- Lobbies: a name (default "Lobby <code>"), Unlisted or Public, and an optional password. The Multiplayer page
scrolls: a Browser of public lobbies (name, count, padlock, code, little player previews, Join with a password
field when locked), Join by code, Create, then Settings. Errors show under whatever caused them. Links take
?pass= (and --pass), and Copy Link includes it. Protocol 11.
- Queue areas center on their host along the floor's flat stretch, squeezing their slots to fit, and move to a nearby
surface when the host's is too short.
- An airblast steals an enemy's flail ball onto its own chain for a while. Flail balls reel themselves back after 15
seconds. Doubler echoes of the Grimoire teleport move you too.
- The Good Stuff: a new trinket, the inverse of Diazepam (more spread). Spread is now a multiplier, and it widens or
narrows the Vacuum's cone.
- Balance: Sword basic slash 25% smaller and charged slash half the size, Whip basic lash half the damage and reach,
Recoil Coil recoil halved, Speedometer no longer speeds you up.
- Fixes: fashions survive coming back from a game, Quit shows only in the sandbox menu, and the chat log keeps above
the menu's tip.
- Chat goes to your room (the sandbox, or your game) by default, and to the whole lobby with /all or a leading !.
Lines from elsewhere say where they came from ([Sandbox], [Game 2]), lobby-wide ones from your room say [All].
Typing shows only to your room. Protocol 8.
- Hosting: everyone is told who hosts now, and the host can hand it over with /host "player".
- /fashion <item> wears a fashion locally, like /color.
- Lines that mention a player show in that player's color, looked up as they draw.
- Tips are tagged with the item and situations they fit, and those that fit are 1.5x as likely. They turn over every
10 seconds on one continuous run, show under the menu too, and can be turned off with Tips in HUD / Gameplay. The
HUD hotbars hide while the menu is up (except on its item tabs).
- American spelling throughout: color, center, gray, mustache, and so on.
- Every attack is now assembled from traits on its definition instead
of per-weapon code: an anchor and path (thrusts, out-and-back, arcs),
shared flight physics (gravity, drag, acceleration, homing, and one
wall response: end, burst, stick, crawl, bounce, stop, pass, return,
latch), and flags like bouncy, drifting, tethered, orbiting, instant
and arming. Melee are projectiles too.
- Shots have a lifetime and a fade (when damage bottoms out). Range is
speed times lifetime. Ricochets and the Vacuum wind lifetime back.
- The Vacuum pulls anyone's shots, and its airblast flips them out
along the aim, claiming enemies' (fading into your colour).
- New trinket: Hourglass, longer projectile lifetime and range. Ropes
and chains lengthen with it and the Accelerator.
- Fashion: 23 items worn on the head, face or torso, chosen in Profile.
- Flamethrower flames hit continuously, the whip coils and sweeps,
bouncing shots roll over ramps, and Ricochet relights grenade fuses.
- Profile tab, colour tooltips, option hints on every setting, an
About tab with credits and links, and the Ithaca font.
- Loadouts lock once readied, tomatoes clear with the match, and the
round-over pause is 4 seconds.
- CC0 license. Tools and CLAUDE.md are no longer tracked, and the web
shell moves to web/.
The server answers each player's WebRTC offer (signaled over the socket) with a
connection of its own: frames go on a lossy channel, everything else on a
reliable one, and the socket carries them until both open or where UDP is
blocked. The client's Net now holds one link to the server instead of one per
player. WebRTC takes UDP 47810-47899 by default, set on the command line.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>