Fully Loaded
1.1.0
25 July 2026
🎁 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.