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Steam News10 March 20263mo ago

Freerunners Flow Update | Camera Rework & Gameplay Improvements

Hi all, First off, big thanks to everyone who has bought the game or taken the time to share feedback. It’s been really great (and very useful) seeing and hearing your thoughts.

In this update7

Full notes

Full Freerunners update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes1 addition20 changes4 removals
  • Gameplay
  • Balance
  • Fixes
  • UI and audio
changedThis patch is live now, so the next time you play you’ll get all these improvements.
changedCamera ReworkThe camera previously followed the character’s pelvis bone, which could cause slight jolts and a feeling of slowdown during certain moves (like the dash vault). The camera now follows the actor capsule instead, resulting in smoother and more consistent movement while interacting with obstacles. I also adjusted the code to reduce camera micro-jitters and smooth things out even more.
changedEarly Game RebalancingSo to fix this, for the early game, I sped up the player and some early obstacle moves, and increased the player’s maximum stamina. I also adjusted the spacing of some obstacles in those early levels to help the flow feel better right from the start.
changedEarly Game RebalancingBelow is a behind-the-scenes editor view showing how the levels are built (triggers, Obstacles, and other gameplay elements).
fixedLevel FixesWhile playing through the whole game to test the camera and balancing changes, I also found and fixed numerous smaller issues that were getting in the way of the flow.
changedGeneral ImprovementsPlayer camera now tracks the actor capsule instead of the hips , resulting in smoother camera movement through levels

Freerunners changes

changedThis patch is live now, so the next time you play you’ll get all these improvements.
changedThe camera previously followed the character’s pelvis bone, which could cause slight jolts and a feeling of slowdown during certain moves (like the dash vault). The camera now follows the actor capsule instead, resulting in smoother and more consistent movement while interacting with obstacles. I also adjusted the code to reduce camera micro-jitters and smooth things out even more.
changedSo to fix this, for the early game, I sped up the player and some early obstacle moves, and increased the player’s maximum stamina. I also adjusted the spacing of some obstacles in those early levels to help the flow feel better right from the start.
changedBelow is a behind-the-scenes editor view showing how the levels are built (triggers, Obstacles, and other gameplay elements).
fixedWhile playing through the whole game to test the camera and balancing changes, I also found and fixed numerous smaller issues that were getting in the way of the flow.

Hi all,

First off, big thanks to everyone who has bought the game or taken the time to share feedback. It’s been really great (and very useful) seeing and hearing your thoughts.

Originally, I planned for the first patch to focus on fixing a few smaller bugs I noticed during my own playthroughs. But after watching people play and reading feedback, I decided to dig deeper and address some bigger things as well.

This patch is live now, so the next time you play you’ll get all these improvements.

Biggest Changes:

Camera Rework

The camera previously followed the character’s pelvis bone, which could cause slight jolts and a feeling of slowdown during certain moves (like the dash vault). The camera now follows the actor capsule instead, resulting in smoother and more consistent movement while interacting with obstacles. I also adjusted the code to reduce camera micro-jitters and smooth things out even more.

It's only subtle, but if you watch the video below a few times, you'll see how the camera changes help with the feeling of flow:

Early Game Rebalancing

Originially the start of the game was intentionally slower to simulate the player being inexperienced at parkour and to contrast with getting better later.

In practice, though, I realised that this made the opening of the game feel a bit sluggish and worked against the feeling of flow that I wanted to give players.

So to fix this, for the early game, I sped up the player and some early obstacle moves, and increased the player’s maximum stamina. I also adjusted the spacing of some obstacles in those early levels to help the flow feel better right from the start.

Below is a behind-the-scenes editor view showing how the levels are built (triggers, Obstacles, and other gameplay elements).

Level Fixes

While playing through the whole game to test the camera and balancing changes, I also found and fixed numerous smaller issues that were getting in the way of the flow.

Full Patch Notes

General Improvements

  • Player camera now tracks the actor capsule instead of the hips, resulting in smoother camera movement through levels

  • Reduced camera micro-jitters

  • Rebalanced the early game to improve flow (slight increases to player speed and stamina)

  • Adjusted star rating times for early levels to reflect the balancing changes

  • Slow moves now play at 75% of their original speed, rather than using a fixed speed reduction

  • Improved slope detection to prevent jittering

  • Sped up several moves to improve overall movement flow

  • Step-ups are now more responsive

  • Improved breakfall animation blend-in and blend-out

  • Improved the blend transitions for the sliding state

  • Prevented a speed boost when exiting an obstacle onto sloped surfaces (this could previously cause the player to bounce off and die)

  • Stamina no longer drains when sliding down slopes while holding sprint

  • Tricks no longer consume stamina

  • Improved environmental LODs to reduce popping while running through levels

  • Improved character heads and hair LODs

  • End-of-level next unlock text now wraps correctly instead of appearing squished

  • Removed a duplicate additive out-of-breath animation that caused popping

  • Removed collision from some small landscape meshes, such as sticks and rocks

  • Improved the dog profile image used in the intro/outro text sections

  • Added more sound variation through additional modulation on several effects

  • Miscellaneous art improvements across multiple levels

  • Increased the weight of falling air-conditioning units so they feel more realistic

  • Tweaked various intro and outro level texts

Level Specific Fixes

Chapter01

  • Level: Getting Better

    • Moved

Source

Steam News / 10 March 2026

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