- 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.
- 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 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.
- 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.
- 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.