Development update - November 10, 2025 (Patreon)
Content
I've dedicated past 30 days to preparing closed beta and making it available to anyone who is or have been my Patreon supporter in the past using any of paid tiers.
Rest of it was spent patching new bugs after closed beta started. There should be a few improvements since then - including less crashes and more fixes for Multiplayer match hosting/joining. But things are still being patched and worked on daily.
Currently I'm moving towards making servers stable, adding more servers once that is done and perhaps make it possible to turn servers into ones that host player-requested maps if players prefer them to be not hosted on their PCs or if they'd need more of a ranked game experience (player-hosted matches can technically alter in-game world state and make it unfair).
You can find more information on closed beta and how to join it here (report issues in comments of linked post or via Patreon direct messages): https://www.patreon.com/posts/142029055
Plazma Burst 2 H5 and Star Defenders 2D get no updates this time (although I fixed connection between gevanni.com and stardefenders.io servers).
Plazma Burst 3
Interfaces
- Fixed main menu scene depth problems, added more geometry details to cannons & sky, adjusted cannon scaling, made shader that does not have black outline issues, merged some of layers;
- Adjusted UI colors and appearance to match new main menu art/scene;
- Made it so Multiplayer quickplay game mode selection screen is skipped in closed beta;
- Fixed white text ending up on top of bright parts of background art in case of some of screen resolutions;
- Added some of main menu pre-calculations for faster loading, fixed flickering issue on start;
- Removed old main menu scene camera rotation as a reaction to game window resize;
- Updated rare effect on main menu to work with new scene;
- Updated credits screen to mention main menu art author;
- Fixed a bug causing artifacts & flickering near edges of screen in main menu, lowered resoultion of blurred version for main menu scene while it loads;
- Some more out of the game UI optimizations;
- Made scripts for main menu images downscaling from original resolution;
- Fixed an issue causing main menu images to occasionally appear with delay (due to being loaded but not yet decoded);
- Fixed an issue causing match join sound being played when join prompt screen appears;
- Made missing translations return a temporary text message instead of just X characters;
- Made it so dev toolbar is hidden until Esc key is pressed;
- Made it so game can tell if new update is available;
- Made it possible to preload game update from main menu without starting the game (so joining future game can be faster);
- Fixed an issue causing main menu to have missing sounds after forced update sometimes;
- Fixed click animation precache issue;
- Added barely visible in-game overlay that shows information about beta, version and user UID;
- Made it possible to turn off system time display;
- Made it so match join sound is played after password was accepted rather than when password prompt appears;
- Fixed a bug causing Creation editing screen unable to recognize title changes for them to be saved later;
- Made it so average ping value reporting is rounded;
- Fixed a bug causing start game settings reset not restoring default Map/Module list;
- Fixed bug causing sound effects to be not played in main menu in some cases;
- Fixed drop-down lists going through left edge of screen, especially in Multiplayer lobby chat;
- Fixed built-in skins not changing;
- Made it so "End game" after testing a map returns user back to Level Editor if one was open;
- Made it so last match password is saved;
- Fixed custom skin previews not working in player lists;
- Updated global players list, added support for multiple field extractions when generating players list;
- Added player list loading animation;
- Fixed an issue causing player search to not work if user was on non-first page;
- Adjusted player count per page so it doesn't require scrolling in fullscreen mode;
- Fixed preview access permissions for non-public skins.
Gameplay
- Made it so dynamic light thread deactivates whenever player exists the game and stays on other screens;
- Game resource caching fixes;
- Made it possible for game to work in offline mode, in some cases;
- Made it so weapons with low velocity relative to walls or entities don't damage players who run over them;
- Reworked player parts separation resolution logic to be more forgiving and less lethal (handling the case when part of player's body ends up on the opposite side of a thin wall, or even a ladder);
- Implemented dynamic spring strength scaling that is applied right after some of parts of character have been moved in order to avoid limbs sticking through walls after teleportation (was needed because ragdoll springs are otherwise so strong they would deal lethal damage to characters);
- Fixed a bug causing game to crash if any character was removed by a switch press;
- Fixed a compilation bug that would occasionally corrupt decorations class;
- Fixed a compilation bug that would not properly recompile game files if compilation mode was changed;
- Fixed an issue causing incoming damage indicators and screen shake intensity to stay after new map was loaded;
- Fixed a bug causing players to fall right after jump if they have had high velocity change because of jump;
- Made temporary fix for ERA trigger so it changes double-jump boost style into self-boost since AI can't use double-jump yet;
- Fixed new compilation bugs;
- Fixed crashes due to missing sounds in no-spoilers mode;
- Fixed audio not reacting to settings;
- Fixed controller support;
- More server/game crash fixes;
- Fixed a bug letting characters breathe underwater if they happen to be in-between 2 water objects;
- Fixed an issue related to controls not working if game has detected a connected yet inactive gamepad;
- Fixed issue causing movable loop sound not being properly positioned on movable and thus causing underwater sound when there should have been none if map has water pool near movable;
- Fixed player bounding box velocity to player ragdoll velocity adjustment which was causing occasional unexpected stability loss as well as comically overpowered boosts on angled surfaces;
- Fixed sprite explosions not working due to obfuscation;
- Made it so deafened players can't hear damage report sounds;
- Made swords more likely to hit virus grenades;
- Made flying on small crates impossible;
- Fixed inability to climb off the ladder by just holding crouch/down key;
- Fixed inability to climb down the ladder by holdin crouch key while holding onto highest ledge;
- Fixed a Box2D old verion bug that was making drones, nails, hooks and underbarrel grenades pass through some of the more complex walls (floor of vents in default deathmatch map, although it used to happen on terrain of some custom maps as well);
- Fixed one of memory leaks related to destroyed movables still pointing towards players who were connected at the time of movable break;
- Some more memory leak and crash fixes;
- Fixed unique colors of particles not being properly disposed on long-running servers;
- Improved damage reporting and fixed damage reporting not properly working with fire source damage, DR-Merciful damage, damage from gadgets etc.
Level Editor
- Fixed previously overlooked level code sandbox escape vulnerability;
- Reworked engine-like object creation for level logic in order to patch new sandbox escaping vulnerabilities;
- Fixed crash on code autocompletion due to recent changes;
- Made it so maps/modules can at least have access to nickname as provided in game settings instead of just "Loading..." in cases when match hoster's nickname with a clantag can't be loaded in time;
- Made it possible to make windows by specifing their width, height and only the right/bottom edge position for automatic alignment;
- Fixed a Revert action crash in Level Editor on attempt to re-use variable in-game object that had value of number or string rather than object;
- Added simplified map version cache reset on map save;
- Fixed Level Editor freezing when loading trigger action presets map;
- Fixed crash on attempt to start a map with AI character and no walls;
- Fixed a crash on attempt to start cooperative map editing;
- Fixed a bug that was causing objects made by automatic creation option from drop lists to have desynchronized positions at zero coordinates;
- Fixed automatic object reordering desync during cooperative map editing;
- Fixed a bug causing per-point editing of walls to be incorrectly synchronized in cooperative map editing;
- Made helper methods to get values within random ranges in scripting;
- Fixed a bug that was preventing newly made skins from being previewable in Level Editor;
- Fixed a bug that was causing terrain generation to freeze the whole game due to infinite loop if rare condition was met;
- Fixed a bug causing level with point object to not compile;
- Made respawn effect trigger action;
- Made explosion trigger action;
- Made it possible to access most in-game objects through scripting;
- Made it possible to alter projectile constants in scripting (including global default projectile health, friction in different supported surfaces etc);
- Added support for debris material altering in Level Editor;
- Fixed an issue causing Level Editor to stay open when it was closed and regular game was started;
- Fixed an issue preventing numerical scores from being shown up on leaderboard;
- Fixed an obfuscation bug that was breaking Level Editor;
- Fixed one of potential security vulnerabilities with code execution;
- Made it so color can't leak into following part of a message if users have not closed all color tags in their nickname or clan name;
- Made error messages on attempt to make static decorations and dynamic lights after wrold finalization;
- Made a better hints whenever user is trying to open code-only Module in Level Editor;
- Fixed decoration opacity not changing;
- Fixed a bug causing map structure corruption when automatically created object of same type was made twice in Level Editor;
- Exposed pb2TimeWarpZone to scripting;
- Added removal methods for pb2ShieldZone in scripting;
- Exposed ammo management to scripting;
- Fixed AI waypoint removal crash on maps with corrupted structure;
- Fixed an issue causing decorations to not update their position after they were attached to and then detached from some object;
- Fixed infinite loop on attempt to create surface with 2 consequent points having the same position;
- Fixed an issue causing crash when region was attached to movable in Multiplayer;
- Made it so decorations attached to guns no longer keep their world position (it is reset to 0 once);
- Fixed an issue causing attached decorations to break sound source position updates for guns and vehicles;
- Exposed boost constants and properties to be alterable & readable by Maps and Modules;
- Made it so it is possible to register kills towards player who initiated movable's movement.
Skin Editor
- Fixed Skin Editor crash when something was causing removal of edited ragdoll during preview.
Multiplayer
- Fixed conditional data send bug in multiplayer that would incorrectly remove data sends in case of overflow;
- Fixed a permission access restriction bug that was preventing maps from loading skins of connected players;
- Improved respawning near liquids in default respawn Module;
- Made it so healing own previous ragdolls is not possible in beta deathmatch gamemode;
- Made it possible for match host to be considered a player in default deathmatch mode (although without replay and limited vision features);
- Fixed ERA trigger not working in default deathmatch mode;
- Made it so Map/Module scripts are able to show 1 more player than there currently connected (in order to let match hoster either be considered a player or not);
- Fixed decoration sync bug that was causing incorrect scale and rotation rounding;
- Made default Multiplayer map, finished beta Deathmatch gamemode;
- Added team settings for beta Deathmatch gamemode;
- Made it possible to add AI players into beta deathmatch mode;
- Fixed a crash related to sync of broken grappling hook;
- Fixed decoration synchronization and crashes;
- Finished synchronization and playback of custom sounds in Multiplayer;
- Made it so lobby chat messages are not sent while player is in-game (as it may cause potential frame drops on weaker PCs);
- Added short lobby chat history whenever player switches lobbies or opens website overlay;
- Fixed more multiplayer server crashes;
- Configured one official server that hosts one match 24/7 or until it crashes;
- Fixed issue causing custom skins to not be removed from the memory of Multiplayer servers even after player disconnects;
- Fixed issue causing failed connection players to still being listed in internal players array, causing memory leaks the longer match runs;
- Fixed an issue causing last grenade to visually stay unthrow until it is thrown again in Multiplayer;
- Fixed issue causing movable loop sounds to be never properly disposed and causing some sounds to be played twice or not be played at all in Multiplayer;
- Fixed an issue causing gun_rifle, gun_pistol and gun_shotgun play automatic reload sounds multiple times for players with high ping in Multiplayer;
- Slightly improved player position correction for it to better handle a few rare cases;
- Made it so client starts playing reload animation if server-side version does it (for example due to slight fire button hold duration desync that triggers reloading animation on server but doesn't on client-side for speculative character);
- Fixed issue causing individual sounds (like sniper rifle reloading) to be heard by other players in Multiplayer;
- Updated PeerJS version and changed it to work with obfuscation, added connection debugging button at match start;
- Fixed spectating camera in Multiplayer;
- Fixed client-side error message that would happen when connection between client and server gets timed out;
- Made simple cooperative gamemode example;
- Made it so headless servers run at lower framerate without timescale compensation if nobody is playing on them;
- Paid for and added TURN server, which seems to have fixed inability to connect to matches for players who previously had this issue, players who could not host matches now can do this as well;
- Fixed ladder desync;
- Improved trusted control mode when it comes to sudden deaths on attempt to grab onto ladders ands ledges;
- Fixed an issue causing client's game to freeze for a few seconds in development tests if tab was inactive for too long;
- Fixed an issue that would occasionally assign other player's skin in Multiplayer if proper skin wasn't downloaded yet;
- Recolored elimination messages in chat for default deathmatch gamemode;
- Improved beta deathmatch gamemode leaderboard so it reflects an experimental way of tracking best player in a match - based on dealt damage that led to elimination divided by the number of respawns.
Server
- Made it so maps with closed source are not downloaded with extra Level Editor-related information for unauthorized users;
- Added delay when entering bad match password to prevent automated match password guessing;
- Started implementing simple censorship;
- Set up access permissions for some folders of a website;
- Set up all services required for Plazma Burst 3 beta, fixed new discovered bugs;
- Tested data proxying through main server (rolled back due to too high CPU usage and not so good results);
- Added crash reporting, fixed a few common Multiplayer crashes;
- Added Creation obtaining prevention if obtaining would result into less Plazma Coins than allowed to access beta;
- Made few security fixes.
Sounds
- Added ambient sound for main menu while there is no soundtrack (1 sound);
- Added sound for rare effect on main menu (1 sound).