v0.1 — Real Holes, Endless Growth

Holes are real holes now — a shaft cut into the street you can watch things fall down — growth no longer stops at a tier, and the mouse steers with a click instead of a held button.

Until now a hole was a black circle painted on the road. Props reached it and blinked out. It worked, but it never looked like anything was going anywhere.

Now the street is actually cut open. There's a shaft under it, and things fall down it.
There's no suction. A prop stands in the road until enough of the ground under it is gone, then it tips and falls — and you can watch the whole descent instead of catching the last frame of it.

Tiers are gone. You don't unlock sizes any more; the hole gets wider with every single point you score, and it keeps going.


What you can eat comes off the object itself — its footprint and its height. A lamppost is tall, a bench is long, and both of those now mean something. The score you get for it comes from the same measurement, so big things pay like big things.
Mouse steering is a toggle now. One click hands the hole to your cursor, another takes it back — no holding a button down for a whole round. WASD still overrides while you hold it.

v0.1 — Real Holes, Endless Growth

0.1
24 August 2026
35 changes in this update

Added

7 changes
  • Mouse steering is now a toggle. No more holding the button down for a whole round — left click hands the hole to your cursor, another click takes it back. It starts switched on.

  • WASD now moves you relative to the camera. W is always "up the screen". Keys take over while you hold them and the cursor picks the hole back up the moment you let go, so cutting a corner mid-chase costs nothing.

  • An on-screen hint when mouse steering is off, so a stray click can't quietly park your hole with no explanation.

  • Holes are actually holes now. There's a real shaft cut into the street, and props drop down into it instead of blinking out on a black circle.

  • New growth moment. Grow past a size you couldn't eat before and you get a banner and a sting telling you how wide your mouth is now.

  • "Next target" on the HUD and the scoreboard — how much wider you still have to get before the next thing on the map is edible.

  • Skins colour the shaft too, not just the rim.

Improved

10 changes
  • Growth is smooth and has no ceiling. Tiers are gone: every point you score widens the hole a little, and it keeps going.

  • What you can eat is measured off the object itself — its footprint and its height. A starter hole can't swallow an eight-metre lamppost through its narrow base any more, but a long bench taken end-first goes down just fine.

  • Score comes from the same measurement, so something that looks big pays big. Reward and difficulty can't drift apart.

  • You can actually watch a swallow now. Props fall under normal gravity, darken as they sink, and only fade right at the end. They used to be gone in the time it takes to blink.

  • Fall distance scales with your hole, so a late-game monster swallows things properly instead of leaving them hovering at the lip.

  • A prop has to be lined up over the mouth to count. Clipping the edge of something on your way past no longer eats it.

  • Holes don't bulldoze street furniture. Props stay put until you're genuinely under them.

  • Everyone sees the same city. Props eaten by other players — and by players who joined partway through — now match up across the lobby.

  • Nameplates are readable and sit centred over the hole.

  • The arena resets for everyone between rounds, so every round opens on a full city on every machine.

Fixed

10 changes
  • The hole hitching and stuttering whenever the cursor came near it. It now brakes onto the cursor and stops on it.

  • Holes rendering as a flat ring painted on the street, with roads acting as a lid over the shaft.

  • A flat sheet of sea showing up inside any hole wide enough to reach the waterline.

  • Props bobbing at the edge of a hole and snapping back up to the road.

  • Props launching across the map when a hole so much as brushed them.

  • Props sinking through solid road after the hole had already driven off — the "it got eaten outside the hole" bug. If the mouth leaves while part of the prop is still showing, the prop climbs back out.

  • Nameplates and score popups sitting to the left of the hole instead of over it.

  • Hand-placed props staying visible for everyone else after the host ate them.

  • Under lag, a prop you swallowed locally but the host never confirmed vanishing permanently. It comes back now.

  • Your hole stopping dead when the cursor slid off the ground; it now steers toward the last valid point.

Removed

4 changes
  • The tier system, along with "TIER UP", "MAX TIER" and the scoreboard's "Eats up to" row. Size and "next target" replaced them.

  • The solid collar around the hole — that was the thing shoving every prop you drove past.

  • Hold-to-move on left click, replaced by the toggle.

  • Props being dragged sideways along with the hole. Nothing pulls a prop any more; it falls because the ground under it is gone.

Known Issues

4 changes
  • Joining mid-round puts you in spectator until the next round starts.

  • On a bad connection, a prop you swallowed on your screen can reappear a couple of seconds later if the host disagrees.

  • Sweeping quickly over something half-swallowed can hand it back — it climbs out of the hole instead of going down.

  • The inside of the shaft is very dark, so a prop is hard to make out over the last part of its fall.

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