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Steam News19 June 20251y ago

Netcode Update Part 2

New packet interpolation and extrapolation system New network time synchronization system Compressed packet size even further New 24bit time system with -1e5 second precision (up from -1e3) New subframe adjustment to re

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Full FOG - Fear Of Going update

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What changed

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fixedNew packet interpolation and extrapolation system New network time synchronization system Compressed packet size even further New 24bit time system with -1e5 second precision (up from -1e3) New subframe adjustment to remedy packet read time delay Fixed a bug where only the lobby owner could gain experience Switched the churches to be separate instances to save on performance in Eden while also increasing the fidelity budget for the churches Rebalanced end game enemies to be a lower level Can no longer re-forge tier 1 and 2 items Changed dagger indicator rendering system to be more reliable, performant, and modifiable Added new "Sword of Damocles" indicator to show when a player is being targeted Fixed a bug with line of sight system Made line of sight and player distance matrices more performant by avoiding branches When you fall out of a map you now fall one level lower rather than all the way to the void Fixed dungeon path-following and improved general path-following Improved shotgun netcode and increased the knockback Improved server code performance Fixed a bug with velocity compression Improved the performance of player physics New skin shader that gets less washed out in bright zones Enemies now only spawn at night in the void to make it less annoying to do things like fishing Increased the spawn rate of monuments in the void Fixed a bug with the house monument's hitbox getting gimbal locked when rotated resulting in a sideways hitbox that doesn't match the mesh Moved slam effect upwards to prevent it clipping into the ground Fixed a bug with summon and totem targeting Fixed a bug with trap not detonating properly Added a parameter to data packet to transmit the status effect giver to prevent desync and other issues like kill credit Added geese to boat lava Crows coming soon New status rendering system Changed a number of indicators to better follow the player's model rather than the player's position Fixed a bug with the stats screen showing the wrong numbers New, more performant, rotate / day-night timing system Added bars to Eden sewers

FOG - Fear Of Going changes

fixedNew packet interpolation and extrapolation system New network time synchronization system Compressed packet size even further New 24bit time system with -1e5 second precision (up from -1e3) New subframe adjustment to remedy packet read time delay Fixed a bug where only the lobby owner could gain experience Switched the churches to be separate instances to save on performance in Eden while also increasing the fidelity budget for the churches Rebalanced end game enemies to be a lower level Can no longer re-forge tier 1 and 2 items Changed dagger indicator rendering system to be more reliable, performant, and modifiable Added new "Sword of Damocles" indicator to show when a player is being targeted Fixed a bug with line of sight system Made line of sight and player distance matrices more performant by avoiding branches When you fall out of a map you now fall one level lower rather than all the way to the void Fixed dungeon path-following and improved general path-following Improved shotgun netcode and increased the knockback Improved server code performance Fixed a bug with velocity compression Improved the performance of player physics New skin shader that gets less washed out in bright zones Enemies now only spawn at night in the void to make it less annoying to do things like fishing Increased the spawn rate of monuments in the void Fixed a bug with the house monument's hitbox getting gimbal locked when rotated resulting in a sideways hitbox that doesn't match the mesh Moved slam effect upwards to prevent it clipping into the ground Fixed a bug with summon and totem targeting Fixed a bug with trap not detonating properly Added a parameter to data packet to transmit the status effect giver to prevent desync and other issues like kill credit Added geese to boat lava Crows coming soon New status rendering system Changed a number of indicators to better follow the player's model rather than the player's position Fixed a bug with the stats screen showing the wrong numbers New, more performant, rotate / day-night timing system Added bars to Eden sewers

New packet interpolation and extrapolation system New network time synchronization system Compressed packet size even further New 24bit time system with -1e5 second precision (up from -1e3) New subframe adjustment to remedy packet read time delay Fixed a bug where only the lobby owner could gain experience Switched the churches to be separate instances to save on performance in Eden while also increasing the fidelity budget for the churches Rebalanced end game enemies to be a lower level Can no longer re-forge tier 1 and 2 items Changed dagger indicator rendering system to be more reliable, performant, and modifiable Added new "Sword of Damocles" indicator to show when a player is being targeted Fixed a bug with line of sight system Made line of sight and player distance matrices more performant by avoiding branches When you fall out of a map you now fall one level lower rather than all the way to the void Fixed dungeon path-following and improved general path-following Improved shotgun netcode and increased the knockback Improved server code performance Fixed a bug with velocity compression Improved the performance of player physics New skin shader that gets less washed out in bright zones Enemies now only spawn at night in the void to make it less annoying to do things like fishing Increased the spawn rate of monuments in the void Fixed a bug with the house monument's hitbox getting gimbal locked when rotated resulting in a sideways hitbox that doesn't match the mesh Moved slam effect upwards to prevent it clipping into the ground Fixed a bug with summon and totem targeting Fixed a bug with trap not detonating properly Added a parameter to data packet to transmit the status effect giver to prevent desync and other issues like kill credit Added geese to boat lava Crows coming soon New status rendering system Changed a number of indicators to better follow the player's model rather than the player's position Fixed a bug with the stats screen showing the wrong numbers New, more performant, rotate / day-night timing system Added bars to Eden sewers

Source

Steam News / 19 June 2025

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