Last week I added a new review system which contains positive and negative tags. This week we started using those reviews and their tags to help out with discovery.
First of all, you can now filter by the rating. The star rating is generated from a combination of thumbs up and down and the actual review ratings. My hope here is that it's intuitive for people to find games that other people have enjoyed, instead of having to fight their way through games that no-one loves. You can also filter by the prominent review tags. For example, you might want to play a game where everyone agreed universally that the story was standout, or where everyone liked the graphics. Hopefully that's a lot easier now.I think this gives some good community-led discovery options that we didn't have on launch, but obviously we'll keep improving this stuff over time.
I've been making a lot of changes to our Workshop so we can identify and discourage the AI Slop.
Our moderators can now mark packages as having AI thumbnails, which will reduce their prevalence in lists and searches. I can understand why people would want to use AI to generate these thumbs, since it makes generating them easy and fast, it does have the massive downside of making everything look like the same shit. So we're actively discouraging it.
I've added a warning to the thumbnail page about this.
I've added three upscalers this week based on the ones that ship with Valve's Deadlock. Upscalers let you render the game at a lower resolution to your display. They're useful if you're trying to play on a high resolution display, or simply have lower end GPUs. Onlythe 3D rendering is upscaled, UI elements are still rendered at native resolution.They're not going to improve performance in every game or on all hardware, and they're not a replacement for real optimization work that needs to be done. But they are a good option for some people.
Stretch
The most straight forward, no tricks, just renders the image lower and stretches it bilinear to your native resolution. This is the fastest, for older GPUs, but makes zero effort to add to the image quality.
FSR
This is the FSR1 and it's a solid option still, it uses spatial upscaling instead of temporal upscaling. This means it's great for fast camera movements and games with heavy particles/effects where temporal usually shits the bed.
FSR3
This is the big one. FSR3 is a temporal upscaler, it accumulates detail across multiple frames, this produces a great looking image quickly, but comes with a big caveat - ghosting.
Fast moving cameras, translucents, particles and 3D world UI are all going to look a bit shitty, this is the nature of temporal and why we don't want to use it in our core rendering tech. However it's the expectation of many to be able to use this, so it's here as an opt-in but clearly labelled for what it is.We're looking to add DLSS next, but it'll more or less be the same as FSR3. And absolutely no frame generation.
We added an Open Microphone option to the sound settings. If active it will automatically transmit your voice if you are in agame that supports voice chat. For anyone paranoid, we also added an option to completley disable microphone input.
Our steam reviews obviously aren't great. They're painful for us. They are showing us where we have made missteps in the release.
Around 35% of the reviews compare the game to Garry's Mod. They point out the differences between s&box and Garry's Mod, they wish it was more like Garry's Mod. I understand this, they wanted an iteration of Garry's Mod onto the Source Engine. They didn't want an engine and a platform. They wanted a Source 2 SDK, they didn't want a modern c# engine built on top of Source 2. I don't think we can win in that argument, it's going to be an expectation and preference thing. My only real hope is that eventually everyone will realise that this is a much better way to work for developers, and we'll end up with much better content because of it.
Around 27% of reviews think we're missing Workshop integration. They liked the way you used to subscribe to stuff out of game and then join the game and have all those mods. There is probably something in that, for certain types of mods, and we'll look into it. We have a system in our Sandbox Mode where you don't need to subscribe to anything. If you want a weapon or an NPC you click on it, and it downloads and spawns it. I guess this appears like we're shipping all this stuff with the game.. but we're not. Anyone can make these entities and publish them for anyone else to use.
Around 24% of reviews complained about AI Slop. I think I addressed this before. It's not our intention to encourage games created using AI. It's not our intention to encourage people making shit no effort games. But it's a UGC platform, there is always going to be dog shit. What we need to do is remove obvious trolls, discourage it and make sure it doesn't keep floating to the top. We are developers and this is our platform. Of course we don't want it filled with shit.
Around 20% of reviews complained about performance. This is a legit greivence, we have the data to back it. We're working on it constantly, and have made some big strides this week.
Around 12% of reviews complained about NFT's. I have no idea what this shit is about. Of course we don't have NFTs or blockchain stuff, and never will.
About half the people that reviewed negatively went on to play more. 6% of them played for over 10 hours. One French guy played for 280 hours after posting their negative review.
What I'm getting at is that we're listening and it's appreciated, so please keep the feedback coming, it's extremely useful to us.
Box3D has been updated to the latest version. In this version is misc changes and bug fixes but the biggest feature added was something called contact recycling. This enables much more stable stacking of objects ontop of each other.
One of the biggest complaints with our mapping tool is that we split face editing and texture editing into two seperate tools. This ended up not being a good idea because mappers usual workflow is to edit face geometry and adjust uvs straight after, so they would have to keep switching tools.
We reworked the UI to combine face and uv editing in the same tool while minimizing the amount of UI shown in the single tool.
Some users had scenes where lots of gizmo handles would get in the way, to help them with this we added a bunch of editor preferences like Scale, Render Distance, Depth Testing, Worldspace/Screenspace.
Although "Animgraph 1" is on its way out, these parameters will, for the time being, allow you to make characters' legs adjust to terrain. This is what most people think when they hear the term "inverse kinematics"!
Our player characters are actually using IK nearly all the time, but there hasn't been a system in place that can pass ground height offsets.
Additionally, there was a small bug that was preventing shoes with heels from adjusting the legs of your player character if you had never customised your height. That's fixed now.
26.05.13
26.05.13
13 May 2026
🎁 Added
Upscalers: Stretch, FSR, FSR3 - rendering the game at a lower resolution and upscaling it
Mapping: boolean tool
Mapping: vertex extrude via Shift+Drag
Mapping: vertex select loop
Mapping: UV vertex mode for moving UVs directly in the texture view.
Clutter props now support instanced rendering with physics collision, no longer need a prefab for collision
New Citizen/human animation parameters
Open microphone voice setting with an explicit disable option for users who never want voice transmitted
Gizmo handle preferences: worldspace, depth test, scale, and render distance
Cone shape traces via `Scene.Trace.Cone`
`Rigidbody.SleepThreshold` advanced property for controlling when rigidbodies go to sleep, useful for games with lots of stacking objects
Mouse wheel up/down support for keyboard shortcuts, including with modifier keys
Added `Color32.Lerp` and `Color32.LerpTo`
🧼 Improved
Updated Box3D physics engine with contact recycling for more stable object stacking, mesh contact rework, and solver optimizations
Platform overlay now renders independently even when no active cameras are present, preventing apparent freezes during loading
Texture tool merged back into the face tool with collapsible groups
Vertex mode layout improved, properties now saved to cookies
Texture tool correctly saves and loads last state including bounds, mapping mode, and grid size
Impact sounds now use more of the available sound variants
Sound files created from data now correctly preserve loop points
Addon editor assemblies now properly load ConVars, Mounts, and EditorEvents
Explosive props detonate instantly from impact damage
Prop break pieces now inherit MaterialGroup
Achievements list no longer limited to 10
Publishing now excludes all dot-files and dot-folders
Layered modals get proper stacked z-indexing
`GameTask.WhenAny` methods now return `Task<Task>`
Eliminated SceneTrace boxing allocations in filter callbacks
JSON reflection warmup is now cancelled before hotload to avoid race conditions
Launching a map in another game ignores ParentPackage dependency
Editor mouse position now updates while game widget is unfocused. Thank you @aidencurtis!
🪛 Fixed
Fixed terrain crash in editor from null material during heightfield shape casting
Fixed shape cast traces returning incorrect hit points on overlaps
Fixed CCD bullet bodies incorrectly triggering sensors based on AABB instead of actual shape
Fixed bone scaling not preserved through animation add pose operations
Fixed invalid scale in animation subtract pose operations
Fixed null and dangling resource crashes in animatable objects and scene objects
Fixed vertex colors lost during mesh topology operations
Fixed multi-edge merge in mesh editor
Fixed vertex paint on non-manifold meshes
Fixed BoolControlWidget not calling SignalValuesChanged
Fixed NRE in console autocomplete for convars
Fixed various issues reported in PVS static analysis
Fixed URL validation hanging on DNS lookup
Fixed DefaultMap stomping map selection for games that don't use the create game modal
Fixed `TaskSource.WhenAny` not returning the completed task
Fixed ModelPhysics created components not being available immediately after creation
Fixed isolate selection when isolating children
Fixed resize mode in mesh editor
Fixed extrude nudge direction
Fixed pivot mode snapping
Fixed crash web page opening on benchmark runner
Fixed Steam networking stutter on joining clients from stats collection on connections that haven't finished handshaking
Fixed runtime configs not matching sbox.runtimeconfig.json
Fixed incorrect tintMask in material output. Thank you @Beldaa!
Fixed `GetComponentsInParent` in TriggerHurt causing double damage with player controllers. Thank you @Deotexh!
WTF is this obvious french bashing here: "One French guy played for 280 hours after posting their negative review. " So bcs the guy leaving this review is stupid that's bcs he's french ? Not bcs he's stupid ?
Other than that thanks for adding the gizmos max distance option, gonna save a lot of performance when a scene is filled with them.
AI Thumbnails, I remember made an experiment where I showed a preview created by a programmer (that is me), a preview generated by AI with deeper context and a well prompt, and a typical GPT preview. People said that the second preview was made by a good artist, while the third was bad. Some even called the first one "bad AI" I hope there will be a fair verdict here. I actively use AI in design, since it almost always does a better job than any programmer. You just have to know how to use it properly, rather than relying on the first or second iteration.
About your direction that instead of an SDK for Source 2 or Garry’s Mod 2, you chose the engine and platform way. At first, I didn't believe in this way in 2023, when I heard about it, I thought: why? You won’t succeed! Now I’m absolutely certain you’re on the right way and you’re looking deep into gamedev. Things don't happen overnight, and I plan to stay with the team and keep making games on the platform, and then on Steam using s&box engine. So, we’re in this together!
Honestly, really fantastic update. I'm glad that you all took feedback about the AI slop and adjusted things accordingly. Listening to the community about that kind of thing genuinely is huge.
If more fun and free character customization options can be added I think most of the basic complaints will be a non issue. Loving all the performance increases too!
Any upscaler seems to break transparency/hair on characters, it gets very pixelated I've tested all uspcaling options available and, so far, it's only not happening when set to OFF. Issue happens even when setting FSR3 on Native option.
Just a heads up, not sure if anyone else has reported this.
I don’t think marking everything as AI is a good solution. I dislike the low‑effort AI games as much as anyone, but there are people who actually use AI to create good work. The thumbnail‑marking system won’t fix the problem. Developers will just use a simple photo as a cover, and the bad AI games will still get through. A better approach would be a player‑report system. Players could report a game, and once it reaches a certain number of reports, a Facepunch developer reviews it. If the game is human‑made and good, nothing happens. If it is AI‑made and good, nothing happens. If it is AI‑made and bad, it gets marked. If it is human‑made and bad, it also gets marked. That feels much more fair, because humans can create low‑quality work too. I use AI in my games, but not because I’m lazy or trying to push out broken projects. I use it because I want to make the games I’ve dreamed about for years, the ones no one else bothered to make. AI helps me finally build them. For example, I can now create a dark cop‑chase game, something no developer is making. I’m tired of seeing the same types of games for thirty years. Developers keep repeating the same ideas. Try finding a game like Midnight Club Los Angeles. There is nothing like it. But if someone uses AI to make a game in that style, and it turns out good, with no bugs and a developer who actually cares, should it really be blocked just because the thumbnail was made with AI? I don’t think so.
hi hello, you're doing great. one small ask thought, could you add persistent ui location?
as in if i were to play/unplay the scene, the ui location and where i have scrolled would be where i was. just so i dont have to scroll and find it over and over again, of course this applies to which section i am in like in the player's controller. and finally to add a search-box so i can for things by name.
edited:
cant edit my comment lmao, to add a search-box so i can look up things by name*
Cool update, but "And absolutely no frame generation." Why? I like using this technology; if someone doesn't like it, they can choose not to enable it. What's the problem with giving people a choice? DLSS-FG works great, in my opinion.
Maybe I misunderstood, but it sounds like not adding generation was a fundamental decision by the developer, not one driven by technical difficulties. Correct me if I'm wrong.
Would still be cool to see Frame Generation as an optional feature at some point. I get the downsides and why people don't want it as part of the core rendering tech, but for a lot of players it can make games feel much smoother, especially at higher resolutions or on older hardware.
Not a replacement for optimization obviously, just another option for people who want the tradeoff.
However another great update, keep up the good work FP!
Playing more than 10 hours doesn’t automatically mean the game is good. A lot of people keep playing hoping it gets better, because their friends play it, or just to give it a fair chance before leaving a review. You don’t need 10+ hours to realize core issues like bad gameplay loop, poor optimization, boring mechanics, or lack of content. Sometimes the first few hours already tell you everything
It’s not really clear how the “AI-generated thumbnail” label works. Do moderators determine it just by eye? Do they actually launch the game before marking it?
Our very first previews were AI-generated, but for around 2 months now we’ve been using thumbnails made by our designer. The only difference between this thumbnail and the actual in-game map background is that we added an explosion and increased the contrast a bit. The text was also made separately.
I honestly don’t understand why this was flagged as obvious AI-generated content, because there’s nothing that clearly points to it being AI-made.
So the entire image is being marked as AI-generated and the game gets shown less often just because of an explosion added in the background?
In that case, another question comes up: for games that remove AI-generated elements from their thumbnails/logos, will the “AI-generated” label also be removed afterward? And how often is this reviewed or updated?
So bcs the guy leaving this review is stupid that's bcs he's french ? Not bcs he's stupid ?
Other than that thanks for adding the gizmos max distance option, gonna save a lot of performance when a scene is filled with them.
I will second the Steam Workshop stuff though, subscribing to mods just feels more like personal customisation.
We can't wait for gamejam! 🧡
If more fun and free character customization options can be added I think most of the basic complaints will be a non issue. Loving all the performance increases too!
Awesome work y'all!!
I've tested all uspcaling options available and, so far, it's only not happening when set to OFF.
Issue happens even when setting FSR3 on Native option.
Good work anyway!
I don’t think marking everything as AI is a good solution. I dislike the low‑effort AI games as much as anyone, but there are people who actually use AI to create good work. The thumbnail‑marking system won’t fix the problem. Developers will just use a simple photo as a cover, and the bad AI games will still get through. A better approach would be a player‑report system. Players could report a game, and once it reaches a certain number of reports, a Facepunch developer reviews it. If the game is human‑made and good, nothing happens. If it is AI‑made and good, nothing happens. If it is AI‑made and bad, it gets marked. If it is human‑made and bad, it also gets marked. That feels much more fair, because humans can create low‑quality work too. I use AI in my games, but not because I’m lazy or trying to push out broken projects. I use it because I want to make the games I’ve dreamed about for years, the ones no one else bothered to make. AI helps me finally build them. For example, I can now create a dark cop‑chase game, something no developer is making. I’m tired of seeing the same types of games for thirty years. Developers keep repeating the same ideas. Try finding a game like Midnight Club Los Angeles. There is nothing like it. But if someone uses AI to make a game in that style, and it turns out good, with no bugs and a developer who actually cares, should it really be blocked just because the thumbnail was made with AI? I don’t think so.
as in if i were to play/unplay the scene, the ui location and where i have scrolled would be where i was. just so i dont have to scroll and find it over and over again, of course this applies to which section i am in like in the player's controller. and finally to add a search-box so i can for things by name.
Maybe I misunderstood, but it sounds like not adding generation was a fundamental decision by the developer, not one driven by technical difficulties. Correct me if I'm wrong.
Would still be cool to see Frame Generation as an optional feature at some point. I get the downsides and why people don't want it as part of the core rendering tech, but for a lot of players it can make games feel much smoother, especially at higher resolutions or on older hardware.
Not a replacement for optimization obviously, just another option for people who want the tradeoff.
However another great update, keep up the good work FP!
It’s not really clear how the “AI-generated thumbnail” label works. Do moderators determine it just by eye? Do they actually launch the game before marking it?
Our very first previews were AI-generated, but for around 2 months now we’ve been using thumbnails made by our designer. The only difference between this thumbnail and the actual in-game map background is that we added an explosion and increased the contrast a bit. The text was also made separately.
I honestly don’t understand why this was flagged as obvious AI-generated content, because there’s nothing that clearly points to it being AI-made.
So the entire image is being marked as AI-generated and the game gets shown less often just because of an explosion added in the background?
In that case, another question comes up: for games that remove AI-generated elements from their thumbnails/logos, will the “AI-generated” label also be removed afterward? And how often is this reviewed or updated?