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Steam News · Sep 25
WE'RE BACK!Come say hi to us at PAX Aus, Booth #35 - it's on the right of the main entrance as you come in.For the first time, we will be selling a limited amount of merch, so make sure to come by before the stock runs out!Grab your friends for 6 player battles - 4 players on Split-Screen, and 2 players on high-end Gigabyte Aorus laptops (huge thanks to Gigabyte for supporting us again this year!)...
Steam News · Sep 13
v0.21 is now live! This brings a month's worth of new fixes and updates, but primarily:Capture The Flag!One of our most requested modes, CTF is here! There are some key changes to the mode that make it play very well in ShatterRush:No Movement AbilitiesCritically, when you pickup the flag, you lose access to your movement ability. This sounds quite counter-intuitive, but let us cook - we REALLY wa...
Steam News · Jul 28
One of the largest updates in ShatterRush history is coming this week: the "FreeFlow" update.FEATURE 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.The goal of the system is to seamlessly tran...
Steam News · Jul 9
This update completely overhauls the back-end netcode of the game. In our testing, rubberbanding and desync have been DRASTICALLY reduced. The FPS limit has also been removed now. We've also spent some time squashing a ton of bugs - including year-old ones! Reworked ability system to be lag-resistant. Really, try it! Because this is such a massive change, there may be someFINALLY FIXED a year-old ...
Steam News · Jun 21
I'm giving a talk at the University of Technology Sydney this week about how we playtest ShatterRush, using learnings and data from our over 133k players.I know this event is very different from what you'd typically see on Steam, but if you're interested in game development or just curious as to how games get made, this is worth a look! Tickets are free as it's my way of giving back to an industry...
Steam News · Jun 17
This is an update you've waited (literally) a year for - team modes!That's right, you've waited for literally(!) a year for this, but it's finally here. This update is now live for all players! Have fun and let us know what you think!
Steam News · Jun 16
Bad News: I need to delay the next update to fix reliability and security issues, and more maintenance will be happening over the next few days. Good News: I can unveil our newest map, Fusion! Made by an ex-Call of Duty/Marvel Rivals mapper, this massive AAA-quality level is designed to be a sandbox for both movement expression and destruction.Note: These screenshots represent the very first versi...
Steam News · Jun 6
One of the most common points of feedback we've received is making the grapple more "swing-like". This update overhauls the physics and logic of the grapple to be both excellent for gaining speed, repositioning, and maintaining momentum. It's honestly so much fun to just swing around now, and I'm really keen to get your feedback. And with our recent server maintenance, we've implemented drastic im...
Steam News · May 25
EDIT: Demo is back up, thanks for your patience!Hey everyone, we’re performing some critical server maintenance which allows us to make major changes to the game, particuarly around the Anti-Cheat systems. We're working around the clock to get the Pre-Alpha demo back online as soon as possible, I really appreciate your patience!You can join our Discord for more frequent updates:
Steam News · May 9
v0.16.1 is out! As promised from earlier this week, we've delivered MAJOR desync/lag fixes, performance improvements, and more! Expect gameplay to be buttery smooth, even on high-player count lobbies. Major CPU performance boost, especially during high-player lobbies. Expect a generally higher overall FPS now!Fixed servers over-filling during matches.Ping should now be much more accurately display...