ChangesLighting Overhaul, Audio Overhaul, and others.
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Added
Practice Range has rain I have been working on. Press the button on the right to see the different features. Be careful as it is experimental still, so the particles will lag your game if you get too crazy.
Rain has collision and splashes upon impact, causing little droplets and ripples to show. Will be affected by equipment and players.
Forcefield catches and throws back rain. Why? No reason at all.
Rain has been added to Mainline map.
Cloth doorway strips. Strips that hang in the openings of doorways, physics based objects that react to players, laser bolts, grenades, and more. Trimmed with super sick RGB lighting.
Grenade blows rain particles away in a circle for visual coolness.
Laser bolts also push rain particles out of the way.
Time Bubble slows/freezes all rain, causing them to drop and fall towards the ground at the same time.
Practice Range has a TV attempting to stream a Youtube video. Can't quite figure it out.
A new movement system. Players should feel a little heavier. More details below.
Improved
Overhauled lighting. Should now feel like an indoor arena, instead of an outdoor arena with a glass ceiling and a blindfold.
Player glow strips should be visible from further away, and hold a better color.
Trim lights surrounding Mainline should help guide players along the walls - will be adjusted in the future
Mainline map has better lighting, better look with the parallax mapping, and better ambience.
Cloth doorways have been implemented into some doorways in Mainline. Most likely will cut the size of doorways to cut the size of the cloth barriers.
A little more variation in the physics objects.
Player Movement has been slowed down. Players now have acceleration and deacceleration - taking a little over half a second to reach max speed, and a little under half a second to stop completely. Players also lean while aiming quickly, and moreso while sprinting and aiming. This should start to feel a little more fitting for the general gameplay Im aiming for.
Started changing the way weapons are held, so they should feel a little less intrusive and things like the grenade/force field should start to look a lot better.
Gunplay should also feel a bit more weighty, at least when it comes to the pistol. Added some recoil, muzzle flash, pulled the pistol in closer to your chest.
Audio. Facepunch recently added 3D spatial audio, I added that to a lot of the sounds. Still tweaking, so leave feedback. It sounds very nice. Thanks Garry.
Fixed
Performance on Practice Range and Mainline XL. Both have been republished into the live game so players can try them out and see the general direction of the game.
Removed
Laser Turret. Didn't quite fit the gameplay flow currently. It is still an asset and working for the future, just commented out for now.
Known issues
The "Rain Simulator" will most likely crash your game if you get too wild with it. Fair warning.
Laser Bolts pushing the rain out of the way looks mediocre right now.
Garlic Knight — a new melee ally bruiser. Recruit him from the shop and he charges into the fray, cleaving whole packs of enemies with his sword. Scales with Engineering like your other allies, completing the ranged / turret / melee trio.
Three new achievements: Knight Hunter (slay 10 Elite Axe Knights), Cleanup Crew (defeat 150 enemies), and Extermination (defeat 500 enemies).
New sound effects for buying and selling in the shop, blocked actions you can't afford yet, and unlocking achievements.
Improved
The follow/hunt toggle now controls ALL allies (renamed to "ALLIES"). In Hunt mode your Tater Tot and Garlic Knight now split up and target different enemies instead of swarming the same one.
The achievements menu is now sorted into categories (Combat, Bosses, Survival, Arsenal, Getting Started) with tidier tiles.
The calm coin-pickup flash is now smaller and more subtle.
Tidied the options menu — the speed slider now sits alongside the SFX and music sliders.
The Gauntlet leaderboard is front and centre - it now lives on a big wall panel in the garage (on your right as you leave the office), shows the live global top 10, and formats scores with thousands separators.
Improved
Smoother roads - the driving surface was rebuilt finer, so the car no longer catches or stalls on small bumps.
Ranked by your best run - scores each player by their highest single run, not the sum of all their runs.
Fixed
No more purple lights - city street lamps, lit windows and sign bulbs that rendered violet now glow warm amber.
Removed
The end-of-run fanfare - finishing a run no longer plays a victory sound (the music already stops at the end).
New Fishing Game Mode: Unlocks at level 500 in Classic mode. This mode features separate progression from Classic mode, introduces some changes to the core progression mechanics, and maintains the same "match-3" gameplay.
Added 14 fishing zones.
Added 144 base fish in total.
Added 21 variants for each fish, making a total of 3,024 different fish variants to catch.
Fishes come in various different sizes and grades, which affect their value.
Every variant can appear in a "shiny" form for better rewards.
The board of directors is closely monitoring the shift hours you spend at our facilities and meticulously reviewing the reports (feedback) you share. A new procedure has been implemented to increase the quality of the services you provide within "Last Shift" and to officially record your performance at the facility.
As of now, the Official Achievement System, approved by the headquarters, has been put into effect.
Personnel Tracking and Performance System
Your critical actions, the department mysteries you solve, and your survival time during your shift will now be directly rewarded by the central system. The [Number of Achievements] operational achievements added to the game are designed for you to prove your competence at the facility.
Some of the performance criteria are listed below:
"First Night": Complete your first shift without giving in to fear.
"Out of the Darkness": Survive for [X] minutes without using a flashlight at all.
"Curiosity Killed the Cat": Break the rules and open that door you are not supposed to open.
- Emrald dashboard (emrald.xyz) opened to creators: projects, environments (production / staging / development), servers, variables, permissions, groups, and addons all configurable from the browser, no coding required.
- Addon system to customize your server, installable and uninstallable per environment on the fly.
- Server hosting documentation online at docs.emrald.xyz to guide you through the installation and creation of your projects.
- SDK documentation to create your own addons — coming very soon.
- New `Quantity` field on item definitions, to configure the stack size that appears when they're spawned (F4 purchase or spawn menu). For example, a pistol ammo pack is now explicitly defined as a stack of 30 rounds.
- Bottom-right HUD hint "Leave seat" displayed while sitting on a chair or couch.
- Hand-curated workshop catalog: you only see clean items in the wardrobe and the spawn menu, sorted into named categories with their emoji.
- NEW badge on items freshly added to the workshop catalog.
- New "Hitman" job (illegal, 2 slots max per server, base salary, starts with a USP and 90 pistol rounds).
- Contract system: aim at a hitman in town, middle-click to open the placement menu with target and price selection ($500 to $50,000).
- 15-second acceptance popup on the hitman's side (avatar, name, job, and price of the target) with alert sound; refusal or expiration refunds the client.
- 10-minute countdown on active contracts, visible to both the client and the hitman.
- Prompt "[middle-click] To place a hit" above hitmen ready to take a contract.
- New "Banker" job (legal, 2 slots max per server, base salary $150, 100% roleplay built on the existing systems — printer deposits in the vault, commissions, bodyguards against heists).
- Command `/report <reason>` to send a help request to online admins; 30-second cooldown between reports.
- Stack of report cards in the top-left of the screen for admins (perm `ManageReports`) with alert sound on each arrival.
- Three states on the card: available (green "Claim" CTA), taken by another admin (gray "Claimed by X" badge), taken by me (6-action grid + red "Close" CTA).
- 6 admin actions directly from the claimed card: Goto, Bring, Return, Freeze, Spectate, Kick.
- Admin Spectate mode (TPS): detached camera behind the target, the admin's pawn stays in place. Activable from a player's detailed view in the scoreboard or from a claimed report card.
- New `admin_spectate` permission (Admin category) required for Spectate mode. Action buttons on report cards are now individually grayed out based on perms (Goto, Bring, Freeze, Spectate, Kick each gated on their own perm).
- Bottom-center HUD overlay during Spectate with the target's avatar, RP name, job, and the instructions to exit spectator mode — style aligned with the arrest / death screens.
- Notifications for the reporter: "Report sent", "X is handling your report", "Your report was closed by X", and "ticket closed" if the admin leaves.
- New "Reports" category in the admin Logs tab (Global) to audit ticket sends / claims / closes.
Improved
- "Sit" tooltip on chairs hidden when the player is already seated elsewhere — no more false prompts on other seats during a sit session.
- Death screen now shows the respawn key icon (follows your rebind) instead of hardcoding "SPACEBAR".
- The wardrobe loads faster and no longer needs to scan the entire workshop on server start — it reads the curated catalog directly.
- Props and Entities tabs only show categories that contain at least one available item, with their emoji in front.
- "Downloading…" indicator shown when a workshop item is downloaded during a spawn from the spawn menu (already present for the wardrobe).
Fixed
- ATM cash withdrawal stuck on "DISPENSING CASH" indefinitely on dedicated servers — the clock used for the dispense timer is now synchronized between the server and your client.
- Item stack dropped to the ground from the pocket showed "x1" instead of the real quantity.
- Picking a ground stack back into the pocket only returned one item instead of the full stack.
- Eating an item from a ground stack didn't decrement the counter — the pile could be consumed in a loop.
- Clicks impossible on the mayor PC's buttons (the cursor moved but nothing reacted on click) — the camera used for the cursor hit-test is now aligned with the rendered camera.
- Mayor PC that stayed open if you died in front of it or lost the mayor role mid-session — the terminal now closes automatically in these cases.
- Red damage overlay that stayed visible forever after a slay (and didn't clear on respawn or after a heal) — the internal counter is now capped, and a respawn clears the overlay instantly.
- Spawning workshop entities (`type:sent`) that did nothing when a player or admin clicked an entity package — the package is now mounted on the fly and the primary prefab cloned just like for local definitions.