ROTOR – a new 2v2 map: three rotors sweep the floor; jump the low yellow arms and duck under the high red one, or get flung
GLASSHOUSE – a new 2v2 map: walls of glass you can see through but can't walk or shoot through until you break them
GLASSHOUSE glass – any shot, punch, saw blade, crystal or explosion smashes a pane, and every pane comes back at the start of each round
FAULTLINE – a new 1v1 map: a fault floored with stone tiles that crack when you stand on them and drop you into the pit; run across and they fall behind you, and ramps lead back up
New map models – rotors, glass panes and their broken frames, planters, crumbling stone tiles and rocks, all made in Blender
New map sounds – smashing glass, rotor arms hitting, tiles cracking and falling
FRACTURE CANNON – a new crystal cannon: it fires a glowing crystal you can watch fly, and a direct hit does 50
FRACTURE CANNON shatter – a crystal that hits a wall, floor or cover shatters into fragments that cut anyone near the break, up to 25; walls keep you safe and your own fragments never hurt you
FRACTURE CANNON action – six crystals in a see-through canister; every shot drives one out with a cyan flash, the cage spins and the next slides in, and the last shot locks the charging handle back
FRACTURE CANNON reload – your left hand swaps the canister, and from empty pulls the charging handle; pick it in Match Options, find it on spawn pads, or roundbreak.give fracture
Arc Lance sight – hold right-click to aim down the Arc Lance's optic at a glowing blue reticle, zoomed in and held steady
Lobby slots – in a lobby you host, + ADD SLOT adds a seat, up to four a side
Add AI – + AI on an open seat puts Roundbot in it, in multiplayer lobbies too; the x takes a seat or a Roundbot away
Team switching – click ONE or TWO beside any player to move them to the other team; uneven teams like 2v1 are fine
Private lobbies – Create Lobby asks public or private; a private lobby is hidden from the list and only your Steam friends can join
Lobby list – shows each lobby's real format and how many seats are left
Roundbot on the new maps – jumps the low rotor arms, ducks the high one, and shoots out glass it can see you through
Map picker – the new maps' cards show their rotors, glass and crumbling floor
Arc Lance – a new model made in Blender: a light-grey laser rifle with a glowing core, a spinning coil and an optic on top; same name, cell, fire rate and damage
Arc Lance reload – your left hand swaps the cell, and from empty pulls the priming lever; the core draws back and the window goes dark when it's empty
Fracture Cannon – now held straight in first person instead of turned in and tilted
Create Lobby – every lobby starts as a 1v1 and you add players, AI and teams inside it
Free for all – now the FORMAT setting in Match Options
Playing alone with AI – the pause menu freezes the game and you can change Roundbot's difficulty mid-match
Match Options – the Roundbot difficulty option shows whenever a Roundbot is in the lobby
Lobby screen – tightens up with more than four players so everything still fits
Map picker – the PICKED tag is now a badge on the corner of the map's picture
PICKED badge – no longer runs outside its map card in the map picker
AI Practice Match – gone from the menu: create a lobby and put AI in its open slots instead
Create Lobby format choice – the solo, teams and free-for-all buttons are gone; set these inside the lobby
Medals with bots – a match with a Roundbot in it earns no medals, as AI practice never did
Rotor arms – a low arm can't be jumped close to its hub
New maps – breaking glass and falling tiles have only been tested with one player so far
Fracture Cannon – the crystal takes a moment to arrive, so lead a moving target
Third person – the Fracture Cannon's canister and the Arc Lance's cell change without the left hand
Arc Lance – at the hip the end of its buffer tube is cut off at the right of the view; aiming down the sight in third person switches to first person
Private lobbies – friends join through Steam, there's no invite button in the game yet
Lobby slots – seats can only be changed in the lobby, never mid-match or in ranked; free-for-all stays at three players
FREE FOR ALL – a new 1v1v1 mode: three players, every one for themselves; the last one standing takes the round, and the first to the round target wins the match
FREE FOR ALL lobbies – host one from Create Lobby, or play one against two Roundbots from AI Practice (not in matchmaking or ranked)
FREE FOR ALL scoreboard – three score cards across the top and three names in the round-start banner; the third player has their own colour, purple, in the lobby, the kill feed and the scoreboard
FREE FOR ALL spawns – the third player starts at a spot of their own on every map, away from the other two
QUANTUM SPLITTER – a new drum-fed shotgun whose pellets bounce once off walls, floors and ceilings: a shot that misses can still find someone round a corner
QUANTUM SPLITTER pellets – eight a shot, 9 damage falling to 5 at range; a pellet that has bounced hits a little lighter
QUANTUM SPLITTER action – its muzzle splits open round a glowing prism on every shot, the drum turns to the next shell and the charging handle rides back; the last shot locks the handle back
QUANTUM SPLITTER reload – your hand swaps the drum, and from empty racks the charging handle
XRAYNADE – a new grenade: when it goes off, the two enemies nearest it are outlined through walls for 3 seconds, for you and your teammate
XRAYNADE pulse – a cyan ring spreads from where it goes off, and the players it reveals hear a ping
New gear in play – the REDLINE, M1 GARAND, QUANTUM SPLITTER and XRAYNADE roll on the weapon pads and can be switched off in Match Options
1911 – a new model made in Blender: a worn blued M1911A1 with walnut grips; the hammer falls and the slide cycles with each shot, and the last round locks the slide open until you reload
MP5 – a new model: an MP5A3 in parkerised black; the bolt cycles behind the ejection port, the reload sweeps the catch and swaps the magazine, and from empty there's the HK slap
Model 870 – a new model: a Remington 870 Wingmaster in blued steel and walnut; it works its own pump after every shot, stands open on the last shell, and you see each shell pushed into the port
Revolver – a new model: a Colt Python in royal blue with walnut grips; the cylinder turns with every shot, an empty gun shows six empty chambers, and the reload swings it out, ejects the cases and loads six fresh rounds
Duel Glocks – a new model: a pair of Glock 17s; each gun works its own slide and locks open on its own last round, and the reload drops both magazines and brings fresh ones up
MK17 – a new model: an FN SCAR-H in flat dark earth with an ACOG, a foregrip, a light and a laser; the charging handle rides the bolt, and the last round locks it open until you reload
AS VAL – a new model: the suppressed rifle in worn black steel with a plum handguard; the charging handle rides the bolt with every round, and from empty the reload pulls it back
M200 – a new model: the CheyTac Intervention with a fluted barrel, a muzzle brake and a long scope; after every shot your right hand works the bolt, and the case flies out as the bolt comes back
HE grenade – a new model: an M67; pulling the pin shows your left hand hook the ring and draw it out, the pin falls to the ground, and the lever springs off when you throw
Claymore – a new model: an M18A1 with FRONT TOWARD ENEMY on its face, carried in front of you by its end; its legs swing open as you set it down, and its lasers leave the middle of its face
Same guns – every remade weapon keeps its name, magazine, fire rate and damage
Muzzles and brass – the remade guns' muzzle flashes leave their real muzzles, and brass flies from their ejection ports
Model 870 stance – the shotgun no longer sits canted 32 degrees in your hands, in first or third person
Coghammer scope – firing through the scope no longer throws a code error, the gun no longer keeps playing its firing animation after you scope out, and a scoped shot now animates the gun other players see
Grenade throw – a throw pressed while the pin is still coming out now waits for your hand to let go of it, instead of throwing with the pin half out
Model 870 last shell – you no longer hear the pump close while the action stays open
Reload sleeve – your sleeve no longer swings up across the middle of the screen when you reload
Support arm – with the MP5, MK17, AS VAL and revolver your supporting arm no longer slowly turns while you stand still, or turns with each shot
Model 870 sleeve – your right sleeve no longer spreads across the lower right of the screen; your arm runs down out of view
Punches – thrown with a closed fist; they were open-handed
Map rotation – RANDOM and your own map rotations no longer repeat maps so often: every map is played once before any comes back, never the same map twice in a row, and a map from the end of one pass never comes straight back at the start of the next
"# Weapons",
"REDLINE – a new laser SMG that overclocks: the longer you hold the trigger the faster it fires, from 545 rounds a minute to over 1,200, and the harder it kicks, up to four times as hard",
"REDLINE gauge – six segments on its side light up amber to red as it overclocks, its laser shot rises in pitch with it, and the crosshair opens as the spread grows",
"REDLINE cell – the spent energy cell pops up out of the gun; the reload lifts it out and seats a fresh one, and from empty racks the charging lever. Hits instantly, 40 rounds a cell, 9 damage falling to 6 at range",
"M1 GARAND – a semi-automatic rifle: eight rounds a clip, three body hits to kill or two with a headshot, and accurate at any range the maps have",
"M1 GARAND ping – the last round throws the empty clip out with the famous ping and locks the bolt open until you reload",
"M1 GARAND action – the bolt and operating rod cycle with every shot; a reload from empty presses a fresh clip home and lets the bolt slam forward, and a reload part-way through throws the old clip out first",
"New guns in play – the REDLINE and the M1 GARAND roll on the weapon pads and can be switched off in Match Options",
"# Weapons in the hands",
"New hands – first-person hands modelled in Blender: sleeved, with jointed fingers, knuckles and nails",
"Fitted grips – every weapon has its own grip fitted to its shape: the fingers wrap each grip and handguard, the trigger finger reaches into the guard and the thumb rests along the frame",
"Hands-on reloads – the remade guns reload with your hands: magazines pulled and seated, charging handles racked, bolts worked, shells and rounds pushed in",
"Vaulting – with empty hands you now see the new hands hooked over the ledge",
"# Sound",
"Recorded reloads – reloads use real recorded sounds, each heard the moment you see it happen, on the 1911, Duel Glocks, MP5, MK17, AS VAL, M200 and SAIGA-12",
"Recorded actions – the M200's bolt, the revolver's cylinder and hammer and the Model 870's pump use real recorded sounds after every shot; the 870 loads every shell with a real shell sound, and the revolver's reload is a real recorded one"
"# Weapons",
"1911 – a new model made in Blender: a worn blued M1911A1 with walnut grips; the hammer falls and the slide cycles with each shot, and the last round locks the slide open until you reload",
"MP5 – a new model: an MP5A3 in parkerised black; the bolt cycles behind the ejection port, the reload sweeps the catch and swaps the magazine, and from empty there's the HK slap",
"Model 870 – a new model: a Remington 870 Wingmaster in blued steel and walnut; it works its own pump after every shot, stands open on the last shell, and you see each shell pushed into the port",
"Revolver – a new model: a Colt Python in royal blue with walnut grips; the cylinder turns with every shot, an empty gun shows six empty chambers, and the reload swings it out, ejects the cases and loads six fresh rounds",
"Duel Glocks – a new model: a pair of Glock 17s; each gun works its own slide and locks open on its own last round, and the reload drops both magazines and brings fresh ones up",
"MK17 – a new model: an FN SCAR-H in flat dark earth with an ACOG, a foregrip, a light and a laser; the charging handle rides the bolt, and the last round locks it open until you reload",
"AS VAL – a new model: the suppressed rifle in worn black steel with a plum handguard; the charging handle rides the bolt with every round, and from empty the reload pulls it back",
"M200 – a new model: the CheyTac Intervention with a fluted barrel, a muzzle brake and a long scope; after every shot your right hand works the bolt, and the case flies out as the bolt comes back",
"HE grenade – a new model: an M67; pulling the pin shows your left hand hook the ring and draw it out, the pin falls to the ground, and the lever springs off when you throw",
"Claymore – a new model: an M18A1 with FRONT TOWARD ENEMY on its face, carried in front of you by its end; its legs swing open as you set it down, and its lasers leave the middle of its face",
"Same guns – every remade weapon keeps its name, magazine, fire rate and damage",
"Muzzles and brass – the remade guns' muzzle flashes leave their real muzzles, and brass flies from their ejection ports",
"Model 870 stance – the shotgun no longer sits canted 32 degrees in your hands, in first or third person"
"# Weapons",
"Coghammer scope – firing through the scope no longer throws a code error, the gun no longer keeps playing its firing animation after you scope out, and a scoped shot now animates the gun other players see",
"Grenade throw – a throw pressed while the pin is still coming out now waits for your hand to let go of it, instead of throwing with the pin half out",
"Model 870 last shell – you no longer hear the pump close while the action stays open",
"# Weapons in the hands",
"Reload sleeve – your sleeve no longer swings up across the middle of the screen when you reload",
"Support arm – with the MP5, MK17, AS VAL and revolver your supporting arm no longer slowly turns while you stand still, or turns with each shot",
"Model 870 sleeve – your right sleeve no longer spreads across the lower right of the screen; your arm runs down out of view",
"Punches – thrown with a closed fist; they were open-handed"
"# Sound",
"Synthesised sounds – the old synthesised reload and action sounds that the recordings replace"
"Online play – the new weapons, models and sounds have only been played on one machine so far",
"REDLINE recoil – held for a whole cell it climbs about 70 degrees unless you pull against it; that's the trade",
"Third person – magazines, shells and rounds go into the remade guns without the other hand, and the M200's bolt moves without a hand",
"Charging handles – your sleeve crosses the view for a moment as the hand reaches for the MP5's, MK17's and AS VAL's charging handle",
"Trigger fingers – on the revolver, the Model 870, the M200, the Coghammer, the M1 Garand and the Blade Launcher the trigger finger sits in front of the trigger rather than on it",
"Static hands – on the Coghammer, SAIGA-12, M1 Garand, Blade Launcher and Arc Lance the hands stay put while the weapon reloads",
"Kick – for a split second at the top of the M200's kick the camera cuts into the gun, and after each 870 shot into your sleeve",
"Reload sound timing – on the pistols the release is heard a moment after the magazine starts to drop, and on the MP5, MK17 and AS VAL the charging handle a little before the hand reaches it",
"Duel Glocks – the fresh magazines rise on their own because both hands hold guns, and the left gun's brass flies left",
"Grenade pin – the dropped pin is its real size and easy to miss, and in third person the pin pull is too small to see",
"Claymore legs – they open quickly and low in your view",
"Scoped M200 – while scoped you hear the bolt but do not see it"
Coghammer – a steampunk hand cannon of brass and copper: six heavy slugs, slow to fire, and every hit shoves the target back along the shot and off their feet
Coghammer scope – hold right-click to aim through its brass 1.5x scope, with a tighter shot and a post reticle round a red dot
Coghammer clockwork – the cog on its side ticks over while you hold it, the hammer falls and the drum turns as it fires, and it breaks open to reload, with a puff of steam at the muzzle
SAIGA-12 – a semi-automatic shotgun: six pellets a shot as fast as you can pull the trigger, eight in the magazine, and a ring crosshair that shows the spread
SAIGA-12 action – the bolt slams back on every shot, and a reload drops the magazine, slams a fresh one in and racks the charging handle
CLOCKWORK – a 1v1 clock-tower workshop: two great brass gears turn in the floor either side of the tower, and the clock on the tower keeps the round's time
PARKADE – a 2v2 two-storey car park: an upper deck on pillars with an atrium cut out over the prize, parked cars on both floors, and two ramps and four ladders between them
Turning floors – stand on a gear and it carries you round with it; step off and you keep its speed
Map cards – the lobby's map cards now draw gears and ramps
Arc Lance – a brand-new model built in Blender: sculpted panels, copper coils turning about the barrel, a window where you can watch the energy core slide forward as it fires, a caged energy cell, and a crystal emitter inside three claws
Arc Lance reload – the heat sink swings open to the side, and the spent cell slides out and a fresh one snaps home
Scoped aiming – look speed while scoped now follows how strong the scope is, so a light scope doesn't drag; the M200 is unchanged
Map picker – card titles shrink to fit now that there are 27 maps
Arc Lance coils – they no longer jump back to the start of their turn twice a second, and the fire and vent animations play through without being cut short
Arc Lance grip – it leaned toward the muzzle; it now rakes back like a real pistol grip
Online play – the new weapons, maps and turning floors have only been tested on one machine so far
Roundbot – crosses the gears when they're in its way, but never rides one on purpose
Fifteen new maps, three new weapons, seven ways to get around a map that did not exist before, a game mode that climbs a weapon ladder, and an opponent worth practising against.
ARC LANCE, a laser rifle: every shot is instant and dead straight, loses nothing over distance, and draws a beam from the muzzle to whatever it hits
The Arc Lance works as you use it - the core runs forward and the emitter claw snaps open as it fires, and the heat sink on top lifts and shuts when the cell is changed
BLADE LAUNCHER, which fires a saw blade that ricochets off two surfaces and sticks into the third, where it stays as a ledge you can stand on and climb
The blade you can see in the launcher's slot is the shot you have: it leaves when you fire, and the next one slides in from the back of the slot
MK17, a three round burst rifle for the range band between the AS VAL and the M200
Burst fire as a fire mode: one press commits the whole burst even if you let go of the trigger
A new weapon pad on every map: an octagonal gunmetal pad with a glowing green channel, and the weapon turning above it
Ladders you climb by pushing into them, climb down by pulling away, hold still on, and jump off with a kick back from the wall
Bounce pads that throw you straight up, or across the map onto high ground
Conveyor belts that carry you along at a steady speed, and escalators that carry you up onto high ground while you walk or shoot
Teleporter pads in glowing pairs: step on one and come out of the other, still moving as fast as you went in and facing the way its arrow points
Going through a teleporter washes the screen in that pair's colour as you arrive
Moving platforms: lifts that carry you up and ferries that carry you across, on a timetable that restarts every round
Updraft vents: a column of rising air over a floor grate that throws you higher than it reaches, and you steer yourself out of it
Ziplines: catch a cable and ride it down to its far post, where you let go still travelling; jump to let go early and keep the speed
VANTAGE, one long axis with an elevated nest at each end and a contested deck in the middle
BASIN, where the high ground is the rim and the best weapon waits at the bottom of an open bowl
LATTICE, walls with firing slits you can see and shoot through but never walk through
PINWHEEL, a 2v2 map turned rather than mirrored, so no straight line crosses it and every route bends
UPDRAFT, no stairs anywhere: every deck and the summit are reached by ladders and bounce pads
BASTION, a 2v2 siege map of two forts with ramparts, battlements, corner towers and a keep in the middle
DUNES, stepped sand and no walls, where each dune is walked up one side and drops as a cliff on the other
MANOR, a roofless house of rooms, doorways and windows you can climb through, around a courtyard
FOUNDRY, lifts and ladders onto a central crucible, with corner pads that throw you higher still
SKYWAY, two team decks over an open gap, a ferry each, and attack pads that throw you across
TERMINAL, a hub and four decks joined by four ferries on a rotating timetable
FREIGHT, a sorting floor where the ground carries you: a loop of belts round a central deck, and an escalator up to each team's catwalk
RELAY, where the shortest way anywhere is through a teleporter pair
THERMAL, a foundry floor with vents in it: four throw you onto the stack in the middle, two onto the wall galleries
HIGHLINE, two towers joined to the island in the middle, and to the far corners of the floor, by four wires
Twenty-five maps in all, every one of them checked for fairness: mirrored or rotated spawns, matched weapon pads, and no route one side gets and the other does not
LADDER: winning a round climbs you to the next weapon, and taking a round on the last rung wins the match
The ladder is built from the weapons ticked in Match Options, so unticking one takes it out of the climb
OVERTIME: once a round has been live for 45 seconds, both sides are shown where the other is standing every 10 seconds, with a marker and a distance
Reloading in LADDER, on the reload key or by pulling the trigger on an empty magazine
A map picker in the lobby with a card for every map, drawn from above with its spawns, weapon pads, ladders, pads, platforms, belts, teleporters, vents and wires
The host can pick several maps, and every round then plays one of them at random, never the same map twice in a row
Difficulty: Easy, Normal or Hard, set in the lobby
It engages at the range that suits the weapon it is holding, repositions toward where it last saw you, and retreats behind cover when it is hurt
It uses ladders, bounce pads and navigation meshes to follow you onto high ground, and steps around pads and vents that would carry it off the floor it chose
It reloads under LADDER instead of being refilled, so both sides live with the same magazine
It hunts the spot each overtime pulse reveals
Kill feed on every screen with the weapon that made the kill, a headshot badge, and out-of-bounds deaths
Round result cards from your own side, and a post-match summary of rounds, kills, deaths, headshots, damage, accuracy, medals and XP
A damage direction indicator on the crosshair ring, and a round lost card that shows how much health the winner had left
A third person camera over your right shoulder, which pulls in when you back into a wall
Options for crosshair colour, kill feed, hitmarker sound and camera, shared between the main menu and the pause menu
Every weapon is held at the character's own hold point in third person and points exactly where you aim
Pistols and revolvers are held by the handle inside the fist, rifles are gripped with the left hand on the handguard, and the DUEL GLOCKS are one in each hand with both arms up
The blade launcher and the Arc Lance are held with one hand on the grip and one on the handguard, in your sight line but out of your eyeline
Each DUEL GLOCKS pistol kicks on its own, with the hand holding it, and the view kicks toward the gun that fired
The MODEL 870 loads one shell at a time in LADDER and can fire part way through a reload
Every high point on every map can be reached by a ladder or a pad as well as by whatever machine serves it, so nothing is closed off if you miss the lift
A player a platform only clips at the edge is moved clear of it instead of being killed
Roundbot holds high ground and narrow catwalks in a fight instead of backing off the edge or hopping off the end
Roundbot steps around teleporter pads, bounce pads and vents mid-fight instead of onto them
In LADDER a side that survives a round keeps the health it survived on, so climbing a rung costs something
A player who loses a round still respawns on full health, so losing never costs the match twice
The ladder runs eight rungs from the 1911 to the M200
One colour palette across the main menu, lobby, pause menu and HUD
The lobby splits into MATCH SETTINGS and PLAYERS, shows the mode's description, and lets the host change rounds without opening Match Options
The map picker stays open while maps are picked, marks each one, and says how many are in the rotation
Options are one shared list grouped into Audio, View and Aim, and Interface
The MK17 was held sideways with its barrel pointing at the sky, stood on its muzzle on every weapon pad, and read PICK UP AS VAL when dropped
A thrown MK17 picked back up as an AS VAL
The MK17's muzzle flash, tracers and shell ejection came out below the barrel
DUEL GLOCKS tracers started beside the right gun whichever gun fired, and both guns recoiled on every shot
In LADDER an empty magazine left you unarmed for the rest of the round
On the grenade rung you got one grenade a round while Roundbot was handed a new one every 2.5 seconds
Surfaces that flickered where two pieces shared a face, on thirteen maps
Trash cans standing half inside crates, and wall lights, vents and an air conditioning unit buried in walls and roofs
On PILLARS you could wedge yourself in the corner between a plinth and a pillar
Standing under a lift as it came down held you inside it and then threw you sideways at enormous speed
Roundbot could end a bounce pad route in mid-air and sail off the top it was aiming for
In a small game window the map picker wrapped its cards into a fourth row and hid the last three maps
The open map list covered the player list and the ready buttons, and RANDOM sat half hidden under the selector
The main menu's option styles never applied at all, because one stylesheet block was never closed
Medal toasts ran the medal's name straight into MEDAL EARNED
A player could teleport another player, turn their aim, force a map change, make them drop or fire their weapon, or pull the pin on their grenade
Fake hitmarkers, kill banners, blood, explosions, tracers and corpse shoves could be sent to another player's screen
A wrong lobby password bought three more guesses by reconnecting, and a password ban was never lifted
A lobby now ends when its host leaves, instead of carrying on with no scores and an empty roster
A full lobby refuses a joiner at the door instead of letting them in and removing them
A search that was cancelled, that failed, or that finished while you were leaving no longer drops you into a lobby you backed out of
The claymore and the HE grenade are no longer rungs on the LADDER climb - both are still in the weapon rotation and on the pads
Medals are no longer awarded in AI practice matches, so the collection cannot be filled against a bot
The Arc Lance, the vents and the ziplines have been played on one machine only; a joiner sees another player's ride as movement over the network
Roundbot takes neither a vent nor a zipline - it climbs the ladders instead, which every map provides
The blade launcher's blade is wider than the gun, so it slides in from the back of the slot rather than the back of the receiver
Health carries over – a side that survives a round keeps the health it survived on, so climbing a rung costs something and the top of the ladder is fought on whatever is left
Losing a round is never doubled – a player who loses still respawns on full health, and the first round of a match or rematch always starts everyone full
AI practice earns nothing – medals won against Roundbot no longer count toward your collection, so the cabinet can only be filled in real matches
Map picker tags – MEDIUM, 2V2 and PICKED together were a few pixels too wide for a card, so the labels split mid-word and read "MEDIU / M" and "PICKE / D"
Claymore and HE grenade – both are off the ladder, which now climbs eight rungs from the 1911 to the M200; each is still available in every other mode and in the host's weapon ticks
A LADDER match is now eight rounds rather than ten, because the number of rungs is the round target
The interface asks for the Roboto Condensed font and the engine reports it is not installed, so text is drawn in a wider fallback than the layouts were measured against