We've added a demo recording feature this week, fully integrated with Movie Maker. You can record objects and components in your scene to a MovieClip that can be played back in-game, or imported into Movie Maker for further editing. These movies could be edited into gameplay trailers or machinima, or used within games for killcams, leaderboard replays, or tutorial demonstrations.

You can use the existing Record button from within the Movie Maker editor, or type movie in the console to toggle recording. The recording API is publicly accessible, letting you configure it to suit your game.

https://sbox.game/dev/doc/systems/movie-maker/recording-api/

Be sure to report any bugs you find, and feel free to ping me on Discord if you have any questions!
We released our first public version of Sausage Survivors 2 this week, give it a go! Community member Eridium did a great video covering it too below, including some developer interviews.
Works mostly like hammer, minus the subdiv stuff. Use the selection stuff from vertex painting to make it match better with vertex paint + stops displacing stuff by accident.
Pasted objects now place to where your cursor is.

You can turn this off in editor preferences if for some reason you hate this.
I found myself wanting this, so I added nudge buttons to number editor widgets. You can also use the up / down arrow keys.
We switched to the latest HLSL 2021 standard for our shader compilation.

If your shaders no longer compile, you might've been using some legacy syntax, check out this migration guide: https://devblogs.microsoft.com/directx/hlsl-2021-migration-guide/

HLSL 2021 brings an assortment of new language features that we think will make shader authoring in HLSL more familiar and productive.
  • Template functions and data types
  • Overloadable operators for user defined data types
  • Bitfield members for data types
Our next big jump will be to Slang shader language, this is fully backwards compatible with HLSL with a bunch more features and support, and is what Valve are already using in Source 2 these days.
I spiced up the undo dock.
Platform security is a big priority for us which is why we have a HackerOne programme that rewards bug bounties for security exploits. Across all our games we've paid out over $600,000 to exploit hunters.

This week we fixed a couple of exploits:
  • RCE exploit using CompilerService.UnsafeAccessorAttribute
  • Protected command bypass in `ConsoleSystem.Run`
You can find out more about our HackerOne program here https://facepunch.com/security
Tracking down and fixing more crashes this week
  • DDGI stale buffer crash caused by referencing deleted Vulkan buffers in render attributes
  • Defensive checks for valid poses and bones to prevent animation system crashes
  • Crash on shutdown caused by `crashhandler64.dll` — now properly calls `SteamAPI_Shutdown()`
  • Race condition crash during Steam Audio HRTF initialization
  • Persistent data loading crash when files no longer exist on disk
  • Audio thread safety issues — audio resources are no longer destroyed by the main thread while in use by the mixing thread
26.03.18
26.03.18
18 March 2026
🎁 Added
  • In-game demo recording for Movie Maker — automatically record objects with renderer components in any game, play them back in-game or import into the Movie Maker editor
  • Mapping displacement tool for terrain sculpting, similar to Hammer
  • Paste and duplicate objects at cursor position in the editor, with an option to disable in editor preferences
  • Up/down arrow keys now nudge the value of float and integer controls when focused
  • Float control step buttons for fine-tuned value adjustment
  • Quad slice line preview when changing the number of cuts
  • Added `GameObject` reference to missing component log messages for easier debugging
  • Added `TypeHintAttribute` for Object/Value types with hinted types
  • Added `ControlWidget.OnLabelContextMenu` for extending right-click context menus on control widget labels
🧼 Improved
  • Upgraded shader compiler (DXC) to HLSL 2021, enabling namespaces, improved syntax, and paving the way for Slang migration
  • Sprite batch bounds are now calculated in parallel for better performance
  • Fast Texturing Tool initializes the rectangle based on existing UVs instead of defaulting to full-size
  • Resize tool now works on all selection modes, not just the default
  • Clip tool improvements
  • Allocation overlay now shows additional stats and improvements
  • Undo dock UI improvements
  • Launcher UI tweaks — fixed text alignment, boosted button brightness, consistent window icons
  • Replaced VariantControlWidget switcher button with right-click label
  • Gibs now use BatchGroup when spawning for proper networking to non-local clients
  • `InterfaceConverterFactory` now respects `JsonConverterAttribute` on interface types
  • `GameTags.GetTokens` now returns all tags including ancestor tags
  • `GetTokens` now uses atomic pointer swap to avoid race conditions when iterating
🪛 Fixed
  • Dresser component fully trusting user data, allowing players to equip cosmetics they didn't own
  • DDGI stale buffer crash caused by referencing deleted Vulkan buffers in render attributes
  • Bounds calculation for boneless meshes on `SkinnedModelRenderer`
  • Defensive checks for valid poses and bones to prevent animation system crashes
  • Cash on shutdown caused by `crashhandler64.dll` — now properly calls `SteamAPI_Shutdown()`
  • Race condition crash during Steam Audio HRTF initialization
  • Persistent data loading crash when files no longer exist on disk
  • ModelDoc close crash by removing all binding targets before shutdown
  • Terrain flickering caused by divergent GPU access on AMD GPUs
  • Vulkan validation error for `NonPixelShaderResource` pipeline stage flags in barriers
  • `SpriteRenderer` sorting improperly against other renderers like `TextRenderer`
  • Texture corruption caused by `CopyFrom` unregistering textures from the resource system
  • UI regressions — filter applying after transform causing cropped images, and rotation animation using distance-based lerp
  • Toolbar buttons in viewport sidebar disappearing after exiting Play Mode
  • `MemberCopyCache` hotload exception
  • Undo breaking when undo scopes made no changes — now properly cleans up with try/finally
  • Navmesh bounds not updating when loading scenes in succession
  • `OnDragStart` sometimes getting called twice, causing multiple drops
  • Incorrect offset when extracting faces from a scaled mesh
  • Bake scale recomputing UVs from coordinates instead of preserving existing UVs
  • Underwear appearing incorrectly when legs or chest are hidden by clothing, and removed underwear from clothing icon previews
  • Terrain texture memory leak on prefab save — terrain component now cleans up on destroy
  • Editor camera NRE when double-clicking a GameObject in the hierarchy during Play Mode
  • Protected command bypass in `ConsoleSystem.Run`
  • `CompilerService` attributes-based RCE exploit by blacklisting `UnsafeAccessorAttribute`, `SkipLocalsInit`, and `AsyncMethodBuilder`
  • Audio thread safety issues — audio resources are no longer destroyed by the main thread while in use by the mixing thread
⚠️ Known Issues
  • Nvidia drivers 595.71 onwards crash, last knowing working version is 591.86
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Apr 2021 163 posts
Update 26.03.18 : news/update-26-03-18
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Nov 2025 7 posts
EGoriy 4 days ago edited 4 days ago
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Aug 2022 19 posts
this is awesome!
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Feb 2024 48 posts
this week was impressive!!!!
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Jan 2025 17 posts
 Japan is turning footsteps into electricity! Using piezoelectric tiles, every step you take generates a small amount of energy. 
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Sep 2021 198 posts
I can't wait for the release of s&box, we are very close
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Oct 2025 19 posts
No macos/linux support? Do you expect indie devs to use windows or what?!
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Apr 2021 163 posts
Are indie devs allergic to Windows?
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Oct 2025 19 posts
marat47 4 days ago edited 4 days ago
 Ask the majority of winpoos users if they would like to continue using it. I’m using a laptop because I need to be mobile, and slopdows on laptops is an unusable nightmare, while Mac is fucking superior in every way. The fact that a laptop doesn’t turn into a potato when unplugged from ac  power is already a reason to switch.

Look at the cali devs, how many of them using that microslop's diearrhea of an os?
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Aug 2022 118 posts
If you actually did your research, you'd know there were plans for cross-platform support already. It's just not a high priority at the moment for FP
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Feb 2026 1 post
I wish this gam ehad better optimizatiion options that can be played anywhere so it can be the next roblox
people
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