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Steam News25 May 20261mo ago

Just a small update v0.5.7a

Hello my beautiful test subjects! Just a small update this time with a few bug fixes, minor additions and one handy new feature.

Full notes

Full RMF's Ragdoll Physics Experiments update

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

Repeated intro

Hello my beautiful test subjects!

What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Compatibility
  • Maps
addedJust a small update this time with a few bug fixes, minor additions and one handy new feature.
addedThe main little change is that I’ve added a button to control the speed of the middle tube in the demo. A few people mentioned that waiting for it could feel a bit tedious, so now you can speed it up when needed rather than standing there silently judging my design choices.
changedI also wanted to quickly mention something about the state of the game. RMF’s Ragdoll Physics Experiments is still very much in alpha. It is not beta, it is not finished, and it is currently sitting at version 0.5.7 for a reason. The demo is available because I want people to be able to try it early, give feedback, break things, find weird behaviour, and help shape what the game becomes.
addedThat has always been a big part of this project. Loads of the changes, jokes, ideas, fixes and weird little details in the game have come from people playing it, commenting on it, joining the Discord, or just pointing at something and saying “that bit is annoying.” So please do keep doing that. Post here, join the Discord, send feedback, or scream into the nearest tube. It all helps.
changedI’ve also updated the minimum specs on the Steam page to make things a bit clearer. The game is being built to hit a very specific visual style, inspired by the original Cinema 4D and Redshift renders that started this whole ridiculous thing. Those renders used to take anywhere from one to four minutes per frame. Unreal Engine now lets me get much closer to that look in real time, which is honestly still a bit magical and probably illegal in at least three laboratories.
changedBecause of that, I’m using Unreal Engine 5.7 and a lot of its newer rendering features to get the game looking the way I want it to look. At this stage of development, my focus is still on building the game, improving the rooms, refining the mechanics, and getting the overall experience right. Optimisation is important, and it will continue to improve, but I’m not currently aiming to make the game run on machines far below the listed minimum specs while still looking as intended.

RMF's Ragdoll Physics Experiments changes

addedJust a small update this time with a few bug fixes, minor additions and one handy new feature.
addedThe main little change is that I’ve added a button to control the speed of the middle tube in the demo. A few people mentioned that waiting for it could feel a bit tedious, so now you can speed it up when needed rather than standing there silently judging my design choices.
changedI also wanted to quickly mention something about the state of the game. RMF’s Ragdoll Physics Experiments is still very much in alpha. It is not beta, it is not finished, and it is currently sitting at version 0.5.7 for a reason. The demo is available because I want people to be able to try it early, give feedback, break things, find weird behaviour, and help shape what the game becomes.
addedThat has always been a big part of this project. Loads of the changes, jokes, ideas, fixes and weird little details in the game have come from people playing it, commenting on it, joining the Discord, or just pointing at something and saying “that bit is annoying.” So please do keep doing that. Post here, join the Discord, send feedback, or scream into the nearest tube. It all helps.
changedI’ve also updated the minimum specs on the Steam page to make things a bit clearer. The game is being built to hit a very specific visual style, inspired by the original Cinema 4D and Redshift renders that started this whole ridiculous thing. Those renders used to take anywhere from one to four minutes per frame. Unreal Engine now lets me get much closer to that look in real time, which is honestly still a bit magical and probably illegal in at least three laboratories.

Just a small update this time with a few bug fixes, minor additions and one handy new feature.

The main little change is that I’ve added a button to control the speed of the middle tube in the demo. A few people mentioned that waiting for it could feel a bit tedious, so now you can speed it up when needed rather than standing there silently judging my design choices.

Very fair. I have judged them too.

I also wanted to quickly mention something about the state of the game. RMF’s Ragdoll Physics Experiments is still very much in alpha. It is not beta, it is not finished, and it is currently sitting at version 0.5.7 for a reason. The demo is available because I want people to be able to try it early, give feedback, break things, find weird behaviour, and help shape what the game becomes.

That has always been a big part of this project. Loads of the changes, jokes, ideas, fixes and weird little details in the game have come from people playing it, commenting on it, joining the Discord, or just pointing at something and saying “that bit is annoying.” So please do keep doing that. Post here, join the Discord, send feedback, or scream into the nearest tube. It all helps.

I’ve also updated the minimum specs on the Steam page to make things a bit clearer. The game is being built to hit a very specific visual style, inspired by the original Cinema 4D and Redshift renders that started this whole ridiculous thing. Those renders used to take anywhere from one to four minutes per frame. Unreal Engine now lets me get much closer to that look in real time, which is honestly still a bit magical and probably illegal in at least three laboratories.

Because of that, I’m using Unreal Engine 5.7 and a lot of its newer rendering features to get the game looking the way I want it to look. At this stage of development, my focus is still on building the game, improving the rooms, refining the mechanics, and getting the overall experience right. Optimisation is important, and it will continue to improve, but I’m not currently aiming to make the game run on machines far below the listed minimum specs while still looking as intended.

Basically: if your machine is under the minimum requirements, you may be able to launch the game, but you’ll likely have to turn the settings down so far that the facility starts looking less like a shiny physics laboratory and more like a sad storage cupboard.

Thanks again to everyone playing the demo, sharing feedback, reporting bugs, making videos, and generally helping me make this silly thing better.

The experiments continue.

Rory

Join the Discord here: https://discord.gg/ebvH7dGBP2

Source

Steam News / 25 May 2026

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