---
title: "Berm - s&box game"
description: "Sculpt a whole world with sliders and a brush — then launch a server and explore it with friends."
canonical: "https://sbox.watch/games/fieldguide/world_builder/"
generated_at: "2026-09-02T06:59:44.597Z"
---

# Berm

Sculpt a whole world with sliders and a brush — then launch a server and explore it with friends.

- Type: game
- Ident: fieldguide.world_builder
- Creator: sbox Field Guide
- Canonical: https://sbox.watch/games/fieldguide/world_builder/
- Markdown: https://sbox.watch/games/fieldguide/world_builder/index.md
- sbox.game: https://sbox.game/fieldguide/world_builder/
- Generated: 2026-09-02T06:59:44.597Z

## Stats

- Playing now: 0
- 24h player peak: 1
- 24h momentum: +0
- Terry score: 92%
- Favorites: 33
- Upvotes: 29
- Downvotes: 0
- Total players: 187
- Total sessions: 438
- Cumulative playtime: 5.4 days
- Updated: Aug 5, 2026
- Created: Jul 18, 2026
- Size: 119.2 MB
- Files: 2.2k
- Tags: creative, exploration, multiplayer, procedural, relaxing, sandbox, terrain, voxel

## Description

Berm

Berm (previously World Builder) is an early development alpha and very much a work in progress. Terrain, tools, and toys are all moving targets, so expect rough edges, odd bugs, and updates that shuffle things around. If something breaks or feels weird, that is the alpha talking. Tell me about it and it gets fixed.
Build a world. Walk into it. Bring friends. Export it for your game.

Berm is a procedural sandbox that turns a handful of sliders into a pixel-art world you can walk around in - terraced mesas, snow-capped peaks, carved river valleys, and sun-baked desert, all generated in seconds. Roll the dice for a fresh seed, dial in the look you want, then drop in and run around the world you just made. A short guided walkthrough points out the controls as you go, so you are building inside the first minute.

- Generate
Pull the sliders and hit Regenerate. Height and ruggedness shape everything from gentle coastal flats to craggy mountain ranges. Push the sea level to flood the valleys into an archipelago, sweep the moisture dial from bone-dry desert to lush forest, and scatter rivers and winding roads across the terrain. Every world is built from its seed, so a world you love is a world you get back exactly - same seed, same world, every time. Pick your terrain style right at creation, too: Voxel, Low-poly, or Smooth.

- Choose your look
The same landscape can wear three different styles at the flip of a control: Voxel for the classic blocky, terraced pixel-art grain; Low-poly for clean faceted slopes; and Smooth for softly rounded hills. Eight biomes - ocean, beach, desert, grassland, forest, badlands, rock, and snow - with strata banding across the cliffs and a snow line that creeps down the peaks.

- Sculpt it by hand
Not quite right? Grab the brush and reshape the world live. Raise hills, carve craters, flatten a plateau, smooth a ridge, repaint the ground, add or drain water, plant forests, or clear the props away. Fresh tiles grow in blended to their biome, so new ground never looks pasted on. Span a gap with a bridge - stone and wooden decks with matching corner pieces that chain together as far as you want. Everything you change stays put.

- Explore it
Hop into a character and actually walk the world you built - run, sprint, double-jump across terraces, slide down slopes, and swim the lakes. A sun disc tracks a real day-night cycle overhead while clouds drift across the sky, and as host you can set the weather to Clear, Cloudy, or Rain whenever the mood calls for it. Chasing the perfect shot? Drop into free cam, then open the photo tool for depth of field and a lens zoom to frame the whole diorama. Or just fly: free cam soars over the whole thing.

- Gear up and get around
Getting around is half the fun, so every character carries a hotbar of traversal gadgets, all unlocked from the start. Strap on the jetpack and thrust into the sky (boost for extra speed, refuel on the ground), pop the glider to soar across valleys, spring sky-high on the boots' double jump, fire the grapple at a cliff to reel in and swing off your momentum, drift up under a balloon and float gently back down, or hold up the lantern to light your way at night. Then crank the gravity dial for floaty moon-jumps or heavy-boots mode, and the whole kit bends with it.

- Play it together
When your world is ready, hit Launch Server and hand your friends an invite code. Everyone loads into the exact same world - no downloads, no waiting, because the world rebuilds from its seed on every machine. Sculpt it together in real time: everyone sees everyone else's brush strokes as they land, and a host toggle lets guests sculpt too. Proximity voice keeps it social, so closer means louder.

- Save and share
Name a world and it lands under Your worlds, ready to reload whenever you want. Export one to a file to back it up or pass it along, and import a world a friend sent you to drop straight into their build.

- Twenty achievements track the milestones as you generate, sculpt, explore, and mess around.

Quick Controls

Getting around
- Possess or drop to orbit: T
- Orbit camera (drag): right mouse
- Rotate orbit camera: Q / E
- Zoom: mouse wheel
- Free cam: I
- Photo tool (in free cam): Z
- Change view: K
- World map: M
- World panel / menu: Tab

On foot
- Move: WASD
- Sprint: Shift
- Walk: Alt
- Jump (double in air): Space
- Slide / crouch: C
- Reset to spawn: R
- Push to talk: V

Gadgets and building
- Hotbar: 1-9
- Cycle slot: mouse wheel
- Lantern: L
- Grapple strength: \[ / \]
- Toggle brush: B
- Paint (hold to apply): left mouse
- Paint colour: P
- Place props: O

Interface
- Toggle this legend: H
- Hide the UI: U
- Hide tips: Y

 Suggestions, bugs, feedback? It is an alpha, so there will be plenty. Join the Discord and tell me everything.


## Updates

### Plain Sight

Aug 5, 2026 · Version v1.6.2

An exit button. Top left of the screen whenever your menu is open: one button that closes the game, behind a confirm that tells you how many friends get sent home if you are hosting.
**Added**

- An exit button. Top left of the screen whenever your menu is open: one button that closes the game, behind a confirm that tells you how many friends get sent home if you are hosting.
- Your collection, on the Dashboard. How many Journey finds you have against how many there are to find, and what you found last, sitting next to your lifetime points. Journey worlds only.
- New tools now tell you what to do with them. Find a tool and the game offers one concrete thing to go and try with it, instead of leaving you to work out why it matters.

**Improved**

- Esc opens your menu. It opens the menu on its main tab and it no longer drags the s&box pause menu up with it.
- The game says what Journey keeps. The create screen now tells you that what you find in Journey stays yours from world to world, and the reset confirmation names everything it actually hands back. It had been understating that by four whole categories.
- Room on the Stash tab. Re-order hotbar and Reset Journey moved out of the crowded strip at the top into the column on the right, as proper buttons, with your hotbar state riding the re-order button.

**Fixed**

- Caves in cliff faces have their rocks back. Entrance boulders were placed at ground level around the opening without checking that ground was anywhere near the cave mouth, so a cave that opened in a steep face threw its whole ring of rocks onto the hilltop above and the valley below. They now sit on the mouth's own ledge and frame the opening. Shows on a new world or after a regenerate.

**Known issues**

- Cave mouths read as flat black from far away and only look like caves as you get close.
- Carried from v1.6.0 unchanged: a lit lantern inside a hill can still glow the hill from outside; field crates do not pay cache points when opened (deliberate); one world pays boss crates for three stuns and no more, and a stunned boar is silent while down.

### Walk Right In

Aug 5, 2026 · Version 1.6.1

The level-1 jetpack can actually catch you. Its thrust barely beat gravity, so stopping a fall took seconds and a lot of altitude. It climbs and recovers noticeably better now; levels 2 through 4 are untouched, and…
**Improved**

- The level-1 jetpack can actually catch you. Its thrust barely beat gravity, so stopping a fall took seconds and a lot of altitude. It climbs and recovers noticeably better now; levels 2 through 4 are untouched, and fuel is still what the upgrade ladder is about.
- Tab opens your Stash. The tab menu now lands on the Stash tab, and the scoreboard still leads during a live round. Q still jumps straight to Progression.

**Fixed**

- Your hits land on the giant boar. When a guest shot the boss, the game double-checked the hit against a small sphere around the animal's feet, while your shot can actually connect anywhere on the body. The boar is the first animal tall enough for most of its body to sit outside that sphere, so upper-body hits were silently thrown away and only low shots counted. The check now matches the animal's real shape.
- No more phantom shoves. If two animals had each struck you, their leftover strike records could take turns knocking you around forever, long after both were gone. Each strike now applies exactly once.
- Rocks stay on the ground. Cave-entrance boulders on the outer tiles of a world were placed against the wrong tile origin, so they hovered in the sky. They sit at their own cave mouths now.
- Every cave has a front door. The generator now builds a walkable stone ramp from each cave mouth down to the ground outside, so you can walk into any cave on foot instead of hopping at ledges. New worlds only for the ramps; an existing world's caves gain them the next time its terrain regenerates.

**Known issues**

- Carried from v1.6.0 unchanged: a lit lantern inside a hill can still glow the hill from outside; field crates do not pay cache points when opened (deliberate); one world pays boss crates for three stuns and no more, and a stunned boar is silent while down.

### Skyline

Aug 4, 2026 · Version 1.6.0

Caves. Your world grows real cave systems now: tunnels that climb and dip, more than one mouth opening onto the hillside, walled in stone instead of bare terrain. Boulders mark the entrances so you can spot one from a…
**Added**

- Caves. Your world grows real cave systems now: tunnels that climb and dip, more than one mouth opening onto the hillside, walled in stone instead of bare terrain. Boulders mark the entrances so you can spot one from a distance, and the same seed always grows the same caves.
- Bring a lantern down there. It lights the space around you now instead of washing out the whole tunnel, so the dark actually feels dark.
- Where you find caves depends on the country. Alpine worlds are riddled with them, and gentle meadows grow smaller, rarer ones. Head for the mountains if you want to go spelunking.
- A share of every tile's loot moved underground, including a few of the one-of-a-kind finds. The world is not richer, only deeper: there are no more crates than there were before.
- Caves are where tools get better. Crates you find underground can pay a tool upgrade, which surface crates never do, and the level-4 upgrades at the top of every ladder sit in caves whenever your world grows one big enough to hold them. If you want your kit maxed, go down.
- An upgrade crate never wastes your find. One with nothing left for a maxed tool pays your points instead of handing you a hat.
- Tool upgrades are live. Start a Journey world and your tools begin at level 1, climbing as you find upgrades for them, so a tool you have carried all game keeps getting better. Sandbox is untouched: tools there run at max level.
- Twelve indigo upgrade crates are seeded across your world. Open one and it pays the next rung for that tool, wherever your ladder currently stands. Find an upgrade for a tool you have not turned up yet and it banks, waiting for the tool to arrive.
- The Stash: a new tab on your Journey world. One page for everything you are carrying and everything you have found, battery and points across the top, then your tools, toys and build parts, what you are wearing, and the last thing you found. Anything you have not found yet still holds its place, so you can see what is left to go looking for.
- Re-order your hotbar. Open the Stash, hit re-order, click a slot to pick it up and click where you want it to land. Your layout follows you into every world and both modes.
- Cave entrances grade from daylight at the mouth down to dark at depth, instead of opening onto a black box. Walking in feels like walking in.
- Loot crates in caves no longer glow. You find them by your own lamp, the way you find everything else down there.
- Start your collection over whenever you like. A Reset Journey button on the Stash clears what you have found, behind a confirm that names exactly what it forgets.

**Improved**

- Dive the glider and trade height for speed. Point the nose down, build airspeed, and the speed you earned carries you out of the pull-up instead of vanishing the moment you level off. An ordinary cruise still glides exactly as it always did; only a steep line pays.
- The dive tells you how fast you are going. The camera rattles, the view stretches, and the wind picks up, all keyed to the same speed reading. If you would rather not have the shake, wb\_cam\_shake 0 turns it off everywhere in the game.
- The Stash shows how good each of your tools is. The Tools lane carries a level chip per tool, and MAX once a ladder is finished, so you can see at a glance what is still worth upgrading.
- Picking something up flashes its hotbar slot. Topping up something you already have flashes softer with a plus one, and an upgrade find shows the new level.
- Mountain ranges get a skyline instead of a ceiling. Peaks vary across a range instead of hitting the same flat top, the ledges stop lining up across the whole world, and summits sit higher than before.
- Safe spawn altitude moved up to match the taller peaks.
- Your grapple starts at full power. Level 1 is exactly the strength the grapple has always had, and upgrades only ever add dial range on top, instead of a fresh Journey tool arriving weaker than the one you remember.
- Standing crates pay a dynamite top-up, not a war chest: a field or cave crate hands you 8 sticks instead of 24. A box you dug up still pays the full 24, since that one funded the digging.
- New worlds only, for both the caves and the mountain retune: an existing save keeps the terrain it already has, and a new world on an old seed will look different from the one you remember.
- The Stash's re-order button looks like a button again: grip dots and its own CUSTOM badge, instead of one long outlined pill.

**Fixed**

- A friend's name no longer stacks one letter per line on the dashboard player list while they are loading in.
- Bridges, structures and placed decorations no longer follow you out of a hosted world, the same fix already applied to animals.
- Re-hosting a world shows guests its animals and decorations again. Before this, stopping a world and hosting the same one again looked empty to anyone who joined.
- Leaving a world you hosted no longer drags its animals into the next one you join. That bug could hand a friend's world about a hundred and fifty animals from yours.
- Joining a friend's world lands you in their world, every time. A leftover session was behind assorted first-join oddities; joins now always lock onto the host's world.
- Your grapple strength setting is remembered between sessions.
- Guests can see the world boss now. Before this, a joining player's world rebuild could destroy the host's boar and never bring it back, so anyone who joined spent the rest of the session unable to see the animal the world is built around.
- Joining a friend's world no longer flashes. Tiles used to build fully, vanish, then animate up from nothing; they now stay hidden until their rise begins.
- Dedicated test servers hand joiners a character properly now, so a join can no longer leave you with no body and no way into play mode.
- The grapple rope is finally tied to the hook. It draws taut from the launcher to the hook's tip in both camera views, instead of floating near your hand, and it leaves the launcher right at the muzzle.
- You can walk into caves now. A mouth whose floor sat a step above the ground outside used to read as a wall, so entrances that looked walkable needed a jump. Any lip you could climb on open ground, you can climb into a cave.
- The Journey Complete banner stays gone once your journey is done. It used to come back on every respawn and regenerate; for now it is retired entirely.

**Known issues**

- A lit lantern inside a hill can still glow the hill from outside. Lantern shadows are off by default to save memory, so the light leaks through solid rock. The lantern change in this update shrinks how far that leak reaches, but does not remove it.

### Restocked

Aug 2, 2026 · Version v1.5.2

Every tile now carries loot. A new field crate lane keeps up to ten boxes standing on each tile of your world, with the starting tile a little richer so a fresh spawn still has tools in reach. Before this, every loot…
**Added**

- Every tile now carries loot. A new field crate lane keeps up to ten boxes standing on each tile of your world, with the starting tile a little richer so a fresh spawn still has tools in reach. Before this, every loot box in a grown world sat on the starting tile.
- Looted ground restocks itself. Once a tile is down to its last few crates, a fresh wave lands in different spots a couple of minutes later, so a lived-in world keeps giving instead of going quiet.

**Improved**

- Field crates roll their contents when you open them, using the same tables as dig and boss crates, so a brand-new guest and a veteran both get something worth the walk.

**Fixed**

- The reason all loot clustered on the starting tile: crate placement measured every position with the starting tile's ruler, so crates meant for the whole world all landed on tile one. Positions now come from each tile's own grid.

### Fair Game

Aug 2, 2026 · Version v1.5.1

Putting the giant boar down pays now. In Journey, a stun drops four loot crates in a ring around it, and everyone who helped land the hits gets their own set to collect. The crates hold the same things the rest of the…
**Added**

- Putting the giant boar down pays now. In Journey, a stun drops four loot crates in a ring around it, and everyone who helped land the hits gets their own set to collect. The crates hold the same things the rest of the world does, build parts, spawnables, tools and clothing, leaning towards build parts and away from clothing, because a boss should hand over something you can use.
- The test server can be pointed at any world from its launch line now: seed, terrain character, size up to 3x3, and Journey or Sandbox. Before this it only ever hosted one fixed single-tile sandbox world.

**Improved**

- The giant boar stays down for two minutes instead of thirty six seconds, so a whole group can walk over, get a proper look at it and collect the crates without racing the animal back to its feet.
- A multi-tile test server finishes growing its world before it opens the lobby, so nobody can join a half-built map.
- The server waits two minutes for its Steam game-server id instead of fifteen seconds, and when it does give up it prints what it actually saw.

**Fixed**

- Bonk weapons actually land on animals now. The bat, pool noodle, mallet and frying pan could not hurt a wolf, a boar or a polar bear at all: the swing was checked along a flat line at chest height, and every one of those animals stands below your knee, so the check sailed over them and reported a clean miss every time. Swings are checked along the direction of whatever you are swinging at, anywhere inside the weapon's arc, so a bonk connects with what it visibly hit. The giant boar was never affected, it is tall enough that the old check crossed it.

**Known issues**

- One world pays crates for three boar stuns and no more. The boar can still be stunned after that, and it still pays its points, it just stops leaving crates. Make a new world for three more.
- A stunned boar makes no sound while it is down, which was easy to miss at thirty six seconds and is very noticeable at two minutes.
- The v1.5.0 known issues still stand: buildings in a saved world load for the host only, and that is still the first fix of the 1.5.x run.

### The Journey

Aug 1, 2026 · Version 1.5.0

Journey is the new default way to play. You start with just your grappling hook and baseball bat, and everything else is out there in loot crates waiting to be found. Sandbox is untouched and one card over.
**Added**

- Journey is the new default way to play. You start with just your grappling hook and baseball bat, and everything else is out there in loot crates waiting to be found. Sandbox is untouched and one card over.
- Step 2 of Create a World asks which one you want: two cards, Journey preselected.
- Loot crates come in four kinds you can read at a distance: a clothing trunk, a skin drum, a slatted crate for spawnables, and a flight case for gear.
- Your Journey finds and your point level travel with you between worlds and lobbies.
- Options has a Reset your Journey row now, in the Interface tab: back to grapple and bat, crates back on the map. Your achievements, cosmetics and worlds stay yours.
- Shared hotbar slots cycle. Tap the slot number again to swap between the things you own in that slot.
- Toys, building parts and bridge kinds you have not found yet stay on the wheel and in the toy box, dimmed and marked Locked, so the catalog reads as a map of what is still out there.
- Building parts are stock you can count now. Every part you find arrives as a pack, five walls at a time and smaller packs for the rarer pieces, and placing one spends one. The wheel and the parts list show how many of each you have left. Parts you already owned before this update come with a pack each, so nobody starts empty handed. Sandbox building is still unlimited.
- Every crate of parts is worth opening. A parts crate always pays parts, even for a piece you already know, so you can go stock up on walls whenever you want more.
- The build tool and the spawn gun are the closest tools to home, so you get your hands on both early. Find a part or a toy before its tool turns up and the card tells you what is missing and that it is not far.
- Your hotbar shows only what you actually have. A tool you have not found yet is an empty slot rather than a greyed-out ghost of itself, and it fills in the moment you find one. Slot numbers never shuffle, so the ones you have learned stay put.
- Opening a crate tells you what you got on one card in the top left corner, and every kind of find uses it: tools, toys, building parts, skins, outfits, dug boxes, sunken crates, batteries. It shows the thing itself, names it, wears the colour of the crate that gave it, and tells you where it went, which is the part you actually need. A tool says which slot number it landed on. A toy or a building part points you at the wheel that loads it. An outfit still points you at Attire. The lantern has no slot number of its own, so its card names the key that lights it. And when a crate has nothing new left for you, it says so and pays you points instead of pretending.
- Dig up four boxes in one go and the cards keep up. They stack under each other instead of taking turns, so a whole handful of finds is on screen at once, and they fade out one at a time from the top as the pile drains.
- The toy box and the building parts screen count what you have found.
- Digging turns things up. Move enough earth with the brush or with dynamite and a buried crate surfaces where you were working. It wears the colour of whatever is inside it, so you can read the category before you open it.
- Dug crates are the one place a paint drum turns up, so kit skins finally have a box of their own out in the world.
- A couple of the further-out finds sit on the seabed now. They only ever land in water you can dive, your grapple hook reels you straight down to them, and there is nothing to run out of while you are down there.
- If your world has a coral reef, one of those sunken crates is inside it.
- Three new things to swing, and they all share the slot your bat is already in: tap that number again to cycle through whatever you have found. A pool noodle that reaches a good metre further than the bat, so you can bonk a wolf from outside the range it can bite you from, and flaps fast enough to keep doing it. An inflatable mallet that is slow and enormous and does not really aim: it clears everything around where it lands, and any loose ball or egg nearby hops. And a frying pan, which is the worst attack of the four on purpose, because while you are holding it an incoming paintball dies on it with a clang and tags nobody.
- All three turn up in loot crates out in the world, at three different distances: the noodle is a short walk, the pan sits mid-way, and the mallet is out past the traversal puzzle beside the jetpack. In Sandbox you just have them.
- Mini game rounds that hand you a paintball marker now actually hand it to you in Journey, even if you have not found one yet. It is a loan for the round: yours while the round runs, gone when it ends, and it never counts as a find. If you want to keep one you still have to go and find one.
- The terrain brush runs on a battery in Journey now. It holds a lot of earth, and a gauge above the hotbar shows what is left whenever the brush is in your hands, in the same spot the jetpack shows its fuel. Move enough and it runs flat, and the brush stops until you put something back in it.
- Batteries are things you pick up. Open a gear flight case or dig up a crate and a battery lands on the ground a few steps away, wearing its own model, and you walk over to take it. Every one you collect goes in your pocket, the count sits next to the gauge, and the find card names it like any other find.
- You never have to fit one yourself. When the charge runs dry the next battery in your pocket goes in on its own and you keep sculpting. The brush only stops when the gauge is empty and your pockets are too.
- The charge also trickles back while the brush is in your hands. That is the trade: put the brush away and nothing comes back, hold it and it slowly refills between strokes.
- A dug crate always hands back more than it cost you to dig it out, so digging pays for itself and then some. Sandbox has no battery at all, same as always.
- Dynamite is something you carry a stock of in Journey. It comes in packs of 24, you spend one every time you throw one, and dig up a box or open a spawnable crate and you get another pack. A box costs about twenty sticks to blow out of the ground and pays twenty-four back, so blasting your way through a dig keeps you supplied. The toys you keep, like the frisbee and the kick ball, are yours forever once you find them and are not counted at all. Sandbox dynamite is still unlimited.
- Anything you can run out of shows how many you have. The spawn wheel puts the number on the tile, the hotbar puts a small one on the slot while it is loaded, and the toy box, the building wheel and the parts list carry theirs too. Run out and the tile says so rather than clicking into nothing.
- Everything you build remembers it is yours, and it keeps remembering after the world is saved and loaded. Come back to a friend's world next week and you can still take down your own walls, bridges and props. Nobody else can, and the delete highlight goes grey on anything that is not yours so you are never clicking at nothing. The host can still clear anything in their own world, which is how a friend who moved on stops leaving half a house behind forever.
- Taking down your own piece in Journey puts the part back in your pockets, one for one, right down to the rocks and driftwood. Change your mind about a wall and you have not lost it. Sandbox is unchanged: nothing is counted there, so nothing needs handing back.

**Improved**

- Loot crates shrink naturally with distance now, and their lantern glow fades out past close range. They used to grow up to three times their size at range and glow at full strength across the whole reveal band.
- Crate placement spreads across distance bands from your home tile, weighted toward things you have not found yet.
- The tool crates from the old Journey ladder no longer double up with the new loot lanes. Every tool has exactly one crate, in the distance band it belongs to.
- The giant boar stays dizzy even longer after a stun, so everyone in the group gets a good look before it is back on its feet.

**Fixed**

- Clicking a toy or a building part you have not found yet says so now, instead of quietly doing nothing.
- Joining a friend's world no longer hides tool crates you have never found, and walking onto one no longer silently refuses you because your host already took it.
- Guests get credit now, points and achievements and dailies, for the loot crates they claim.
- The baseball bat could get stranded behind a locked paintball preference in a shared slot. The slot falls back to what you own.
- The spawn gun no longer defaults to armed dynamite for players who cannot hold it.
- Five tools each had two crates standing in two different places, and walking to the far one found a box that was no longer there.
- Running a dedicated server: the console prints the lobby id to paste into the Join box now, so there is something to hand your testers. The Join box takes that server id directly now, instead of holding out for a four-character invite code that a hidden server never has. It also stopped calling a hidden server public, which it was doing by reading the saved preference instead of the value the server actually launched with.
- Hiding the UI hides chat too now, so a clean screenshot actually stays clean.

**Known issues**

- Anything built before this update belongs to whoever hosts the world. There was no way to record who placed it at the time, so those pieces load unclaimed and only the host can clear them. They also hand nobody any parts back, because nobody spent any on them.
- Clearing somebody else's piece hands that person nothing. Their parts live on their own machine, so there is no way to pay them from here yet.
- Load a saved world and your guests get the terrain and the props but not the buildings or the bridges. Those come back for the host only, and everyone else sees the ground where they should be. Playing your own saved world on your own is unaffected. This is the first fix of the 1.5.x run.
- A guest's thrown dynamite banks that guest no dig progress. The detonation runs on the host and the moved earth never reaches the thrower. It banks the host nothing either, and the guest's own brush digging is unaffected. Waiting on the next protocol bump.
- Running an older build once after this one drops any Journey profile keys the older build does not know about. That is long-standing behaviour of the profile file rather than something new here.
- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default\_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.

### Wild Wonders

Aug 1, 2026 · Version 1.4.0

Five new landmarks modeled on real natural wonders: a coral reef under the water, giant stone causeway steps, white spring terrace pools, a great red monolith, and a towering stone sentinel. That doubles the landmark…
**Added**

- Five new landmarks modeled on real natural wonders: a coral reef under the water, giant stone causeway steps, white spring terrace pools, a great red monolith, and a towering stone sentinel. That doubles the landmark roster to ten.
- Landmarks never repeat on a map any more. You will not find two stone rings in one world: each landmark type appears at most once, and worlds carry more landmarks overall.
- A giant boar roams your world now, one per map. Stun it with paintballs, the bat, or dynamite to earn points. It never dies, it just gets very dizzy.

**Improved**

- Creating and re-rolling tiles no longer freezes the game. Building a new tile, regenerating one, or joining a world used to land all its work in a single frame. Now that work spreads across frames instead, so the game keeps running smoothly while a tile forms around you.
- The Mountain range preset builds ledges and flat-topped buttes again. Shelves and pillar walls are back as recurring accents in the peaks instead of ridge and valley all the way down. New worlds only, so your existing saves look the same as they did.
- The outfit menu's icons are recompressed and smaller now, 229 of them, trimming video memory while you browse attire tabs. Anything not yet converted falls back to its old full-size icon, so nothing goes missing.
- Menu icons and preview panels no longer render shadows nobody could see, trimming video memory a little more.

**Fixed**

- The blank "Make a world" page is gone for good this time. After a session (stop server, then home, then make a world) the create screen could paint underneath the menu instead of on top of it, leaving you staring at the backdrop with no buttons and no way back. The whole menu now has a fixed, authored stacking order, so no screen can land behind another by chance.
- The camera no longer clips inside the big rock landmarks. Walking right up against the Great Monolith, or any large prop, could push the camera through the surface so you were looking at the inside of the rock. The camera now eases into first person instead, the same way it already does against terrain.
- Blowing up an animal with dynamite gives you the credit for it. Until now the blast was attributed to the world rather than to whoever threw the stick, so dynamiting a wolf, a boar, anything, earned you no points at all.
- The grapple rope is tied to your hand again. It had started drawing from a point in mid-air, worst while you were reeling upward, where the cord could begin most of a body-width above the hand and read as attached to nothing.
- Animals no longer sink into the ground when they crouch, graze, square up or get fended off. The bigger the animal the worse it was: the worst offender put its paws a third of a metre underground, and the deer, goat, boar, wolf and polar bear all had the same problem to scale. Every clip on every animal now stands on the floor.
- The world boss no longer hangs in the air when you stun it on a hill. A body over seven metres long was being seated by a single ground reading taken under its middle and drawn perfectly level, so half of it hung off the crest. It now reads the ground under all four feet, tilts onto the slope it is standing on, and stays planted for the whole stun. Two things came with that: the stun lasts twice as long, so you have time to walk over and look at what you did, and the boss stops pacing the same steep hill back and forth.
- Boulder fields no longer turn up as a bare mound with a landmark notice on it. The Green Boulder Field is the one landmark made entirely of its own stones, and it could claim steep mountainside where the seating pass then shrank most of those stones away to nothing, so you walked up to an announced landmark and found an empty hill. It now refuses ground it cannot stand its stones up on.
- You can swim clean through the brain coral piece of the new reef landmark. One piece had picked up a leftover solid collision hull that the rest of the swim-through reef does not carry, so it was the one spot in the reef you would bonk into invisible rock.
- Creating a world no longer prints a warning in the console on every create. The warning still fires for the genuine stuck-loading-screen case it exists to catch.

**Known issues**

- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default\_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.
- The held lantern does not cast a shadow this build. That is deliberate: the shadow cost about 25 MB of video memory per lit lantern. If you prefer the old night look, the console command wb\_lantern\_shadow 1 turns it back on.

### Long Haul

Jul 31, 2026 · Version 1.3.5

Nothing new this patch. This one keeps long build nights running light.
**Added**

- Nothing new this patch. This one keeps long build nights running light.

**Improved**

- Building together over a long session stays as light as it was in the first minute. Berm used to re-send every edit anyone had ever made to an outer tile each time somebody moved a brush, so a long build night got heavier for everyone; it now sends just the new work.

**Fixed**

- Rejoining a world you were just playing in no longer kicks you straight back out. Leaving a busy session and pressing Join Game again could drop you back at the menu a second after you arrived, with a "world is live" error. Your game was turning down the catch-up the host sent it. It takes the catch-up now, and you stay in the world.
- Alt-tabbing out of the game and back no longer leaves your view spun around. Dasher races also straighten your view onto the next checkpoint when the race starts.
- Re-rolling an untouched outer tile now updates it for everyone in the session. Players already in the world used to keep the old terrain without knowing it; only fresh joiners saw the new roll.

**Removed**

- Nothing removed this patch.

**Known issues**

- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default\_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.

### Side by Side

Jul 30, 2026 · Version 1.3.4

Nothing new this patch. This one is all about playing together smoothly.
**Added**

- Nothing new this patch. This one is all about playing together smoothly.

**Improved**

- Playing while a friend sculpts or blows up terrain is much smoother now. Watching someone else edit an outer tile used to stutter for as long as they kept at it; your copy of their tile now keeps up with their brush instead of rebuilding itself over and over behind the scenes.

**Fixed**

- Nothing else fixed this patch.

**Removed**

- Nothing removed this patch.

**Known issues**

- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default\_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.

### Grand Entrance

Jul 30, 2026 · Version 1.3.3

Joining a friend's world is now a show. Instead of a loading screen, or your own character standing in ground that is still arriving, you get an overhead view of the world with the tiles dropping into place below you…
**Added**

- Joining a friend's world is now a show. Instead of a loading screen, or your own character standing in ground that is still arriving, you get an overhead view of the world with the tiles dropping into place below you and the same build counter the host sees while generating. You can orbit and zoom the camera around the world while it assembles, and you land once, when the whole place is finished.

**Improved**

- Blowing dynamite and sculpting no longer stall the frame. Terrain edits were recomputing a world fingerprint on every stroke that nothing was reading yet; that work now waits until something actually asks for it.
- Sculpting a tile you have edited a lot no longer gets slower the longer you work on it.
- The first edit on a tile you walk back to no longer stutters.

**Fixed**

- Joining a world no longer skips the loading experience and drops you straight into terrain that is still streaming in. The game now waits until your copy of the world has actually arrived before letting you loose.
- Opening a cache as a guest now takes the crate away. The item was always granted and the card always showed, but the crate could stay standing where you found it for the rest of the session.

**Removed**

- Nothing removed this patch.

**Known issues**

- The camera can still peek through very steep terrain in spots. A deeper camera pass is planned.
- Some console lines (button1.sound, default\_mask texture messages) come from the s&box menu itself, appear in every session, and are harmless. They are not from Berm.

_26 older updates omitted._


