Building Permit
1.2.0
26 July 2026
🎁 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.