Game in development (gameplay rework in progress)

                                                                      Community Discord: discord.gg/NDPu6xs3qk
FixDate 14/04/2026
Today was going to be a slightly bigger update, including two maps, and I was going to try to add a new Bhop map as well, but yesterday my PC crashed and the cutscenes I had open got corrupted. So I had to start redoing them a bit and leave the basic structure to see if I can finish them tonight, but I've fixed some things that were causing problems and added a few things.

- The bhop controller has been restructured due to the script separation in yesterday's update. It now has the same logic as before, which allowed for more control and precision when predicting falls to platforms. Further refinements will be made.

- If the leaderboard hasn't yet received a better time update, send a new request to ensure it appears in the next refresh.
- Fixed a problem with the chat where it sometimes displayed the KDA due to an error I made in differentiating between speedrun and deathmatch in the last update.

- The UI has been updated to include spectator information.

- A forced mode has been added to prevent players from connecting in spectator mode.

- If a player disconnects while being spectated, it will activate free spectator mode.

- Spectator mode preserves collision detection.

- Spectator mode hides weapons in free mode and synchronizes the weapons and actions of the player you are spectating.

- A spectator counter has been added if the user is being spectated. Spectated by at least one player (will appear next to the speed indicator)

- Added spectator mode information UI with instructions on how to use it

- Added the name of the player you are spectating

- Security layer to prevent the run of the player you are spectating from being counted

- When you spectate someone, the other players become invisible to avoid loading bodies that might interfere with first-person view

- Spectator mode is published now
(Added to Surf mode only, after testing it will be added to Bhop as well) I haven't been able to test it thoroughly, so there may be bugs
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core update 13/4/26
-Now the game forces the use of 128 ticks; previously, despite setting 64, some clients would ultimately resolve with 50 because it was fixed on the platform. Now everyone must use 128 ticks. 
-The way surfable areas are detected—their edges, faces, and vertices—has been changed to prevent problems.
-Surfable platforms will now always allow jumping on their top surface.
-The new algorithm checks front and back positions and performs more thorough checks when required in the central area to anticipate problems when connecting with ramps.
-The algorithm will now receive more ticks of ramp information, having been increased to 128, and based on this, it should be more accurate in allowing certain behaviors.
-The entire previous algorithm has been discarded because it focused on mixing meshes and hull collisions, making it unstable. Now we will only use meshes, which are the worst option due to their creation method, but they facilitate the appearance of errors and make it easier to locate them. --Added refresh time to map leaderboards 
-Adjusted gravity and jump, as well as their ground detection method, to improve gameplay 
-The tick check has been reinforced to facilitate exiting a ramp and prevent it from holding you back. Previously, it ensured you weren't being held back and kept you tied to the platform longer; now, there's nothing tying you to it, it will let you go.
-Detection at ramp exits has been optimized to avoid confusion between subticks and ground, preventing loss of momentum
-Simplified trace system so that each player action (surf, air, ground) has its own functions governing its behavior, preventing conflicting calls and code reuse that could cause bugs
-Several memory leaks and HUD and notification system bugs have been fixed
-----Map Changes-----
-[Surf_training] boost and bit adjust of some ramps, now its more smooth
-[Surf_turbine] ramps colisions set to mesh

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Hotfix 11/4/26
Player collision hull changed to polish edge colisions, ramp predictions are now using only meshes,
sticky platforms fixed, added more logic to evade platform stalls and predicting bumps
 
small changes on surf training and turbine
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Hotfix 10/4/26
The way the controller behaves with ramps has been changed to prevent problems with future mesh updates. There may still be some outdated ramps, so we will try to fix any bugs as soon as possible.

The system no longer relies as heavily on traces and ramp connections. Now, it predicts the player's movement in real time to try to resolve connections in the best possible way. This may cause a slight correction, resulting in a "small jump" to prevent the player from getting stuck.

Issues related to ramp exits that disrupted momentum, connections, or cuts that slowed down the player on ramps have been fixed, and certain anomalies have been smoothed out thanks to the prediction algorithm inspired by the one used in CS2 (this may cause some unpredictable behavior in certain areas, but it shouldn't be a problem).

Many more things have been changed, and some extra modes besides Surf Deathrun may have been broken; these will be fixed soon. The new systems will be refined as feedback and testing are received.

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Hotfix 7/4/26
bhopcontroller reworked, bhop speed limit cap added, changed gravity & jumpforce to match the map changes (need polish)

bhop_training map firsts rooms are reworked to match the controller physics, the rest of the map will be reworked once the new controller is fine

surfcontroller little changes to match some slopes, fixed slow speed surfing bugs added on last update

surf_turbine Mid path and U-turn ramp smoothed, and various fixes   

Best time notification now force to update and show the correct top when someone get PB isntead of the old one
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Hotfix 6/4/26
Surf turbine map got heavy changes(better boosts,
Ramps fixed, duped walls moved, lighting, paths...)

Now we check each ramp connection because the
S&box meshes keep changing and we use only the scene mesh system (not hammer maps),
so we now detect each seam, but this is provisional and can cause many undesired behavior

Fixed many bugs with the latest ui changes

a lot more things...

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03/04/26 hotfix

fps fixed

S&Box has changed the mesh system (world blocks) again, causing some issues with gameplay,
but they've added a new collision system in the latest version, new trace + hull system on ramps
(Turbine still has problems due to its outdated meshes, but it's running better).

The ground gravity system has been changed, and the bunny hop system has been modified to adjust to the new gravity.

The collision detection system has been changed from meshes to hull on almost all ramps
(Some older ones still need to be remade from scratch because they haven't ported well to the new system due to their cuts)

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A new update has been released, and new maps will be added for each mode once certain existing bugs have been thoroughly checked. The changelog will be updated throughout the day, detailing all the changes.

Among the most important changes are:
- Completely overhauled weapon system and logic
- The surfing system has received some optimizations
- The player's body now has colliders for each limb
- Added a new chat system
- Scoreboard system with total game statistics for each mode
- New deathmatch mode and map
- Changes to surf_training; it now also includes a left-handed version
- An achievement system tracking stats (some achievements that are currently unobtainable will be automatically unlocked if you meet the requirements upon activation)
All changes will be added to the list soon







Older updates
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(some weird bug appeared on the controller with the last s&box update,
surf in some frames can fail and lose smooth or get you  stuck on platform change, will be fixed)

Achievements are being added but cannot be obtained yet.

Deathmatch mode (pvp) with DM maps comming on next update with a lot of more new features

04/03  hotfix
Leaderboards now prioritize the lowest times, thus avoiding the error where the top positions weren't displayed due to the sheer number of entries.
The auto-crouch while surfing now feels smoother.
The Surf Turbine's trajectory and boosts have been optimized to better match the new surfing system.
Some training ramps will now force surfing to prevent textures from being detected as new blocks and to eliminate the jump when touching them.
Testing a new chat display system to avoid having to reprogram it due to needs (conflict betweet not networked camera and networked screen)
Added a little bit of airspeed on strafing to match the bhop feeling
Voice chat now works fine

01/03 big hotfix
Voice chat added (not tested), nametags fixed,
surf turbine starting boost is additive to bhop,
Player resized model, player radius is smaller now,
crouch is a little bit smooth, fixed airaccelerate problem,
strafe bug fixed, surf gravity improved, bhop friction fixed
fixed ramps that make you jump on texture change,
adjusted some boost to mantain the coherence with new surfing gravity
(These changes will be removed if they break the game.)

27/02 hotfix
fixed some bugs on surfing (need more improvement), player size & trail fixeds,
all lobbys now update the name on host change, fixed player prefab finding
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25/02 update
Surf Turbine alpha added, fixed some map selector bugs from the menus,
fixed some ramp problems on training surf, and bhop training is more easy now,
nametags added, fixed problem with chat desync, fixed leaderboard size,
the bhop turbine and new surf map is delayed till next update.
Pre-implementation of achievements (next update).
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24/02 update
Escape and main menu redefined, new panel added with map info,
training maps visual design redefined, leaderboard fixed and resized,
privacy options, invite/friends only and private are  now fully working,
anticheat optimized, now each map has description, image and info...

bhop_training platforms are bigger and the distribution are better now.

two surf maps and one more bhop map are coming very very soon.
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Previous descriptions of older updates have been removed to avoid accumulating too much text.


The map aesthetics will be refined, priority has been given to gameplay feel and map structure.
This include how the future maps are gonna be added.

The game will be constantly updated, and all feedback is welcome
both through reviews and contact via Discord (the ID is in the org information).