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Full Positron update
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Repeated intro
Hello Positron fans! Looking back on 2025, we had some good times with Positron, but due to some personal issues I've not had much time to work on the game for the past month or two. I'm hoping to get back in to a routine of working on the game in the evenings and have big plans for 2026! I had wanted to try and push out the Arena (Deathmatch) mode, but it needs some tweaks and performance optimisation before I do that, so hopefully will be coming in the next few weeks. Here's a list of things I'm working on, with some big changes coming to the game in the coming months:
What changed
- Performance
- Gameplay
- Server
- UI and audio
- Store
Arena Mode: Deathmatch style gameplay vs AI to start with. Destroy the enemy bikes with your trail. Instant respawn on death, in a 3 minute match. Get the most kills to win the match. Arena also introduces the boost mechanic, which consumes your trail as you boost, so strategic use of boost is key to trapping your opponents with your trail!
Splitscreen Multiplayer: Primarily for Arena mode, to allow local multiplayer against friends. A later update is planned adding multiplayer Snake and Maze levels. You can also play two player splitscreen on Steam Deck, with a vertical rotated split (so you can sit across the table from one-another, like an old table-top arcade.
Progression overhaul: I've been working on this for a while, and it totally changes how the levels are presented to the player, with them packed in to 'zones', with targets to reach on each level to earn enough points to unlock the next zone.
Mac support: I've been working on the Metal renderer for the game for a while on-and-off, and it's not far from being fully at parity with PC, so expect to add a native Mac binary to Steam at some point in the coming months.
Experimental game mechanics: The plan is for the zones to introduce unique visual styles, and possibly also a game mechanic that is limited to that zone alone. Something I'm toying with, but I already have a lot of ideas for this.
More music: Chris is working on three or four more tracks for the game's soundtrack, expanding upon the newly remastered soundtrack we recently released.
- Web DemoTechnically not part of the game, but I'm working on fleshing out the WebGL demo of Positron, having a single level demo playable in a browser, to try and attract new players to potentially give the full version a try on Steam.
Online Multiplayer: The biggest and most complex thing on my TODO list is to add network multiplayer, primarily for Arena mode, but also for the other game modes too. There will be a lot of dev time on this, getting the net-code working well, and attempting to manage desync issues gracefully. I know it is something players (and streamers) want, and I am planning exactly how to do this already.
More options: Remappable controls, more graphics settings, and the usual kinda stuff you'd find in games. My current menus and settings are quite bare-bones.
Total overhaul of all social / store media and game presence. A lot more effort needs to be put in to creating some engaging trailers and improving the current store page. This is all super time consuming but well worth doing if it brings in more players.
Console ports: I'm well on the way with porting my engine (and Positron) to run on Nintendo Switch, Xbox One, Xbox Series S|X, PS4, and PS5. I would love to release to all of
Source
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