🎁 Added
  • 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
🧼 Improved
  • Complete movement rewrite for more reliable, Source-style movement
🪛 Fixed
  • Stability fixes and polish across the board
  • Collision improvements to make gameplay feel more consistent
🚯 Removed
  • Errant collision movement code, human-only mode due to new method of displaying models + movement
⚠️ Known Issues
  • Minor bugs in iceworld, mostly client-server discrepencies
🎁 Added
  • 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!
🧼 Improved
  • Tuned movement further
  • General stability improvements
🎁 Added
  • 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!
🧼 Improved
  • 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.
🪛 Fixed
  • 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.
🎁 Added
  • 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
🧼 Improved
  • Added voice chat, see your and others' s&box skins, basic dev models
  • Many bug fixes and general stability improvements
🪛 Fixed
  • Many bug fixes and general stability improvements
🎁 Added
  • 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.
🧼 Improved
  • 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
⚠️ Known Issues
  • Lots, initial release was pretty buggy, don't fall through the floor!