v1.3.5 is primarily a server stability and networking pass.

The core problem we were solving is that past around 10 players, the server was doing significantly more work than it needed to. Broadcasting game events like gunshots, footsteps, damage, and inventory changes to every connected player regardless of whether they were anywhere near the action was the main culprit. This update addresses that systematically by introducing distance-based culling across virtually all network traffic, alongside a handful of other targeted improvements like batching, caching, and converting broadcast RPCs to server-only calls where damage and validation are involved.

What to expect ❔

In practical terms, the server should hold up noticeably better as the lobby fills. We are targeting a smooth 20-player experience as the baseline, with the system scaled up to handle a full 32-player server without the instability and inaccuracies that were creeping in before. The improvements are not just about raw player count either. Combat should feel tighter and more accurate at higher populations since damage is now routed through the server directly rather than relying on a broadcast chai

Looking ahead 💫

These changes lay the groundwork for confidently pushing larger lobbies and events without the server degrading mid-session. There is still more optimization headroom available, but this update represents the biggest single reduction in unnecessary network load the game has seen so far.
Comprehensive Networking Stability and Optimization Pass
1.3.5
10 March 2026
🎁 Added
  • 🌐 Distance-based network culling — RPCs only reach players within 500u (800u for hub pads). Host always receives everything.
  • ⚡ O(1) player lookup via dictionary — no more scanning the full player list on every hit.
🧼 Improved
  • 🛡️ Damage and hit requests are now server-only calls instead of broadcasting to all clients.
  • 🔊 Gunshot and world sounds converted to unreliable packets, reducing bandwidth at scale.
  • 🎒 Player inventory data now pushed only to the owning player instead of syncing server-wide.
  • 🎨 Equipped skin changes batched into a single network call instead of one per weapon slot.
  • 🔫 Weapons clear their sync state on holster, cutting ~66% of idle weapon replication.
  • 🏷️ Nameplate panels cache their player list and refresh every 300ms instead of every frame.
  • 🚀 Spawn queue scaled for 32-player servers: 10 concurrent, 256 depth, adjusted grace periods.
🪛 Fixed
  • 🐛 Fixed a crash on the nameplate display when leaving a match with stale cached player references.
🚯 Removed
  • 🗑️ Hold-to-confirm mechanic on the Leave Match button — now a simple one-click button.
people
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