We're getting closer to release, so we want to start being more open about what's coming next. We've put together a public roadmap - think of it less as a strict plan and more as a big wishlist of high-level features we're excited to work on.

It's not everything. It's not a promise. It's the stuff we're genuinely pumped about and want you to know is on our radar.

You can upvote items you care about and leave comments - so if something matters to you, let us know.
We signed the new license with Valve this week, allowing us to allow people to export games from s&box's editor and ship them as standalone games on Steam completely royalty free. This has been a bit of a complicated journey, but with a lot of reassurance and compromises, we've got there.

We still have work to do on our end. We need to create a license between Facepunch and the people shipping games, then double and triple check everything is legit, but I wanted to share this progress with the community so they know that Valve did the bizzo.

When it's ready we'll be piloting it with a few select people. The first out the door is likely to be My Summer Cottage.
We've added a couple of new commands to help out with diagnosing network traffic this week. By turning on net_diag_record 1, waiting a couple of minutes, then running net_diag_dump, the game will export out a text file showing you all the network traffic over that time.

It'll show you Sync Var traffic, RPCs (in and out), and per-connection traffic. It should help you to diagnose your networking bottlenecks. Quite useful for headless clients where you don't have access to the network overlay.
Select-all in mapping mode used to select all game objects, that's not what we want, instead it now selects all mesh elements depending on the selection mode.
The morph API now has control over the blend time between animation driven morphs and game override morphs, allowing you to turn it off completely and switching to your morph override instantly.

It also blends in and out properly now.


In mapping mode when hovering and selecting mesh elements, props would block the selection. To fix this we needed to support getting all hits along the trace when tracing render meshes.
Someone requested cylinder hitboxes in modeldoc, this is now supported.
We've added the first version of face posing to Sandbox Game this week, fully networked, and supports presets!
Previously, our color space conversion wasn't always correct leading to washed out colors, particularly noticeable for blacks and whites which looked grey.
We now properly convert all variants of BT.601 and BT.709.
Shoutout to our color space sage Max who already blogged about this topic in 2016: https://blog.maxofs2d.net/post/148346073513/bt601-vs-bt709

Here's a first batch of fixes for the new in-game demo recording feature. Highlights are that we can now record objects changing parent, can capture ragdolls, and have much better support for cloud assets in the movie.
Cubemap rendering crashed like a fucker and ballooned VRAM, leaking descriptor sets and overflowing transform buffers by rendering too much in one frame.

We fixed it, Envmap updates are handled much more sanely now.

On top of that, we added a hint so cameras using envmap probes don’t trigger texture streaming. Since envmaps have to scan the entire map, they were previously forcing the streamer to load everything instead of just what you can actually see.
Mounts can define Prefabs now!

This means a Mount can create interactive prefabs (like Buttons, Doors, NPCs, ect) from the entity data it has instead of *just* being used as a lifeless model.

Here's how you can use PrefabBuilder in your own Mount:
public class MyPrefabLoader(string baseFile, string outputPath) : ResourceLoader<GameMount>
{
	PrefabFile _prefab;
	
	protected override object Load()
	{	
		var builder = new PrefabBuilder()
			.WithName( outputPath );

		using ( builder.Scope() )
		{
			var go = new GameObject();
			// Add whatever gameobjects/components you want based on the given baseFile
		}
		
		_prefab = builder.Create();
		return _prefab;
	}
	
	protected override void Shutdown()
	{
		PrefabBuilder.Destroy( _prefab );
		_prefab = null;
	}
}
There aren't many weeks left until the doors open, so we're heads down making sure everything's ready.

There's always going to be things we could be doing better. At some point you just have to say "this is the release" and do it. So that's what we're doing.

Right now the focus is simple - rounding off as many sharp edges as possible from a player's perspective. How do we make that first experience as good as it can get? What games do we point new players to so they have a great time right away, and want to stick around and explore?
26.03.25
26.03.25
25 March 2026
🎁 Added
  • Mounts can create prefabs with PrefabBuilder
  • Open the pause menu programmatically with `Game.Overlay.ShowPauseMenu()`
  • Cylinder hitbox support in ModelDoc
  • `Model.SaveToVmdl` and `Model.SaveToVmdlAsync` APIs for saving models to VMDL format
  • Select all support for vertex, edge, and face in the mesh editor
  • Lift vertex color under cursor in the vertex paint tool
  • Network diagnostic tools with `net_diag_record` and `net_diag_dump` console commands for detailed RPC and sync var stats
  • ConVars for maximum incoming and outgoing network messages per tick
  • Support for `font-variant-numeric` CSS style property with `tabular-nums`. Thank you @aidencurtis
🧼 Improved
  • Smoothstep anti-aliasing for rounded border corners in the UI
  • Video player now uses a compute shader for YUV resolve instead of VS/PS
  • Updated zstd compression library from 1.4.6 to 1.5.7 for faster shader compilation
  • Morph crossfade control between animation-driven and override morphs
  • Mesh trace now supports RunAll for tracing all mesh components
  • Interop code generation optimizations
  • Reduced LINQ usage in hot paths to eliminate iterator allocations
  • `ClipScope` is now a ref struct to avoid megabytes of heap allocations per second
  • Eliminated array and list allocations in `TemporaryEffect.OnUpdate`
  • Asset Browser defaults to sorting by name and fixes context menu for mounted assets
  • Demo recording improvements: parent change recording, skeleton bone detection, ragdoll physics fix, and cloud asset references
  • Terrain tool UX: opacity slider is now disabled for base layers with an explanatory tooltip
  • Better menu avatar lighting with AGX tonemapper
  • ThumbLoader now waits for thumb render in the editor instead of returning a placeholder icon
  • Unix platform support: ARM64 interop fixes, DLL import resolver, Mac now uses KosmicKrisp instead of MoltenVK
  • `MODES` section in the compute shader template so new compute shaders work out of the box. Thank you @boxrocket6803
  • `STANDALONE` compile constant when exporting standalone games. Thank you @boxrocket6803
🪛 Fixed
  • Envmap rendering everything in one frame, overwhelming descriptor pools and crashing
  • Multiple Vulkan validation errors on boot and game launch
  • `CommandList.DrawText` evicting textures in cached CommandLists
  • `Gizmo.Draw.Sprite` crash when used with a texture URL
  • Labels not redrawing when text is cleared
  • File path DragData URIs containing `#` being truncated
  • Networking: DeltaSnapshotCluster ID not being set from pool, incorrect KB/s in Network Graph, and sent cluster tracking
  • Duplicate/Group crash with prefab roots
  • System config enum deserialization
  • `FindDirectory` throwing exceptions for missing directories
  • Frame 0 bone-merged renderers stuck in bind pose for avatar hover icons
  • Multiple null reference exceptions in ThumbLoader, UI selector, and mount textures
  • Menu overlay being attempted in standalone mode
  • Network `CanRefreshObjects` validation for refresh messages
  • Addon libraries editor not being loaded. Thank you @PolEpie
⚠️ Known Issues
  • Still seeing a small amount of crashes on latest Nvidia drivers
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Apr 2021 169 posts
Update 26.03.25 : news/update-26-03-25
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May 2023 51 posts
polishing
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Sep 2021 200 posts
yeah, finally, we've been waiting for the standalone license since 2024
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Jul 2022 78 posts
polish update
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Apr 2021 21 posts
gettin so close!
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Jan 2026 4 posts
lezz goooo
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Oct 2021 2 posts
 That’s awesome! I hope the source files for the assets will be updated so gamemode creators can use them for their custom animations ^^
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Jul 2024 42 posts
ill release somethin before small fish msc, just wait
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Jan 2023 14 posts
Pumped about the full release! 
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Feb 2024 49 posts
you forgot native linux support in the roadmap!!!
people
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