are all walkable.
  • A closed door now fills its doorway, with no strip of daylight on the latch side.
  • Starting a mini game from the menu counts you in and the menu gets out of the way. Coin Hunt no longer opened an invite that sat at 0 in and cancelled itself when you started solo, and a round that cancels now says so on the panel.
  • Dynamite and toys thrown onto a bridge land on the deck instead of dropping through. Bowling pins stand on the planks, and a stick over water no longer fizzles.
  • Bridge railings block players and toys instead of letting them fall through.
  • Walking into a tall thin brushed tower no longer lifts you into the air and drops you inside it.
  • The bridge tool remembers your last pick again, and Delete stays armed.
  • Free camera detaches and hands back cleanly for guests, the same as for the host.
  • Joining a friend's world no longer leaves you unable to look around while it streams in, and terrain shaped live now reaches friends who join afterward instead of stopping at the people already there.
  • Joining while somebody is mid-brush no longer disconnects you, and a dropped terrain update catches itself back up.
  • Distance, play time and achievement progress count once instead of twice in someone else's world.
  • Body paint stays on your body: no more stamping it onto walls you lean against, and walking through ground splats no longer paints your legs.
  • Challenge and achievement progress bars fill from the left edge again.
  • Loading a world no longer reports it finished while tiles are still arriving, a rapid second load cannot inherit the first world's objects, and a tile that fails to rebuild leaves the old ground instead of a hole.
  • A save carrying more objects than a world can hold is refused before your open world is replaced, and damaged world files are caught before they can open.
  • Exporting a world share keeps the previous file until the new one is proven readable, and importing checks the whole file before adding anything to your library.
  • Setting the time of day, pinning weather, claiming a Journey cache, dialling wildlife or changing visitor building all count as unsaved changes now.
  • Trampolines bounce everyone the same: the mat's size and bounce climb come from whoever placed it.
  • Hardened the host's join checks, spawn reach, throw claims and progress credits against modified clients, including one that could take over another player's row and title in the player list.
  • Squashed a crash a couple of players hit on launch day, and swept the rest of the code for the same mistake.
🚯 Removed
  • The paintball teams option. Every round is a free-for-all now, with a colour each instead of two sides.
🎁 Added
  • Paintball is back. Grab the paintball gun, pick teams or free-for-all, and go paint each other. Rounds run solo too if you just want to practice your aim.
  • Dynamite now takes the toys with it. Balls, eggs, marbles, pin racks, trampolines, anything caught in the blast goes the way of the dirt.
  • Lit dynamite inside a blast now goes off too, so a line of sticks rolls through one after another instead of the first one quietly deleting the rest.
  • The spawn gun starts loaded with dynamite.
  • A heads-up chip appears if you end up stuck below the world: after a couple of seconds it tells you R gets you back to solid ground.
🧼 Improved
  • Sculpting near water got a lot faster. The pass that keeps lakes and rivers sitting level after a stroke used to re-check the whole map every time; now it looks only at the ground you moved and the water it touches, so a shoreline edit runs in a fraction of the time on your game and your friends'.
  • Paintballs fly twice as fast now, so shots go a lot farther and you barely have to aim high at mid range.
  • Dasher checkpoints are spread out more. Courses run longer with the same checkpoint count instead of feeling packed together.
  • The dynamite blast is audible from a sensible distance now, and a burning fuse carries far enough to be a warning. Both were being played at a whisper past a couple of metres.
  • Smoother frames near big water builds and in busy lobbies, and the hotbar's spinning toy preview no longer quietly renders a whole extra scene every frame.
🪛 Fixed
  • Fixed players falling through the world in larger worlds. To keep the frame rate up, tiles far from every player have their ground collision switched off, and a bug meant it never switched back on when you returned. Any tile that went out of range once stayed a hole for the rest of the session, so walking back onto it dropped you straight through. Collision now restores every time.
  • Dynamite you throw as a guest finally counts for you. Boom Time, Demolition and Big Bang were stuck at zero for anyone playing in someone else's world, because every blast was being credited to the host instead of the person who threw it.
  • Lakes and ponds have clean shorelines again. A pool-edge effect that shipped alongside the waterfalls was ringing every bank with thin vertical strips of water standing above the surface. Real waterfalls are untouched and still pour the way they did.
  • Round horns, countdown beeps, and the rest of the mini game cues now play at their tuned volumes. They were blasting the original full-volume takes and ignoring the mixer settings.
  • The toy box and building menus were quietly printing a file error to the console every second for art that ships in a later patch. They check first now and stay quiet.
🚯 Removed
  • River sounds are taking a break this patch. One lone ambient noise in an otherwise quiet world read as odd, so rivers go quiet until the full ambient soundscape lands in the next update.
⚠️ Known Issues
  • Terrain edits made live in a running world (brush strokes, dynamite craters) do not reach friends who join afterward until the world regenerates. Everyone present at the time sees them fine.
🧼 Improved
  • Sculpting near water is smoother for everyone. The water settle stopped chewing through memory on every brush stroke, so the hitches it caused on host and guests are gone.
  • The console stays quiet about art that was never shipped. A published game no longer prints file-open errors for the toys and building pieces that are held back for a later patch.
🪛 Fixed
  • Balls look right when you join someone else's world. Bouncy balls and kick balls showed up as a plain glowing sphere for everyone except the host; they now wear their proper rubber texture for every player in the lobby.
  • Bowling pins are full size for everyone. Guests were seeing a quarter-size rack while the host saw the real one.
  • The little points popups no longer occasionally show code instead of the x2 multiplier when earns stack up.
  • The loading screen you see joining a friend's world no longer jitters. It holds one position while the world builds, and the host's world-generating moment got the same treatment.
  • Watching a friend sculpt no longer stutters your game. The world updates smoothly while they paint, and it keeps up stroke for stroke.
⚠️ Known Issues
  • Terrain edits made live in a running world (brush strokes, dynamite craters) do not reach friends who join afterward until the world regenerates. Everyone present at the time sees them fine.
🪛 Fixed
  • The code error toast that greeted you when loading into a world is gone. A background lookup was tripping over itself once per frame; it now stays in its lane.
  • Toys no longer spawn wearing their plain backup look. If a toy's real model is not ready at the exact moment it spawns, it now puts its proper textures on within a second instead of staying plain forever.
🎁 Added
  • The Spawn Gun. A new hotbar tool that shoots physics toys out the front of the gun. Hold the trigger to charge a shot, then let go to send it farther and hit harder.
  • A radial picker to choose what you are firing, right there on the gun. Right-click and the wheel of toys blooms around your crosshair.
  • Eight toys to start. Three lead the lineup: the Egg (oblong, rolls funny, that is the whole idea), the Frisbee (a gliding disc, the golf equipment off the leash), and Dynamite (big boom, rearranges terrain in a hurry). The bouncy ball, kick ball, trampoline, magnet marble, and bowling pin rack round it out below.
  • Every toy lands with its own punchy explosion and a sound when it goes off.
  • New terrain dressing scattered across the biomes, including an underwater reef pass, streamed in as you explore.
  • A Delete option in the bridge piece picker, so you can take a bridge back out.
  • The Dasher game mode is back, and everyone in the lobby starts together on the same GO.
  • A grow status marquee that shows your world's footprint filling in tile by tile while it assembles around you.
  • A WASD move-speed slider in photo mode.
  • The Bouncy Ball and the Kick Ball. One small and springy, bouncing way more than you bargained for; the other big, light, and easy to boot, walk into it and it sails.
  • Way more toys at once: up to 96 bouncy balls, 32 kick balls, and 24 eggs live at a time, and when you hit the limit the oldest one quietly pops instead of the gun refusing to fire.
  • The Trampoline. Plant one, jump on it, and leave the ground with feeling. It re-arms your air jump mid-flight, and balls and eggs bounce off it too.
  • The Magnet Marble. A glossy toy that reels in every loose ball, egg, and marble nearby with a few seconds of toy gravity, then settles.
  • The Bowling Pin Rack. One shot plants a ten-pin triangle on the ground. Bowl it over with a kick ball, a shove, or another rack; pins topple, scatter, and clatter down slopes.
  • Physics toys float now. Drop a bouncy ball, kick ball, egg, or a rack of pins in the water and they bob at the surface instead of falling through; the glass magnet marble sinks, and the frisbee settles floating on the surface instead of sinking to the lakebed. A charged shot plunges in, then pops back up.
  • The double jump does a full forward flip now. Hit jump again in the air and your character tucks into a clean 360 tumble and opens back up to land upright every time.
  • Rivers have a current now. Toss a bouncy ball in and it floats off downstream, riding the water wherever it runs downhill, picking up pace on the steep stretches. Lakes and the sea stay calm; only running water carries your toys away.
  • Water reacts when things hit it. Toys splashing in send rings rippling out across the surface, bigger and foamier the harder the plunge, fading as they spread.
  • You make ripples too. Diving in sends a big ring out from your splash, wading in makes a small one, and swimming leaves a trail of little wakes behind you. Your friends' swims ripple on your screen as well.
  • WATERFALLS. Wherever water meets a real drop, a falling sheet appears on the cliff face and soft mist rises where it lands. A river running off a ledge spills over it, and where lakes step down a hillside the falls terrace from one to the next.
  • Letting go of the grapple mid-air re-arms your double jump, so you can chain grapple, flip, grapple, flip across a whole swing.
  • The Mountain world type grew real snowcaps. Its peaks now run a touch cooler, so the tallest crags carry snow while the ridge lines below stay green and rocky.
  • A Lakes dial in Features, from none to many, so you set how much standing water a world carries. Mountain worlds used to flood every pocket no matter the sea level; now they keep it to a few deep lakes out of the box, with the slider there if you want more or none.
  • Regenerate the whole world in one go. The World panel has a new "Apply to all tiles" checkbox that re-rolls every tile one at a time while you keep playing, with the growth banner counting them in. Each tile keeps its own character, and a confirm step guards your sculpt edits before anything rerolls.
  • A Sea level slider is back on the World panel, right under the terrain dials. Slide it up to flood the world or down to dry it out, and the climate presets move the sea across every tile now, so picking a preset can flood or drain the whole world at once.
  • Rivers have a voice now. Running water murmurs as you get near and fades as you walk away.
  • The toys sound off: the dynamite's boom (with its fuse hissing while it counts down), the egg's crack, the frisbee's whoosh, the trampoline's boing, the magnet marble's hum, and the clatter of falling bowling pins, each mixed to sit right in the world.
  • The spawn gun comes loaded. A fresh player's gun has the bouncy ball armed from the first click, no picker required, and the tip strip teaches the toy wheel from there.
  • Achievements are live on sbox.game. All twenty show on Berm's page now, and everything you earned before this update gets credited to your profile the first time you play.
  • Berm Points. Your play quietly adds up now, a running score for everything you do, from brush work to grapple miles to worlds explored. Every meter you travel and every toy you fire counts.
  • Daily Challenges. Three fresh dares a day, one quick, one for a whole session, one real stretch, each paying Berm Points the moment you clear it. Pin one to watch it tick on your HUD, and the new Progression tab gathers your points, your title climb, and the day's challenges in one spot.
  • Tab opens a full hub now. What used to be one crowded card is six tabs: Dashboard for the at-a-glance stuff, then Players, Progression, Leaderboards, World, and a Loadout tab marked coming soon.
  • The Players tab shows everyone's earned title and lifetime Berm Points next to their name, and flips into the live scoreboard the moment a round starts.
  • A Leaderboards tab with global boards: Dasher best times, Berm Points, toys spawned, brush strokes, and minutes played, with your own row pinned at the bottom whenever you are outside the top ten.
  • Titles ride nametags now. Your friends' earned titles show under their names out in the world, and Options has a switch if you would rather keep tags to names only.
🧼 Improved
  • The Spawn Gun fires at anything now, sky, water, whatever you are pointing at. Free toys like the egg and frisbee wake up in the air and physics takes over from there.
  • Dynamite and the other plantable toys now visibly fly out of the gun as themselves, tumbling through the air, instead of popping into existence only when they land.
  • Friends get the same shot you do. A guest's charge and aim carry to the host, so a guest's frisbee glides and a charged shot lands the same on every screen.
  • Guests can place and remove bridges now, not just the host.
  • The lantern moved off the hotbar to a plain L press, held in your hand and swapped in and out.
  • Photo mode got a longer focus rail out to 100 meters, a wider card, and finer blur steps. Depth of field and zoom keep working even when you hide the rest of the UI.
  • The quiet growth pill grew into the live marquee above, so a growing world is the show, not a footnote.
  • The paintball tip shows the color you are painting with right now, sitting next to the P key chip.
  • The join screen has bigger header icon buttons and a labeled Refresh button.
  • The spawn wheel got a full redesign: every toy sits on a lit family-colored tile showing its real 3D model, visible the moment the wheel opens and spinning when you hover. The armed pick glows cyan with its name called out below the wheel, and a toy at the world's limit dims instead of showing a number. The frisbee finally shows its disc instead of two letters.
  • Berm's menus and panels fade in smoothly instead of popping into place.
  • Dynamite got real: a proper three-stick bundle with a fuse that visibly sparks and smokes while it counts down, burning faster right before the boom.
  • Dynamite hits harder too. Craters chew through about twice the dirt and dig noticeably deeper.
  • The tile minimap went frameless: no borders around the thumbnails anymore, just a cyan ring on the tile you are standing in.
  • The M map view fills its card now at every world size: one big map on a cozy world, four large quadrants on a 2x2, nine on a 3x3, with sharper thumbnails to match.
  • The spawn gun charges to full in under a second now, half the old wind-up. And charging actually pays off for every ball: a full charge visibly outruns a tap instead of the light toys all leaving at one speed.
  • Smoother physics in a world full of toys. Launch pads, balls, pins, and eggs share their housekeeping each tick now instead of each one scanning the whole scene on its own.
  • The Trampoline grew into a proper backyard trampoline, half again as big, and it bounces reliably now even when it settles against a hillside; standing on the mat and jumping always launches, and balls and eggs still spring off it.
  • The egg is three times the size now, a proper prize hen's egg.
  • Bowling pins are four times their original size now, proper skittles you can see topple from across the valley.
  • The H key cycles the keys legend now: full card, hidden, or the compact list, and Berm remembers whether you keep it on or off between sessions.
  • The spawn gun and hands-free hotbar slots show proper rendered icons now instead of placeholder glyphs, including a friendlier open hand for hands-free.
  • The hotbar got reorganized: the everyday tools (paintball, jetpack, boots, glider, balloon) sit together on the left after the brush, the Rocket Boots are back on the bar, and the Spawn tool sits at slot 8 showing a spinning 3D preview of whatever you have loaded.
  • Hosts and guests get the same size Tab hub now. Guests just lose the World tab and the round controls, nothing else.
  • The invite code calmed down. Instead of dominating the menu it sits as a compact chip in the hub header on every tab; click anywhere on it to copy, with Invite via Steam right beside it.
  • Time of day, gravity, and the paint and brush permissions all live together on the World tab now, with Edit world moved in beside them where terrain authority belongs.
  • Weather moved from Options into the World tab, right beside the clock, since it's world state the host runs and guests follow the same as time of day.
  • The hub Dashboard shows everyone's lifetime Berm Points right on the roster, next to their name.
  • The keys card, the tile map, and the hotbar went frameless too: no more gray outline around them, just the dark card.
  • Every world-type card in the create flow got a fresh portrait, shot clean from real worlds so the five of them finally match.
🪛 Fixed
  • Props place correctly on grown and multi-tile worlds now. They used to check against the wrong tile and land in the wrong spot or get turned away.
  • Saving a world with props out on grown tiles is safe now. Such a save could quietly refuse to load back later; new saves record things properly and every existing save still loads exactly as before.
  • The unsaved-changes warning notices everything now. Sculpting on any tile, growing new tiles, and placing props or bridges all count as changes, so regenerating or loading another world can no longer quietly throw that work away. And if the safety autosave itself fails, discarding stops instead of proceeding anyway.
  • The grow marquee no longer runs a tile ahead of the world it is previewing.
  • The photo panel mouse works again in character-mode freecam, and hiding all the UI no longer takes depth of field and zoom down with it.
  • The landing screen shows your recent worlds even when only the autosave can load, and the save toast that used to stick around now clears.
  • You ride along the top of bridge decks instead of wading waist-deep through them.
  • Tips you have already seen and dismissed stop coming back.
  • Toys collide with the world properly now. The frisbee bounces off cliffs and settles on the ground instead of vanishing into the wall, and balls and eggs bounce off terrain walls instead of flying straight through them.
  • Paintballs fired straight up or in a steep arc curve back down and splat near you now instead of disappearing partway up, and they come back in about five seconds instead of leaving orbit first. You can also aim fully straight up now; the camera used to stop short of vertical, and steep shots used to veer off below your crosshair.
  • Those tiny golden specks that flickered around you at dusk are gone. They were not fireflies, just the low gold sun catching the tops of distant grass, trees, and rocks hard enough to blow out to bright pixels against the darkening ground. Thanks to the sharp-eyed player who reported it with screenshots.
  • Joining a friend's world no longer leaves a ghost copy of their held tool floating frozen next to them. One gun per person, right in their hand.
  • When a friend's toy fizzles now, the friend sees the same "fizzled, plop" message the host does, not just the host.
  • The prop placer minds its own business now. It used to quietly keep placing rocks on your clicks after you switched to another tool, with its ghost and hint bar stuck on screen; switching tools shuts it down completely.
  • Point-blank shots connect now. A ball fired at a nearby pin, ball, or egg knocks it over instead of passing through; a free toy in flight now looks for a toy in its path and comes alive the instant it reaches one, well before it grows to full size.
  • Bridges you build in someone else's world count toward your own stats and challenges now. They used to build fine and credit nobody, which left the Bridge Work challenge stuck for anyone who only joins.
  • Walking into a desert rock now feels like a rock. The big boulders, tall rock shards and stacked stone columns had no substance at all, so you strolled straight through them and the grappling hook found nothing to catch on. They stop you now, and the hook sticks. Grass, flowers and reeds stay walk-through, the way they should be.
  • Bowling pins stand up properly when a rack lands, and wait there until something knocks them over. And once they are down they settle where they fall instead of skating circles around your feet.
🚯 Removed
  • The old empty-hands spawn slot. The Spawn Gun replaces it.
  • The water brush is switched off for this update while it gets more work. Water you already painted still sits there and still flows, and rivers, lakes, the sea and waterfalls are untouched.
⚠️ Known Issues
  • Terrain edits made live in a running world (brush strokes, dynamite craters) do not reach friends who join afterward until the world regenerates. Everyone present at the time sees them fine.
🧼 Improved
  • The join handshake now tells stale reports apart from real problems, so building together is a lot more stable.
🪛 Fixed
  • Terrain tiles no longer vanish for friends when anyone paints or sculpts on a multi-tile world. This was the big one.
  • Options and Achievements now actually take clicks and scroll when you are the one who joined the world.
  • Name tags no longer float on top of the Tab menu.
  • New players who join a friend's world now get the full tips walkthrough instead of silence.
  • Hardened the character dressing path that we believe crashed a host server mid-session.
🚯 Removed
  • Round modes (Paintball and Dasher) stepped behind a Coming Soon tag while they get more work. Explore is the mode for now.
⚠️ Known Issues
  • When the host regenerates a tile, joined players hitch for a few seconds with no explanation. A proper notice is coming.
  • Both players need this update to play together. If a join is refused, update both sides and try again.
🎁 Added
  • World Builder is now Berm. Same game, same one-person shop, new name that fits the dirt-moving spirit better. Everything you built is safe: saves, achievements, and friend codes all carry over. The version jumped from 0.7.0 straight to 1.0.0 on purpose.
  • Berm has a voice now. This is the first real sound pass, with more than 30 hand-mixed effects across moving, tooling, building, and the little world moments in between, plus ambience once you are actually in a world. Menus and the editor stay quiet on purpose. Background music ships off by default, and you can turn it on any time in Options.
  • Live terrain in co-op. When the host reshapes the land, everyone else sees it happen as it happens instead of waiting for the next sync.
  • Photo mode. Drop into freecam, frame the shot, and pull focus with a real depth-of-field panel. Right-drag zooms the lens, and your composition sticks around between sessions.
  • Weather you can set. Clear, Cloudy, or Rain, switched right from Options (the host makes the call in co-op).
  • A living sky. A real sun disc now tracks across the day, with procedural clouds rolling overhead.
  • Effects on everything. Jetpack smoke puffs, rocket-boot heel trails, dust kicking up under your steps, and a little sparkle on every brush op.
  • A brand-new landing screen. A proper title band, a jump-back-in rail for your recent worlds, and an inline friend-code slot to hop straight into a friend's build.
  • Rocket boots that look the part. The boots wear real footwear now instead of a bare effect.
  • Graphics settings. A new Graphics tab lets you match the visuals to your machine, and it remembers your pick.
  • A first peek at what's next. The build radial carries a greyed COMING SOON Bore wedge, an early look at tunneling and caves landing in a later dig.
🧼 Improved
  • Options got simpler. Four clean tabs now, and paint color moved onto the marker where it belongs.
  • The create flow reads better. Pick the feel of your world, then just the size. Terrain style is promoted up front with art-style glyphs that show you what you are picking.
  • New players start gentler. Look sensitivity defaults to a calmer 0.7x for both mouse and controller.
  • Freecam respects your settings. Photo sensitivity now follows your look setting, with its own slider, plus a lens-zoom slider that resets clean.
  • Cleaner menus throughout. Every submenu closes with a single top-right X, danger buttons went borderless, and the Browse Worlds panel dropped its double frames.
  • Recents cards went borderless for a calmer landing screen.
  • The world map is smarter while it loads. The tiles minimap shows every cell with a loading spinner as a big world streams in, and small 2x2 worlds scale up to fill the card.
  • Smoother terrain generation. Freshly grown tiles blend their climate into the neighbours instead of hard-edging at the seam.
  • Gentler streaming. Trees and props fade into place as you travel instead of popping in.
🪛 Fixed
  • The third-person camera no longer wobbles when you stand near tall terrain.
  • Clouds lost an ugly diamond-plate artifact.
  • Guest edits and prop placement route reliably in co-op instead of occasionally dropping.
  • Guests get proper credit for achievements they earn in a friend's world.
  • The guest join screen sits centered again.
  • Landing-screen controller hints only show up when you are actually on a controller.
  • Growing a new tile mid-action no longer collides with the world regenerating.
  • The key legend description renders in the right spot, and the Waterworks achievement text finally says what it actually does.
🚯 Removed
  • The separate Paint tab is gone. Paint color lives on the marker now, so there is one less place to hunt for it.
⚠️ Known Issues
  • Live co-op sculpting is brand new. If a co-op session ever looks out of sync, rejoining resyncs everything.
🎁 Added
  • Edit the world together: open the world editor mid-session and reshape tiles while friends watch it happen live
  • The World Builder Brush: a real held tool for terrain sculpting in play mode, with a right-click op wheel and full brush options
  • Guest sculpting: friends can edit your world too, behind a host toggle in the Tab menu
  • Bridges: place stone and wooden spans and corner pieces, chain them across valleys, and start one right off the ridge you are standing on
  • Achievements: 20 to earn across creating, sculpting, traversal and company, with unlock toasts and a progress page in the Tab menu
  • A guided tips walkthrough for new players, with buttons and keys shown exactly as they look in the game
  • Pick your terrain style at world creation: Voxel, Low-poly or Smooth
  • Set your sea level at world creation
  • Time-of-day slider in the host Tab menu
  • Signature landmarks: desert gateways and hoodoo clusters can rise in new worlds
  • Autosave toasts, and your saves now live under Your worlds
  • Share your world: export it to a file and import worlds your friends share, right from Your worlds
  • Press P while the Paint brush is armed to open a terrain colour picker
🧼 Improved
  • Creating a world is a clean two-step flow with clearer headers and a simpler Advanced drawer
  • The world editor panel slimmed way down: the sliders that matter up front, no technical readouts
  • Shuffled tile re-rolls now match their neighbours' scale instead of coming back flat
  • Brush strokes flow across tile seams, and the editor brush works on any tile you point at
  • Sculpting works on every tile from the world editor view without traveling first
  • The achievements page and unlock toasts got a full layout pass
  • Player dots on the tiles minimap are twice as big
  • The Game Mode panel got a cleanup and a proper Back button
  • Big worlds now tell you the build can take a moment
  • Hotbar slots reordered: Grapple, Brush, Paintball, Jetpack lead the bar
  • Attire list cleaned up
🪛 Fixed
  • The grapple rope no longer clips through your body in third person
  • Hitting Regenerate while a new world was still building could corrupt it; the button now waits for every tile to land
  • The Next button on world creation sometimes needed several clicks
  • A stuck Reshaping card could linger forever after a failed rebuild
  • Your minimap dot could drift off its tile on small worlds
  • Achievement toasts could stretch across the whole screen
  • Duplicate name tags over players
  • Jetpack and balloon can now lift you out of water
  • Players no longer spawn in the water on shoreline worlds
  • A red error card could flash at editor load
  • Plant, Rock and Clear now work on grown tiles
  • The grapple fires from your hand instead of the camera
  • The tile preview can zoom with the mouse wheel and its buttons are clickable again
🚯 Removed
  • The Advanced section of the world editor panel, along with its inert technical dials
⚠️ Known Issues
  • A re-rolled tile can switch biome sharply at its seams
  • Large 3x3 worlds can be demanding on midrange PCs
  • Friends cannot use the brush in your world right now, even with sculpting allowed; a fix is in the works
🎁 Added
  • Lakelands, a new world character with real sea, islands and sandy shores (takes the Islands card's spot)
  • The clock now runs: days are three times longer than nights, and the sky crossfades through dawn, day, dusk and starry night
  • A compass with N/E/S/W cardinals, with an on/off toggle in Options
  • Player dots on the tiles minimap, you in cyan, friends in green
  • New tiles rise up and then rain their trees and props from the sky
  • A card and minimap spinner show while a tile is reshaping
  • You now spawn with the grapple in hand, it is the best way to get around
  • Swimming washes paint off, and everyone sees it happen
  • New binds: V to talk, K to change view, and D-pad menu, view and hotbar on controller
🧼 Improved
  • Desert reworked: taller mesas, sparse pools, long dune views
  • Mountain range worlds now bring real mountains on every tile, no more flat squares
  • Terrain stays loaded across the whole world, so tile border crossings are hitch-free
  • The loading screen smoothed out while your world builds behind it
  • The keys legend docks above the tiles widget and H expands it upward
  • Tab menu spacing evened out for guests
🪛 Fixed
  • Shuffle, the dice, and typed seeds now actually re-roll a tile's terrain when you hit Regenerate. Before, they only moved the rivers and roads, the mountains stayed put
  • Every new world rolls a fresh seed, no more sticky seed between creates
  • Camera view distances restored, with no more jitter when descending stepped slopes
  • A paused host no longer lets other players' clocks drift ahead
  • The generator panel remembers hidden character dials when you regenerate
  • The seed box takes clean whole numbers now
🚯 Removed
  • The Export world button is pulled for now. It could never finish in a published build, so it is gone until it works for real. It is coming back properly
⚠️ Known Issues
  • Rebuild whole world only rebuilds your current tile on multi-tile worlds, so the button is hidden there for now
  • A re-rolled tile can come back flatter and lower than the sliders suggest
  • A re-rolled tile's biome can change abruptly right at the seam with its neighbours
🎁 Added
  • Worlds are BIGGER: pick your size when you create, from one cozy tile up to a full 3x3 region, and watch every tile rise up as your world builds
  • All new create flow: real terrain previews on every card, a Surprise Me option, and honest guidance for what your PC can handle
  • World map on M: see every tile, click one and the camera flies you there
  • New corner tiles widget showing your whole world at a glance, with a tiny live map for every tile
  • Reshape your world tile by tile: shuffle any single tile until you love it
  • Grapple, paint, and play across tile borders, the whole world acts as one seamless place
  • Builder view hints: WASD to move, right mouse to orbit, B for the brush
  • An early days note on the saves menu, plus you can export any world you want to keep forever
🧼 Improved
  • The camera now frames your whole world when it finishes building, no more starting face first in a hillside
  • Time starts paused at high noon, run the clock however you like from the Tab menu
  • Paintball and Dasher now play on whichever tile the round starts from
  • Key hints across the game are brighter and easier to read
  • Loading screens got a cleanup with proper fonts
  • The game ships 22 MB lighter and the console is much quieter
🪛 Fixed
  • Paintball splats land on terrain again
  • Dasher courses no longer vanish when the round runs on a far tile
  • Regenerating a tile no longer freezes the game, worlds now build in the background
  • Guest player pills no longer squish together
  • Seams between tiles line up cleanly after edits
🚯 Removed
  • The pre game mode picker: every session starts in Explore, start Paintball or Dasher any time from the Tab menu
  • The old corner terrain map, replaced by the new tiles widget
⚠️ Known Issues
  • Distant tiles can hitch briefly when they load full detail as you approach
  • Whole world regenerate is per tile for now, a proper all tiles rebuild returns next update
  • Islands, Low poly and Smooth terrain, extra kit skins, Frisbee Golf and Hide and Seek are marked coming soon while we finish them properly
🎁 Added
  • Marker skins are here: Frostbite, Magma, and Meadow join the Standard marker, each with its own look in your hand and in the hotbar
  • The Workshop: a new row in the Tab menu where you pick your marker skin, and fresh skins wear a NEW tag until you check them out
  • Your skin is yours: equip instantly, everyone in the session sees your pick, and your choice sticks between sessions
  • The glider flies like a real one now: look down to dive and build speed, look up to flare and stretch the glide, and bank into your turns to carve
  • Grapple power dial: tap [ or ] while holding the grapple to tune the winch from gentle to punchy, with a power bar above the hotbar
🧼 Improved
  • Fresh worlds are bigger: new worlds now default to the 256 m size (up from 192 m)
  • Every fresh start rolls a random world now instead of everyone landing in the same one
  • Way more readable: a full pass over the UI turned dim gray labels, tips, and values bright
  • Editing the world while hosting now explains the preview flow up front, and the brush tells you why it is waiting instead of silently doing nothing
  • Multiplayer is tougher under the hood: vehicle spawns, seat claims, and game mode reports are all double-checked by the host now
  • Saves and exports are safer: writes stage to a copy first, so a crash can never eat your last good save
  • Small touches: a player count icon in the session strip, tidier hint pills in the world editor, and the Workshop drops you straight back into the game
🪛 Fixed
  • The grapple can pull you out of water now (reeling toward land used to leave you stuck swimming)
  • In free-for-all, other players' muzzle flashes now flash their paint color instead of white
  • Corrupted save data is rejected before it loads instead of after it breaks something
⚠️ Known Issues
  • Everyone needs this update to play together (older versions cannot join a v0.5.0 session)
🧼 Improved
  • Paintball rounds now start you up in the air, scattered across a battle zone that grows with the lobby (a couple of players start close, a full lobby spreads wide), no more spawning on top of each other
  • Public worlds in the browser now show who is hosting ("Bugs's world") instead of an anonymous world number
🎁 Added
  • Everyone carries a paint marker now: it lives in hotbar slot 1 in every mode with unlimited paint, so you can paint the world (and your friends) even in free roam
  • Pick your paint color: 8 colors to choose from, in Options or with the quick palette on P while playing, and everyone in the session sees your color
  • Paintball is live as a round mode too: pick it from the Play menu or the Tab game modes panel and tag your friends, most splats in the round wins
  • Play it free-for-all (the default) or in teams (teams paint in team colors), with round length presets, and the round starts on its own once everyone lands
  • The marker shipped with its full kit: a proper launch sound, tuned firing fx, and a first-round hint that shows you how to arm it (press 1)
  • Press 8 or scroll past the last gadget to go hands free, the empty hands slot is part of the scroll rotation now
  • Hosts get a PLAYER PAINT toggle in the Tab world panel: turn it off and nobody's body takes paint for that session (the world still does)
🧼 Improved
  • Dasher has a new direction indicator: a clean minimal strip at the top of the screen with a single marker showing which way the next checkpoint is, replacing the old off-screen edge arrow
  • Your dot on the minimap now follows you live while you are walking around (it used to freeze wherever the camera was last focused)
  • First person view now shows just the item in your hand; the old placeholder arms never animated and are gone until real arms arrive
  • Paint really sticks now: the world holds thousands of splats and bodies hold three times more before the oldest paint recycles
  • Menu text is brighter across the world setup panel, unselected options are now easy to read
  • The preset tiles in the Tab World panel are now evenly sized
  • The V (change view) key now shows in the compact hotkey legend
  • The game console is much quieter, developer debug output no longer prints while you play
🪛 Fixed
  • Save and continue now stops and tells you when the save failed instead of carrying on as if it worked
  • Audio settings that fail to save now retry instead of being silently lost
  • Joining a friend's world no longer traps you in an endless sky fall near the coast, you drop in once, land (or splash down) and play
⚠️ Known Issues
  • If a host force-quits the game, friends from that session may see timeouts for a few minutes before Steam clears the old session. Reconnecting works again shortly after
🎁 Added
  • Invert mouse Y option in the Options menu (Look Sensitivity), for players who prefer flipped vertical look, off by default
  • Drag camera hint (RMB drag) above the brush dock so you can find the orbit camera without opening the hotkeys card
  • When a Dasher round ends, a visible 20 second countdown brings everyone back to free play. Starting a rematch cancels it
🧼 Improved
  • On-foot mouse look now respects your s&box mouse sensitivity setting, so it matches your other games and the in-vehicle camera instead of feeling too fast
  • Dropping in from the sky is now smooth from the very first frame, no flash of ground level before the fall
  • Dasher sky checkpoints now sit lower, keeping courses tighter to the terrain
🪛 Fixed
  • The notice that appears when a host closes their world is now a proper solid panel with working buttons
  • The full Hotkeys card (H) no longer spills over the minimap on shorter windows, the key list scrolls when it does not fit
  • You no longer get stuck swimming in shallow water; wade back to standing depth and you stand up and walk again
  • Water no longer renders over the beach or floats on shore ledges; the waterline stops cleanly at the shore instead of tinting dry sand blue
  • Public worlds whose host crashed or vanished now show as offline in the browser instead of luring you into a connection timeout
  • If a join still times out, you land back with a clear message and the game steers your next try away from that world
  • The connection lost screen only offers Rejoin when it actually has an invite code to rejoin with
  • Ground detection now matches what you see: your feet follow the actual terrain, no more floating past step edges on invisible ledges
⚠️ Known Issues
  • Paintball and Hide & Seek show in Game modes as coming soon. Dasher leads the family for now
  • If a host force-quits the game, friends from that session may see timeouts for a few minutes before Steam clears the old session. Reconnecting works again shortly after
🧼 Improved
  • Joining a world now drops you in from the sky while the terrain finishes loading under you. No fall damage, great view, no more falling through a half-loaded world
  • Racing Dasher as a guest is now properly robust: the host tracks your actual path through each checkpoint, so fast flybys and laggy connections all count, first try
  • If a host is not reachable, joining now tells you to try again in a few minutes instead of timing out silently, and retries automatically look for a fresh session
🪛 Fixed
  • Fast checkpoint passes no longer get eaten by network lag: every racer's passes count at any speed
  • Quitting a friend's world no longer replays a stale "closed the world" message the next time you start the game
  • Joining from the server browser now always connects to the exact world you picked
  • Checkpoint spheres are back to their proper size now that lag is handled correctly
⚠️ Known Issues
  • Spawning into a lobby is still a little janky, you'll initially spawn under the world frozen just give it a second and then you'll get in there... a fix is in the works
  • Paintball and Hide & Seek show in Game modes as coming soon. Dasher leads the family for now
  • If a host force-quits the game, friends from that session may see timeouts for a few minutes before Steam clears the old session. Reconnecting works again shortly after
🧼 Improved
  • Dasher courses spread out properly now: checkpoints keep a real distance from each other across the map instead of bunching up or stacking at different heights, and sky checkpoints sit noticeably lower so you spend less time climbing and more time racing
🪛 Fixed
  • Dasher races now count checkpoints for everyone: guests joining a race were flying through orbs without scoring, only the host's passes counted. Every racer's progress lands on the leaderboard now
🚯 Removed
  • Paintball stepped back into the workshop for a quick repaint: multiplayer hit detection was not catching tags the way it should, and the splat sounds need love too. It returns in an update soon. Dasher leads the races in the meantime
⚠️ Known Issues
  • Paintball and Hide & Seek show in Game modes as coming soon. Dasher leads the family for now
🎁 Added
  • Paintball: real projectile combat! Paintballs arc through the air with actual drop-off, splat where they land, and paint the world AND the players. Teams or free-for-all rounds, round horns and stings, a crisp hit tick when you tag someone
  • Dasher: a checkpoint race! Golden orbs generate across the map, on the ground, on peaks, and high in the sky. Race through them on foot or with your gadgets, watch the minimap dots, first through the course wins
  • Trees and rocks across every biome, with honest hitboxes: bump the trunk, run through the leaves
  • Rock brush: paint spread-out boulders straight onto your world, tuned per biome
  • Worlds library: name your saves, rename, duplicate and delete them, with mini-map thumbnails, autosave backup and an unsaved-changes guard
  • A living landing page: the floating world regenerates with a fresh seed every few seconds and blooms up from the horizon
  • One join surface: browse worlds or paste an invite code in the new server browser
  • Your version number now lives at the bottom-right of every screen
🧼 Improved
  • Fresh coat of paint everywhere: new fonts, bigger and brighter text, one consistent type scale, cyan accent throughout
  • Pick your mode before you play: Explore, Paintball or Dasher right on the world card, with round length and team settings
  • The invite code on your session card is now big enough to read across the room
  • The paintball marker got a full makeover: new model options, first-person view, proper reticle, and muzzle flash in first person
  • Steam avatars next to player names everywhere
  • Every world generates with a few trees by default now
  • Mouse wheel cycles your items, V cycles camera views, I toggles freecam
  • Dasher shows one checkpoint orb at a time now, so there is never any doubt about which one you are racing to
🪛 Fixed
  • Saving twice in a row now confirms both times. No more wondering if the second save worked
  • Regenerating a world no longer risks silently overwriting the save you had loaded
  • Ending a round no longer leaves the menu stuck on screen or eats your clicks
  • Stopping your server fully clears the round HUD everywhere
  • Guests now see the real invite code in their menu
  • Clicks on menus no longer leak through into the world
  • Swept the last of the old green accents and heavy shadows out of the UI
  • The Dasher checkpoint beam now hangs neatly below the orb instead of spearing straight through it
⚠️ Known Issues
  • Hide & Seek shows in Game modes as coming soon. Paintball and Dasher lead the family
🪛 Fixed
  • The Tab menu and H key legend now work when you've joined someone else's world
  • The world creator panel no longer squishes its controls together — sections now open one at a time
🧼 Improved
  • Joining a world now drops you in gently from above — no more falling through the ground on arrival
  • Stopping your server now politely disconnects everyone with a clear message
  • Public Worlds browser joins now check build compatibility before connecting
🪛 Fixed
  • The Tab menu now reliably opens for players who joined a friend's world
  • Typing in the join code box is visible again
  • Players who leave no longer linger as motionless bodies in the world
  • Reconnecting after a session should no longer require restarting the game (have players leave before stopping your server)
  • Removed console log spam
⚠️ Known Issues
  • If a join times out on a machine's very first launch, restart Steam once and try again
🎁 Added
  • All-new Public Worlds browser — a clean pop-up listing every public world with player counts and one-click Join
  • See your friends on the minimap — other players show as rings alongside your dot
  • New options: turn name tags on/off and set their draw distance (up to Unlimited)
🧼 Improved
  • Name tags now appear when you're near a player (10 m by default, adjustable) instead of across the whole world
  • The world overview still shows every player's name marker at any distance
🪛 Fixed
  • Joining a world no longer drops you through the ground — your character waits for the terrain to be solid
  • The same protection covers mid-session world reshapes for everyone connected
  • If you ever end up below the world, you blink back to spawn instead of falling forever
  • The Tab menu now works for players who joined by typing a friend code
⚠️ Known Issues
  • The s&box main-menu JOIN GAME button may not find freshly created worlds — use a friend code, Steam invite, or the in-game Public Worlds browser
🎁 Added
  • Public world browser — find and join public worlds right from the menu, no code needed
  • Full menu for joined players — attire, options, invite code, player list, and leave server
  • Push to talk (X) and lantern toggle (L) now shown on the key legends
🧼 Improved
  • Other players now properly walk, run, and jump instead of sliding around
  • The glider now glides automatically as you fall — no need to hold the button
  • Balloons and gliders are now held correctly by other players
  • Name tags show real player names and sit neatly above the head
  • Brush controls are easier to read, and tree planting starts at a lighter density
  • The world menu scrolls when it gets tall, and typing a friend code works reliably
  • Cleaner status bar when connected to a friend's world, plus assorted text polish
🪛 Fixed
  • The lantern (and jetpack flames) now glow in the published game, not just in testing
  • The water brush now digs ponds on flat and sloped ground — it previously did nothing
  • The smooth brush now actually smooths terrain — it previously did nothing
🚯 Removed
  • Removed a confusing status line on the world screen that looked like a broken counter
⚠️ Known Issues
  • A doubled player body was spotted once while holding the grapple — this update ships a preventative fix; please report if you ever see it again
  • Other players who are swimming may briefly show a standing pose