Hey everyone,
New update is now live, with a bunch of additions, improvements and fixes to the world, visuals, gameplay, challenges and more!
We're working every day on the game, and aside from working on this update and the next, we have spent a lot of time these last few months working on the vision and design for the whole game. As we've said before, this really is just the very start and we have so much more planned for SPP. We're excited to share these plans and roadmap with you in the coming weeks!
As always, thank you for your support and patience, and if you're enjoying the game/feel this update has improved the experience for you, a review on steam would be much appreciated!
Also Join the Discord to leave us any and all feedback/suggestions. Your feedback is super important to us, good or bad, and will help us make the best game possible.
Enough talking, Here's a summary of the changes in this new update:
Environment and Level Changes
Added/improved multiple areas in estate section of world (Train Station, Wharf, Plaza)
Improved multiple city skyscraper buildings with new routes, connections, and various extensions
Improved visuals and textures throughout the world
Added dynamic level elements (Overground train running between city and estate)
Added destructible environment features
Collision and mesh fixes
Host of other level and visual improvements



Gameplay Changes
Reworked input system from scratch (again) to improve consistency, reduce hardware input lag, and better detect device types, as well as more responsive switching between devices
Improved Camera system with less lag and properly customisable settings
Improved in-air flip physics - Correctly rotating character around center of mass to give more realistic rotations
Improved Mouse and Keyboard controls - More responsive and consistent flicks (Controls and mapping is still WIP as focus has been heavily on controller leading up to this point but we're working on M+K more now). This new system sets us up for implementing dynamic key rebinding/control layout schemes (Arcade, Classic etc).
Dynamic parkour physics - Movement and traversal now works correctly on moving objects. You can jump, grab and perform moves on moving objects with correct physics.
Fixed multiple collision, animation and other movement bugs
Adjusted sprint cooldown and drain
Host of other fixes and improvements
UI AND UX Improvements
Improved menu and UI navigation
Added new menu with improved UI/UX - Menu is still WIP and being designed so don’t read too much into that! The focus for now was to give a clearer and concise way to access all the game content whilst we fully design and implement the remaining features.
Modularized tutorials - Can access tutorials individually from the Missions section in the menu.
Restored tutorial levels - 20 individual tutorial missions are accessible from Missions section. The tutorials and entire onboarding system is being redone to make for a smoother, fun, and more progressive experience.
Implemented Fast Travel system in Spots section. Easily travel between various spots in the map. This will eventually become a fully fledged map system, but this in the meantime will give a much easier way to navigate around the environment quickly.
Added Character Editor - Switch between STORROR members and change outfits. This will continually be improved and updated as we work on the menu and implement a full character editor.
Multiplayer Menu - Removed quick menu and added clearer UI to host and join sessions through the Online section
Full Controls Guide - Navigate and view each of the game mechanics and features with input actions, move descriptions, and example videos. Guide style and features still WIP.
Unified and expanded settings menu with improved graphics defaults, fixed settings saves, and quit to menu and quit game options
Added clear feedback prompts when applying/saving settings to avoid confusion with players thinking the game has hung/crashed when performing background operations
Improved controller HUD overlay visuals
Added flick tracker on top of thumb sticks and mouse to show how the game is interpreting input flicks
New Single and Multiplayer Challenge System
Completely reworked the challenge system with improved start, active, and completion UI/UX
Challenges correctly registering successes/fails
Challenges can be completed single-player while in multiplayer lobbies
Challenges are now also multiplayer! The challenge host can invite players in the lobby to join a challenge. In multiplayer challenges, once everyone is ready the host can start the challenge! The UX and UI of multiplayer challenges will continually be improved and more challenge types added.
Added two challenge types - speed (Time based) and line (Move based) as well as objectives (only for speed challenges at the moment, line challenge objectives to come)
Multiple speed and line challenges added throughout the estate with more to be added throughout the rest of the map!



System Improvements and Fixes
Fixed multiple different crashes (There will be some crashes still so keep the crash reports coming so we can get to the bottom of them)
Improved support for low-end hardware (DX11 Switching) - If getting DX12 crashes frequently, try forcing -DX11 in launch options
Fixed graphic defaults
Changed files in this update