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Steam News29 June 20261mo ago

Update 2.38.0: Sliding Movement

This week's update is coming a little early to accommodate my schedule and it majorly overhauls how legs move. All legs are now capable of sliding when they exceed their top speed.

In this update2

Full notes

Full Granvir: Zero Front update

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

What changed

0 fixes4 additions3 changes0 removals
  • Balance
  • Gameplay
changedPlease check in and let me know how you feel about the sliding after trying it out. Its is a big deviation from how things where before so I'm interested in hearing everyone's thoughts on it. Keep in mind the speed and duration of your slide is greatly impacted by your dash speed, top speed and mass so the feel of the slide will vary greatly based on your build.
changedMajor FeaturesRemoved the velocity damping force at the end of dashes so none of the speed is lost. Previously, most dashes immediately cut half the speed they provided after stopping.
addedMajor FeaturesAdded sliding to mech legs when they exceed their top speed while not dashing. While sliding, legs have extremely reduced control. Sliding is most noticeable after dashing. Sliding can be shortened by providing no direction input and greatly shortened by providing counter directional input. Heavier slower builds tend to slide for longer when dashing as the stopping force must act on great mass and they slide at a lower threshold but a portion of this is offset by their reduced dash speed due to mass.
addedMinor FeaturesAdded the ARM/BR03GR Pulley, a tier 3 armature with a grapple that pulls in enemy Granvir. Enemies being pulled take more melee damage.
changedMinor FeaturesConfigured horse legs and roller legs to resist sliding when the slide and desired movement direction are forward aligned. This turns their dash into more of a massive speed boost.
addedMinor FeaturesAdded a pushback when firing the BPP Smokestack cannons. The push back is reduced by slow resistance and mass.

Granvir: Zero Front changes

changedPlease check in and let me know how you feel about the sliding after trying it out. Its is a big deviation from how things where before so I'm interested in hearing everyone's thoughts on it. Keep in mind the speed and duration of your slide is greatly impacted by your dash speed, top speed and mass so the feel of the slide will vary greatly based on your build.
changedRemoved the velocity damping force at the end of dashes so none of the speed is lost. Previously, most dashes immediately cut half the speed they provided after stopping.
addedAdded sliding to mech legs when they exceed their top speed while not dashing. While sliding, legs have extremely reduced control. Sliding is most noticeable after dashing. Sliding can be shortened by providing no direction input and greatly shortened by providing counter directional input. Heavier slower builds tend to slide for longer when dashing as the stopping force must act on great mass and they slide at a lower threshold but a portion of this is offset by their reduced dash speed due to mass.
addedAdded the ARM/BR03GR Pulley, a tier 3 armature with a grapple that pulls in enemy Granvir. Enemies being pulled take more melee damage.
changedConfigured horse legs and roller legs to resist sliding when the slide and desired movement direction are forward aligned. This turns their dash into more of a massive speed boost.

This week's update is coming a little early to accommodate my schedule and it majorly overhauls how legs move. All legs are now capable of sliding when they exceed their top speed. While sliding, control is greatly diminished until your Granvir slows down below its top speed. You can extend the slide by moving into it or cut it much shorter by countering the slide direction.

Sliding happens most often after a dash and effectively extends the range of dashes. Hopefully the longer dashes can help early melee builds close the gap more easily. Sliding is a big boost to mobility as a whole but I think the lack of control while sliding keeps things under control on top of just looking cooler that the abrupt slow down.

Please check in and let me know how you feel about the sliding after trying it out. Its is a big deviation from how things where before so I'm interested in hearing everyone's thoughts on it. Keep in mind the speed and duration of your slide is greatly impacted by your dash speed, top speed and mass so the feel of the slide will vary greatly based on your build.

2.38.0

Major Features

  • Removed the velocity damping force at the end of dashes so none of the speed is lost. Previously, most dashes immediately cut half the speed they provided after stopping.

  • Added sliding to mech legs when they exceed their top speed while not dashing. While sliding, legs have extremely reduced control. Sliding is most noticeable after dashing. Sliding can be shortened by providing no direction input and greatly shortened by providing counter directional input. Heavier slower builds tend to slide for longer when dashing as the stopping force must act on great mass and they slide at a lower threshold but a portion of this is offset by their reduced dash speed due to mass.

Minor Features

  • Added the ARM/BR03GR Pulley, a tier 3 armature with a grapple that pulls in enemy Granvir. Enemies being pulled take more melee damage.

  • Configured horse legs and roller legs to resist sliding when the slide and desired movement direction are forward aligned. This turns their dash into more of a massive speed boost.

  • Added a pushback when firing the BPP Smokestack cannons. The push back is reduced by slow resistance and mass.

  • Added a camera height slider that allows the camera to be moved down when in the over-the-shoulder perspective.

Source

Steam News / 29 June 2026

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