Pre-alpha You are playing a small dev island while the game's foundations are built.

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Netcode for real connections

Hits you feel at once, players who move smoothly on a bad line, ping on screen, and a connection that comes back by itself.

A shooter lives or dies by how it feels on an ordinary connection. This week's work was all about that.

Hits felt at once

When your shot or swing lands, you get a hit marker and the hit sound right away, on your screen, without waiting for the server's answer. The server still decides every hit, and it rewinds creatures to where you saw them when you fired, so high ping does not cost you the shot.

Smooth movement

Other players and creatures each move along their own track, buffered against jitter and carried on through late updates. Someone on a shaky line no longer stutters across your screen, whatever their frame rate.

You can see your connection

Ping and jitter are on screen. If the connection drops, the game says so and reconnects by itself.

Tested on bad lines

The desktop client can now pretend to be on a worse connection, with extra ping, jitter and lag spikes. Every netcode change gets tested that way before it ships.