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Steam News16 February 20264mo ago

end of day devlog 2/16/2026

I've continued experimenting with the first approach for vertical transition skating to see what it would take to get the basics set up and then get an understanding of what it would take to fully debug, featurize, and

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changedI've continued experimenting with the first approach for vertical transition skating to see what it would take to get the basics set up and then get an understanding of what it would take to fully debug, featurize, and polish. I posted a video covering the status of this current experiment on YouTube. It's a summary of the way the current development approach works and how it functions and what the next experimental approach will be and why. I'm basically doing a raycast down looking for vert tagged faces and correcting the movement vector to stay on top of vert if you're drifting off. I'm not entirely happy with it since there will always be endless edge cases because it is a reactive solution (ie: always trying to correct a near infinite set of possible situations). I'm going to experiment with my original plan of moving along the spline on the transition lip and using vertical velocity for vertical position while moving along the spline until you land. We'll see. But here's the state of the raycast down approach right now.
changedView store page

cheapskate changes

changedI've continued experimenting with the first approach for vertical transition skating to see what it would take to get the basics set up and then get an understanding of what it would take to fully debug, featurize, and polish. I posted a video covering the status of this current experiment on YouTube. It's a summary of the way the current development approach works and how it functions and what the next experimental approach will be and why. I'm basically doing a raycast down looking for vert tagged faces and correcting the movement vector to stay on top of vert if you're drifting off. I'm not entirely happy with it since there will always be endless edge cases because it is a reactive solution (ie: always trying to correct a near infinite set of possible situations). I'm going to experiment with my original plan of moving along the spline on the transition lip and using vertical velocity for vertical position while moving along the spline until you land. We'll see. But here's the state of the raycast down approach right now.
changedView store page

I've continued experimenting with the first approach for vertical transition skating to see what it would take to get the basics set up and then get an understanding of what it would take to fully debug, featurize, and polish. I posted a video covering the status of this current experiment on YouTube. It's a summary of the way the current development approach works and how it functions and what the next experimental approach will be and why. I'm basically doing a raycast down looking for vert tagged faces and correcting the movement vector to stay on top of vert if you're drifting off. I'm not entirely happy with it since there will always be endless edge cases because it is a reactive solution (ie: always trying to correct a near infinite set of possible situations). I'm going to experiment with my original plan of moving along the spline on the transition lip and using vertical velocity for vertical position while moving along the spline until you land. We'll see. But here's the state of the raycast down approach right now.

View store page

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Steam News / 16 February 2026

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