Time Trials Mode: Race to the end of the map to get the fastest time possible while avoiding traps that activate on cadence. Once you see a trap activate, you have a few seconds after before it becomes active again. These cadences are fixed, so you can learn the map and improve runs over time
Live Leaderboards: Compete for the fastest Time Trial times and see how your runs compare against other players
Saved Replays: Automatically save your completed runs and publish them for other players to view
Shared Ghosts: Load another player’s saved replay as a ghost, study their route, and race against them to improve your personal best
Movement Modes: Don't want to bhop? No worries! There is a separate no-bhop category with its own leaderboards completely distinct from the bhop mode
New pause menu to actually see all the features in the game w/o having to remember my messed up key binds lol
Iceworld ball always breaks the floor when activated
Iceworld ice skate section works when walking, harder to cheese now
Trails - Press K to open the trail menu and equip trails
Ghosts - Once you complete a Time Trials map, on your next run a ghost of your best run will spawn and run alongside you. Use this ghost to continually improve your best time!
Time trials now works on deathrun_poker_final5, which we've made the default map for this release!
A number of bugs on poker, especially with client sync issues for physics-based traps
Added deathrun_poker_final5 port to the multiplayer mode
- 15+ new traps, new theme & fun new map to play with friends!
Multiplayer map pool expanded from 2 -> 3 total! Now includes:
deathrun_iceworld_v2fix
deathrun_sbox_cloudland_beta
deathrun_poker_final5
The view area in the final area of the map from the Death's perspective is too dark
Time Trials not yet enabled for deathrun_poker_final5 (coming soon!)
Time Trials mode: Run through maps solo while waiting for players
> Traps auto-activate on map-specific timers
> Some traps activate after you approach them
> Checkpoints allow you to respawn partially through the map
> Save your best time, what's the fastest time you can get?
More functionality to iceworld, including the ice skate section
Host animations are improved in consistency
Trap state synced between client and host consistently
Fixed a few bugs with traps on iceworld
Fixed client - host sync issues
Rescaled deathrun_sbox_cloudland_beta for the new movement
Major retexturing and visual polish on the beta map
Better map readability and flow
Client / host reliability improvements
Misc bug fixes and polish
Fixed host visibility for imported animations
Added deathrun_iceworld_v2fix, our first ported Deathrun map
Fully modeled / textured dr_sbox_cloudland, our s&box original map
Map voting between the original map and Iceworld
New systems built to support ported & community maps going forward
Complete movement rewrite for more reliable, Source-style movement
Stability fixes and polish across the board
Collision improvements to make gameplay feel more consistent
Errant collision movement code, human-only mode due to new method of displaying models + movement
Minor bugs in iceworld, mostly client-server discrepencies
Full model system including support for player selected skin and models, including Terry and Human alike.
We've also added a human-only mode where you can display yourself and all other players as humans.
We've also made it easier to completely disable Autohop and Bunnyhopping if you don't want this when you play the gamemode!
New models, a preview of visual improvements to come!
Tuned movement further
General stability improvements
Previously, Deathrun only supported the classic Old School ending. Now, endings can be loaded from separate scenes into the active game world at runtime, giving us a more flexible foundation for future endings and varied gameplay.
This update adds the dr_iceworld_v2fix bhop ending also gives a first look at our Source-to-s&box porting work. For the first time, you can see imported Source Engine assets, geometry, and models running inside Deathrun, with functioning logic like teleporters, weapons, and breakable bhop platforms rebuilt in s&box.
This is only an ending for now, but it is a major first step toward a full porting pipeline for bringing classic Deathrun maps into s&box. More is coming soon, so stay tuned!
Alongside the new ending system, v0.2 includes several gameplay and balance updates:
* Trap order has been adjusted for better pacing.
* The hinge trap has been reworked to cover a larger area.
* The exploding barrel trap has been moved later in the level to improve early-round balance.
* The runner track has been tuned to give Death more room to catch up.
* General stability improvements and bug fixes.
Movement defaults have been updated to improve runner-versus-Death balance:
* Death now moves at 600u/s by default
* Death can hold Shift to walk at 300u/s, making buttons easier to press accurately
* Runners now move at 180u/s by default
* Runners can hold Shift to sprint at 210u/s
* Runner max speed is now capped at 525u/s, so bhopping runners can still build speed, but cannot fully outrun Death forever
These changes are aimed at keeping movement skillful while making rounds feel more competitive and fair.
Crusher trap: Displacement based trap with time delays and tweening,
Ball trap: Physics-based trap that releases a rolling ball that kills when colliding with players, optional initial velocity can be applied to tune the trap,
Fan trap: Physics-based trap that pushes Runners off the map to their doom!,
Sequenced hinge trap: Multiple independent platforms fall out from under runners in a smooth motion, dropping them to their death
Added voice chat, see your and others' s&box skins, basic dev models
Many bug fixes and general stability improvements
Many bug fixes and general stability improvements
We're working on bringing the classic Deathrun experience to s&box! We just started when the game released two weeks ago, so things are still very early alpha.
Fully working team & round systems,
Source 1 movement recreation, including bhop, autohop, and air acceleration,
3 Traps:
* 50 / 50 breaking platforms
* Exploding Barrels
* Fire Trap
Keep your eyes peeled for autotraps too!
Old School ending: Runners kill deaths with an SMG
Lots, initial release was pretty buggy, don't fall through the floor!