Fixing the Ground Under Your Feet
Ramps that keep you grounded, ledges that let you climb, an Arc Blade that lunges when you mean it, and a welcome guide for the players arriving next.
The Floor Is Part of the Controls
A smooth ramp should not make the game repeatedly decide you have left the ground. A reachable ledge should not reject you because its wall is diagonal. These are small failures until movement is the thing you came to play.
Uphill support now follows the walkable contact plane and your movement direction. Ledge detection uses the actual wall contact and the width of the standing player hull. Pull-ups lift clear of the lip before moving inward; an obstructed grab releases with a short retry delay instead of leaving you frozen against the wall.
Less Work for the Same Collision
The collision system stops testing the same surface repeatedly when a hull overlaps several BSP leaves. Nearby candidates come from spatial indexes, patch facets have a bounding-volume hierarchy, and shader collision properties are prepared at load time.
Extra colliders made from decorative draw triangles are removed in favor of authored BSP brushes and patch collision. The work is checked against a headless route benchmark covering standing, crouching, steps and ground probes.
The Blade Follows Your Intent
Meet Arc Blade, with its authored metal, normal and energy textures, turquoise charge outline and softer swing trails.
A qualifying forward swing steps 64 units, up from 48, with walls still clamping the lunge. Standing still, moving backward or moving only sideways no longer pulls you forward. Forward diagonals still count.
The held blade is also the right size and points the right way on other players and the winner screen. An enormous reversed sword was a memorable look, but not the intended one.
A Better First Five Minutes
The lobby gets a welcome guide showing your actual controls and movement tips, with a saved dismissal and a way to reopen it. Supporting browsers can lock bound movement keys during fullscreen play, protecting against accidental Ctrl+W tab closes; menus and typing release the lock, and Escape stays free.
Advanced video settings add softer map textures through to flat color. Dedicated servers use production Node bundles without per-match Vite/npm/shell overhead; Bun remains an experimental alternative.
SHAGGED gains grouped selection, brush clipping and subtraction, and round patch presets, exposed through its scripting tools as well as the editor.
What Still Needs Checking
The release checkpoint passed the engine's build, test, simulation and server checks, with teleporter environment passes checked on WebGL2 and WebGPU.
The exact prolonged corner-hanging report and full ledge-state reconciliation still need live validation. Some metal-frame vertices contain black lighting baked into the map; that source data remains intact.