v0.20 - The most fluid FPS movement ever? And 2 new maps + modes!
One of the largest updates in ShatterRush history is coming this week: the "FreeFlow" update.
In this update4
Full notes
Full ShatterRush update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions6 changes0 removals
Performance
Gameplay
Maps
addedFEATURE 1: "FreeFlow" Movement EngineThis update adds the "FreeFlow" parkour movement engine, designed to create the smoothest traversal available in a multiplayer FPS. Think of FreeFlow as a system that's purely designed to help you maintain flow-state movement.
changedFEATURE 1: "FreeFlow" Movement EngineThe goal of the system is to seamlessly transition you between states, with reworked wallrunning and mantling, plus the addition of wallclimbing. When you mantle, you will retain almost all momentum, and should you miss a ledge, your character will climb up and continue without interruption. You can also mantle sideways/backwards, allowing movement like this:
changedFEATURE 1: "FreeFlow" Movement EngineThis is one of those features that massively improve how the core gameplay works. The fluidity in movement you now get is just insane, I'm really excited to see how players use this system in combat!
changedFEATURE 1: "FreeFlow" Movement EnginePS: This feature was suggested by one of our Discord members - when we say we listen to feedback, we really do mean it!
changedFEATURE 2: High Performance, Low LagA common complaint we heard from you was lag/desync and frame drops occur more often than they should. The last few updates have completely rebuilt FUNDEMENTAL systems and code to provide the best possible performance. Where previous playtests revealed about 12 desync spikes per 10 minutes, I now get only ONE desync spike in 30-50 minutes of gameplay (which self-corrects after about 2 seconds). These improvements also allow us to increase the lobby size too!
changedFEATURE 2: High Performance, Low LagIf you had issues with desync before, you absolutely should check out this version.
ShatterRush changes
addedThis update adds the "FreeFlow" parkour movement engine, designed to create the smoothest traversal available in a multiplayer FPS. Think of FreeFlow as a system that's purely designed to help you maintain flow-state movement.
changedThe goal of the system is to seamlessly transition you between states, with reworked wallrunning and mantling, plus the addition of wallclimbing. When you mantle, you will retain almost all momentum, and should you miss a ledge, your character will climb up and continue without interruption. You can also mantle sideways/backwards, allowing movement like this:
changedThis is one of those features that massively improve how the core gameplay works. The fluidity in movement you now get is just insane, I'm really excited to see how players use this system in combat!
changedPS: This feature was suggested by one of our Discord members - when we say we listen to feedback, we really do mean it!
changedA common complaint we heard from you was lag/desync and frame drops occur more often than they should. The last few updates have completely rebuilt FUNDEMENTAL systems and code to provide the best possible performance. Where previous playtests revealed about 12 desync spikes per 10 minutes, I now get only ONE desync spike in 30-50 minutes of gameplay (which self-corrects after about 2 seconds). These improvements also allow us to increase the lobby size too!
One of the largest updates in ShatterRush history is coming this week: the "FreeFlow" update.
FEATURE 1: "FreeFlow" Movement Engine
This update adds the "FreeFlow" parkour movement engine, designed to create the smoothest traversal available in a multiplayer FPS. Think of FreeFlow as a system that's purely designed to help you maintain flow-state movement.
The goal of the system is to seamlessly transition you between states, with reworked wallrunning and mantling, plus the addition of wallclimbing. When you mantle, you will retain almost all momentum, and should you miss a ledge, your character will climb up and continue without interruption. You can also mantle sideways/backwards, allowing movement like this:
This is one of those features that massively improve how the core gameplay works. The fluidity in movement you now get is just insane, I'm really excited to see how players use this system in combat!
PS: This feature was suggested by one of our Discord members - when we say we listen to feedback, we really do mean it!
FEATURE 2: High Performance, Low Lag
A common complaint we heard from you was lag/desync and frame drops occur more often than they should. The last few updates have completely rebuilt FUNDEMENTAL systems and code to provide the best possible performance. Where previous playtests revealed about 12 desync spikes per 10 minutes, I now get only ONE desync spike in 30-50 minutes of gameplay (which self-corrects after about 2 seconds). These improvements also allow us to increase the lobby size too!
If you had issues with desync before, you absolutely should check out this version.
FEATURE 3: 2 New Maps and 2 New Modes!
As well, this update adds 2 maps (the AAA-designed Fusion map, and a reworked Dropship), and 2 new game modes (Gun Game, Infection, joining Team Deathmatch and FFA for 4 total modes).
Infection is my personal favourite - having to use all of your movement knowledge and skill to weave between and dodge a dozen infected players is so much fun!
But don't just take our word for it!
Youtuber Nadestraight played it early and remarked"if you haven't tried it out, I'd highly recommend it!". Check out his video below:
I really appreciate your support and patience with us, I'm so excited to get this update in your hands!