Previous Patch Notes
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1.09.1 (23 November 2022)
- Lasers have been set to a minimum quality of Low, fixing their lack of visibility on Low quality settings.
- Redemption for the One Year Together title has been extended until Midnight UTC on December 1st.
1.09 (15 November 2022)
Thank you for your support and over 7,000 plays this last year! Log in any time until Midnight UTC on November 24th to unlock a complimentary One Year Together title.
- Fixed a bug where a player's pakij coins total was not displaying on the main game UI.
- A few shop icons have received visual adjustments.
- New cosmetics are available in the Company Store:
- Solid Brick
- Glitchy Hologram
- The following cosmetics have received price updates:
- Freight Crate (100pc -> 250pc)
- Hologram (650pc -> 750pc)
- Dice (1200pc -> 1250pc)
- Company Bulletin (2650pc -> 2750pc)
- Miniature Platform (4625pc -> 4750pc)
- Physics Cube (7700pc -> 8000pc)
- The following cosmetics have received updated visuals:
- New special effects are available in the Company Store:
- Big Splash
- Sniped
- Unsealed Evil
- The following special effects have received updated visuals:
- The following special effects have received price updates:
- Jackpot (1600pc -> 1750pc)
- Multitudes (2850pc -> 3000pc)
- Freeze Over (4600pc -> 5000pc)
- New room types have been introduced:
- Security Room (Long) - a 5x3 room with two hallways, each lined with lasers.
- Security Room (Long, Alternate) - a 5x3 room with two hallways, each lined with lasers, with a switch at the start of the room which swaps the two layouts when pressed.
- In addition to the One Year Together title, two new hidden, unlockable titles have been added.
1.08 (24 October 2022)
- Shelves use a new model (collision on shelving remains identical).
- Long flooded rooms (5x3) will no longer generate without any hanging platforms.
- New room types have been introduced:
- Generic Lasers - a 3x3 straight room with a recessed floor lined with evenly spaced lasers.
- Generic Lasers (Left) - a 3x3 left turn room with a recessed floor lined with evenly spaced lasers.
- Generic Lasers (Right) - a 3x3 right turn room with a recessed floor lined with evenly spaced lasers.
- Security Room - a 3x3 straight room with a center stack of crates surrounded by several vertical lasers.
- Maze (Low Ceiling with Lasers) - a 3x3 straight room with a low ceiling, evenly spaced columns, and randomly arranged lasers forming a maze-like pattern.
- Lava (Sinking Shelves) - a 3x3 straight room filled with lava and traversible via irregularly-placed shelving.
- Security Room (Thin) - a 1x3 straight room lined with multiple, randomly arranged lasers.
- Levels can now be much longer (up to 25 rooms).
- Level checkpoints now spawn more frequently, using set interval sizes depending on how large the level is. In general, a checkpoint room will always spawn every 3-5 rooms in a generated level.
- If there is a time limit remaining in a level, any player hitting a checkpoint now automatically adds another 10 seconds to the remaining time (up to a timer maximum of 60 seconds).
- Some more challenging/unique room types will no longer spawn if the "difficulty" of the room or level is too low. This ensures that difficult-to-traverse room types only occur later in a level, or not at all in low-level player lobbies where shorter, simpler levels are more common.
- The enlarged minimap will now switch to a scrolling view if the generated level is too large to fit in the bounds of the minimap viewer.
- Various UI elements have been tweaked.
- More network relavancy settings have been changed to improve performance. Lighting/shadows will render slightly differently as a result of these changes.
1.07 (9 May 2022)
- The in-game and spectator cameras now instantenously move with the player they are attached to, visibility reducing the transitions which occur when the player is teleported over a long distance (such as when respawning or when resetting to start after a round ends).
- Minimaps no longer have missing rooms or icons, and as a whole generate and update faster than before.
- Level holograms no longer sometimes clip into the ground when a generated level has a lot of verticality.
- Rooms with turns can no longer generate immediately after a large-sized (5x5) room. This eliminates the possibility of a very specific, but very rare, impossible level configuration occuring.
- A new player title is available with a special unlock condition:
- Perfect Delivery - complete a level without being destroyed once.
- New room types have been introduced:
- Generic Blocked - a 3x3 straight room with the sides blocked by static maze walls.
- Generic Blocked (Left) - a 3x3 left turn room with the back third blocked by static maze walls.
- Generic Blocked (Right) - a 3x3 right turn room with the back third blocked by static maze walls.
- Lava - a 3x3 straight room filled with lava.
- Lava (Left) - a 3x3 left turn room filled with lava.
- Lava (Right) - a 3x3 right turn room filled with lava.
- Flooded (Canal) - a 3x3 straight room with water occupying an inset row in the middle of the floor.
- Lava (Long) - a 3x5 straight room filled with lava.
- Generic Elevator Shaft - a 1x1 straight room that drops two stories down.
- Lava Incinerator Shaft - a 1x1 straight room that drops two stories down. Be very careful of what awaits at the bottom!
- Generic Long and Thin - a 1x5 straight room.
- Lava Descending - a 3x3 straight room that drops one story down which is filled with lava.
- Generic Elevator Shaft with Fan - a 1x1 straight room with a fan that sends players up two stories.
- Generic Long with Conveyor (Alternate) - a 3x5 room with two conveyors running in opposite directions whose directions can be toggled with a pressure switch near the room entrance.
- Posters have been added as decorations across various room types.
- Difficulty scaling (against the average number of games played by all players in a lobby) no longer applies in lobbies with two or more players if one of the players has ten (10) or less total games played. In this scenario, the initial difficulty of a generated level is called at a +0 modifier.
- Level generation has been rebalanced so common room types spawn slightly more often, while maze rooms spawn less often.
- Shelves can now spawn in Generic Ascending and Generic Descending rooms.
- The hanging platform layout in Generic Ascending and Generic Descending rooms has been changed.
- Conveyor belts in Generic Long with Conveyor and Generic Long with Conveyor (Alternate) rooms now have a chance to spawn facing the other direction, rather than always spawning in the same initial configuration.
- Crates generated as part of the level geometry can now be destroyed by environmental hazards. The exception to this is water; generated crates will not break when they fall into water.
- Crates generated as part of the level geometry can now interact with environmental obstacles. Fans and conveyor belts will move generated crates, and pressure switches can now be pressed by generated crates as well.
- Updated (slightly reduced) the trigger size for conveyor belts and pressure switches.
- The minimap can now be seen on the results screen after completing a level.
- Spectator controls have been streamlined to compliment the presence of the minimap on the results screen.
- Some UI elements that note specific controls will now reflect the user's preferred control scheme (i.e. keyboard/mouse vs. controller vs. mobile) and custom bindings (if applicable).
- A new custom binding (ControllerLook) has been added. This binding is overwritten at runtime with the binding specified in Look. This addresses an engine-level bug with the Core Games platform that was causing issues with controller and mobile (touch screen) bindings.
- In preparation for iOS support within the Core Games platform, some UI configuration was updated to better support mobile phone screens. This should not have any impact for current PC players.
- Network relevancy values were adjusted, which should improve the overall performance of the game in busy game lobbies.
- Removed legacy code which was not being used or referenced by any current game systems.
- Player-controlled boxes now make sounds when impacting other objects and tumbling around.
1.06 (29 December 2021)
- A new cosmetic is available in the Company Store:
- A new death effect is available in the Company Store:
- New room types have been introduced:
- Generic Maze - a 3x3 standard room with regularly spaced pillars throughout and randomly generated chain-link walls that resemble a maze.
- Generic Long Maze - a 5x3 standard room with regularly spaced pillars throughout and randomly generated chain-link walls that resemble a maze.
- Generic Large Maze - a 5x5 standard room with regularly spaced pillars throughout and randomly generated chain-link walls that resemble a maze.
- Crates which are now spawned as part of the level geometry have a chance to take on the appearance of the Freight Crate cosmetic.
- The "pakij coin" pop-up notifications, such as the "Checkpoint Reached" and "Participation" notifications, are now hidden when viewing the Minimap or when viewing the Company Store.
- Slightly modified the game's description text on Core Games.
1.05 (16 December 2021)
- The light effect around a hologram platform's edge no longer casts shadows onto player boxes.
- Boxes spawned as part of a level's geometry no longer receive decals.
- Fixed vertical fans not applying sufficient force to lift players.
- Fixed a bug that would prevent certain cosmetics from loading when joining a server.
- Fixed a component of the Miniature Grinder cosmetic which was not correctly applying debris physics when the player was destroyed.
- Fixed a rare bug which would cause the camera to be tilted at an awkward angle when respawning.
- The Company Bulletin has been relocated to be next to the level entrance.
- Changed the background light on vertical fans from white to black.
- Changed the level hologram's primary color from light blue to gray.
- The current room of a level hologram is now highlighted in yellow.
- Longer levels now have two checkpoints instead of one. An earlier checkpoint cannot overwrite a later checkpoint.
- Lowered the initial "difficulty" of levels generated.
- Base level difficulty will now scale with the average amount of races participated in across all players in the lobby. The difficulty scaling is shown in the below table:
Avg. Races |
Base Difficulty |
Less than 5 |
-4 |
5 - 10 |
-2 |
10 - 50 |
0 |
50 - 60 |
2 |
60 - 80 |
4 |
80 - 100 |
6 |
100 - 150 |
8 |
150 - 200 |
10 |
200 - 300 |
12 |
Over 300 |
14 |
- Raised the shelving in Flooded rooms slightly out of the water so the bottom shelf can be safely landed on.
- Level generation has been modified to include these two additional rules:
- Walls of crates cannot be spawned in front of rooms with low ceilings.
- A Flooded room can no longer spawn without hanging platforms if the next room is also a Flooded room.
- The following changes to the overall UI and accessible UI screens have been made to better accomodate and onboard new players, particularly those who were accidentally entering or dismissing UI elements by attempting to move in-game with standard movement keys (such as WASD) when playing for the first time:
- The "How to Play" text in the top-left of the screen can no longer be dismissed if a user has participated in less than two races.
- The "How to Play" text in the top-left of the screen is dismissed by default after a player has completed more than eight races.
- The Company Store is no longer accessible to players who have completed less than two races.
- Minimap and level hologram generation have been rewritten to be more performant. (No functional changes were made.)
- Level generation has been rewritten to be more performant. (No functional changes were made.)
- A player is now considered to have "participated in a race" only if they have clicked through the title screen and fully joined the game. Previously, a player's count of total races participated in would increment if they were still on the title screen. This value is still updated at the same time as it was previously - upon respawning in the beginning (lobby) room after a race has finished.
1.04.1 (30 November 2021)
- Removed an invisible (and unintended) collision plane present in the Generic - Ascending with Fan room type.
- Corrected the arrow decal associated with the Generic - Long with Conveyor room type to reflect the proper room shape and orientation.
1.04 (23 November 2021)
- Doubled Reward Point (RP) gains for all methods except for log-in bonuses (both normal and party-boosted). "pakij coin" gains are unchanged.
- A new cosmetic is available in the Company Store:
- New room types have been introduced:
- Generic Left with Fan and Generic Right with Fan - 3x3 standard rooms with a giant fan that blows players away.
- Generic Ascending with Fan - a 3x3 standard room with an exit on a second story. Instead of a set of hanging platforms, a strong fan provides support to reach the next level.
- Flooded Long - a 5x3 flooded room.
- The texture on the miniature crates produced by the "Multitudes" death effect is now scaled more appropriately.
- The Company Store now reflects the appropriate range for pakij coin rewards when finishing a race, including the 8-player all finished bonus.
- Star and checkered flag icons now appear on the minimap to indicate the Checkpoint and Goal rooms in each level.
- Reduced the maximum number of crates that can spawn in a pile from 8 crates to 6 crates.
1.03 (20 November 2021)
- Adjusted the round-end timer when the first player reaches the goal: time granted increased to 25 seconds if the game has 2-4 players.
- Finishing a round with a full server (8 players) now confers a special 200 pakij coin bonus.
- Additional hanging platforms have been added to the Generic Ascending and Generic Descending room types.
- Crates can now (very rarely) spawn on top of hanging platforms in Generic Ascending and Generic Descending rooms.
- Shelves now spawn in various room types.
- Spawn rates of conveyor rooms and large empty rooms have been slightly reduced.
- Spawn rates of water rooms without hanging platforms have been significantly reduced.
- New variations on hanging platforms in water rooms have been introduced.
- New room types have been introduced:
- Generic Long with Conveyor - a 3x5 standard room with a 1x3 conveyor belt running through the center. The conveyor belt's direction can be changed via a pressure switch near the entrance of the room.
- Generic Left with Conveyor and Generic Right with Conveyor - 3x3 standard rooms with a 3x1 conveyor belt that runs across the width of the room, pointing towards the exit. You may be able to leverage the conveyor belt for a boost into the next room (at your own risk).
- Fixed players spawning on top of each other.
- Fixed texture warping on crates spawned as part of a level's geometry (piles, blockades, etc.)
- Fixed camera clipping when a hanging platform's chains interrupted the line of sight between the player and the camera.
- Destruction triggers for water have been moved up very slightly (~10-15 units) to better match the water visuals of those room types.
- Improved rotation smoothing for the Dice, Company Bulletin, Miniature Grinder, Old Friend, and Physics Cube box skins.
- Made back-end adjustments to the Company Store to support the addition of new cosmetics in the future. (No functional or aesthetic changes to the Company Store were made.)
1.02 (7 November 2021)
- Thin conveyor belt rooms now have a hanging platform present in the middle of the room, raised above ground. This provides additional safe ground to reach while traversing a level containing one or more conveyor belt rooms.
- Added a new room type:
- Generic Conveyor Belt - a 3x3 standard room with a 1x3 conveyor belt running through the middle of the room. The conveyor belt pushes players towards the room's entrance if boared.
- Fixed a bug where the Company Store would stop updating after purchases and changing equipped cosmetics for all users in a server.
- Updated the UI to display the correct version number.
1.01 (5-6 November 2021)
- Lowered the volume of the round-end fanfare sound effect.
- Adjusted round-end timers:
- When the first player reaches the goal, the timer is set to 30 / 20 / 10 seconds if the game has 5-8 / 2-3 / 1 total players.
- When subsequent players cross the goal, the timer is set to 30 / 15 / 5 seconds if the game has 4-7 / 1-3 / 0 remaining players. If the timer has more seconds than that remaining, the timer is unchanged.
- Fixed several bugs with the minimap, starting and checkpoint room holograms, spectator camera, and results screen which were contributing to unplayable game sessions and other strange behavior.
- Slowed down client-side prediction of the Jumps meter to reduce occurrence/likeliness of flickering.
- Fixed the "Lost in Transit" title not properly unlocking when its unlock conditions were met.
- Fixed titles in the Company Store failing to properly equip when selected or unlocked via purchase.
- Added a missing World Capture cubemap for Core World.