Game in development (gameplay rework in progress)
Community Discord: discord.gg/NDPu6xs3qk
04/05/26 - Save System fixes, & QOL changes
The saving system has been reinforced; it will now attempt five saves instead of just two, using different calls to the stats system.
Additionally, new tables have been created to store records that could not be saved for any reason. This process should continue in a loop until the facepunch services are available again.
The respawn system has been modified to allow for different options to improve the quality of future maps by making customization more flexible. Now, each teleport point allows you to configure whether it retains the speed you had upon entering the teleport, whether it retains the camera angle you had upon entering, and other settings. It still needs polishing, but it's decent.
A bug that caused teleportation based on the trigger object's rotation instead of the target object's rotation has been eliminated, making any tilt break the physics.
Part of the core system has been changed, including leaderboards, scoreboards, and some information transmitted between players, to support the new system. The old system has been improved because several people have recently been playing so good. I don't know why they've all been on bhop_vulkan_island. With this new system, it should be easier to detect such good players. Currently, it's quite tolerant, so it shouldn't produce false positives, but it will retain some useful information.
Users Those who are so good can now be automatically detected mid-game, whether or not they are the host. Upon detecting , the system will reward the user, adding them to the party list. The records of good players will be temporarily rewritten in case they try to bypass the system at 999.99, and they may be able to recover their old times if it's a false positive.
Map fixes:
Surf_sewers: Five teleports have been changed to retain the speed you entered at.
Remaining maps: I simply had to reconfigure each teleport individually to disable or enable options that I forgot when creating the script. These changes made the maps worse, and now they should be exactly the same. (I used references from older versions.)
I've been testing, but I haven't been able to do as much as I'd like. If there are any major bugs, I'll try to fix them as soon as I'm aware of them. It might seem like little has changed, but internally many things work differently (not in terms of surfing physics, but in terms of requests and calls). If something is too broken, certain changes might be rolled back.
The best time message in the chat may take some time to appear; is waiting for the time to be saved before the message is displayed
28/04/26 - hotfixes, shop update + content & more
The new maps have been added to the player details list on the scoreboard so their stats are visible.
Several chat errors have been fixed, and two hints have been added for new players recommending disabling V-Sync and going into settings if they experience poor performance, as sometimes entering or applying changes resolves the issue.
Errors in the console when obtaining the title unlock requirement as a position reward have been eliminated. These errors should no longer occur when changing maps or entering a new location.
Several texts that were associated with the debug version and were not in English have been corrected.
Part of the internal shop code has been modified to optimize timing and ensure faster synchronization between players when customization changes are made.
The shop will now display an image of the items that need to be shown, and for those that don't, it will display visual information so players don't have to access each item individually to see exactly what it looks like.
The first modification to the loadout style has been made to add images or visual information for equipped items in addition to their names, as was previously the case.
New in the shop:
x5 new Cards
x5 new title and name colors
x2 butterfly skins
x3 karambit skins
Map corrections:
- Surf_neon_mid: Initial zone boost detection is now the same as the surfable zone to prevent missing boosts.
- bhop_vulkan_island:
Inizital zone adapted so you can start without bhoping
Certain wall sections that were too close to the platforms, making them tedious, have been slightly moved. Performance improvements haven't been significant yet due to the large distances between the starting area and the lava zone.
- surf_sewers: A large portion of particles have been removed, and some lighting has been modified to reduce resource usage. In some tests, I've noticed double the FPS on this specific map.
update 28/04/2026 (new maps and important fixes)
Various fixes in the shop:
-The title category is now working correctly and allows you to purchase titles that are not achievement
-based or required by other means. -Fixed the issue with receiving titles based on top position.
-Added a fallback mechanism to prevent obtaining an empty prefab or stat value.
-Added the top titles for the new surf and bhop maps.
Various map fixes:
- Surf_turbine: Modified part of the floor at the end to fix the issue of forcing players to crouch permanently in that section.
- Surf_neon_mid: Fixed the issue with the third level that could send you back to level one under certain circumstances.
- small fixes in rest of the maps.
Surf controller: Modified the core to remove some of the old weapon behavior.
Bhop controller: Increased player radius to improve prediction.
Both surf and bhop controllers:
- Corrected part of the internal shop item list and simplified the process for adding content. This map has:
- Increased the infinite fall prevention fallback from 10,000 to 50,000 units to prevent false positives and teleports due to desynchronization issues.
New maps:
- Surf: Surf_Sewers, a map created by zones. It's not as fast as the older maps, but it has its own charm. The ramps on this map will be harder to master, but the map itself is quite simple, though ugly for now.
- Bhop: Bhop_Vulkano_Island, a map that blends basic bhop mechanics with boosts to create a bhop experience closer to surfing without losing its style. However, it's an ugly map—and I mean really ugly. It's not just the ugliest in the game, or even on the platform; it's probably the ugliest map in the history of game mode. No matter how many hours I've put into it, I haven't been able to make it more appealing.
update 21/04/2026
-Shop system added:
-Knife: Added Karambit, butterfly and butterfly Vulkano to the shop
-Customizables:
nametags (3d over your head (you cant see your tag)),
trails (same as nametag you cant see your own trail),
titles (buyables and reaching tops and total runs),
name colors(leaderboard),
title colors,
cards (scoreboard profile images(now some are too bright need to consider that to next images and fix the bright ones)
color name now apply to chat messages too
this customizations will be added on wr/best run preview when i work on it again (colors card etc)
each one has his own category
added to bhop controller the shop owned info to sync between controllers
added a check to spectator mode so you can see the correct skins of the user
fixed knife spawning position being forced to 0, 0, 0 so we can configure each knife to match the position desired
trail and nametag system remade to fit on the new shop and owned items method
when some item dont have image or it fails getting it the item window resizes so everything keeps looking good
fixed name color not showing on bhop mode
readjusted the exp rates between surf and bhop
adjusted the colors of the shop to match the game ui
readjusted the free spectator mode so the new trail nametag and knife system hide like the old one so we dont get visible shit on free spectating and we see perfectly on player spectating mode what the people have
fixed a bug where you can enable spectator mode on bhop (at the moment is not fully implemented and can have a lot of bugs, will add it soon)
the shop is going to be polished over the next days to make it better on aspect, but now i think its not bad at all and can get published, now it dont have a lot of things on each category but i will be adding more on it
update 17/04/2026
Added: Surf_neon_mid (advanced map, not begginer friendly)
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)
_________
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).