Ramshackle Playtest
Playing now
17+4 vs. yesterday
5.8%of peak
All-time peak
294Mar 2026
Playing now
17+4 vs. yesterday
All-time peak
294Mar 2026
| Published | Title | Build |
|---|---|---|
| PT3.26 Features · New spectator cam — unify F11 / death cams Fixes · Potential fix for a vram memory leak related to the HUD · NavMeshTraversalCache skip in builder · fix rejoin behavior in sandbox | — | |
| PT3.25h \ · More small tweaks to (hopefully) improve performance with physics sync · new Remote Sync options in debug settings · Fixed terrain generation not conforming to roads well · fixed rocks sometimes spawning over roads · fixed some music tracks not getting added/ removed some old builder tracks until they can be mixed better | — | |
| PT3.25g \ · Reverted to previous syncing setup by default, with new hull/traverse syncing in "Debug" settings · fixes to clientside physics performance · fixed disconnect behavior on gamemodes, longer grace period before getting replaced with a bot (~2 mins) · Fix some missing music | — | |
| PT3.25b \ · Button to hide the chat · Chat visibility tweaks \ · Fixed some odd chat behavior \ · extra debug options for profiling | — | |
| PT3.25 \ · New chat UI · Test Drive debug (f9) menu shell impact visuals show AoE \ · Map overlay stuck after leaving test drive · Hard-synced turret physics stutter, new handling behavior · Shell analyzer not showing visuals when ricocheting into the ground · Input mix window edits not triggering save/undo · Select Catch Radius setting not wired to builder click radius · Server browser list stale / n… | — | |
| PT3.24 - Added a loader indexer module - Assign to cannon and a traverse part - Operated by loader - Adjustable index angle setting - automatically actives when assigned cannon starts a reload - A major discrepancy was found regarding return rollers causing some tracks to over perform their advertised stats - Some tracks have had their tonnage tweaked to compensate - Fixed crew sometimes not replenish… | — | |
| PT3.23b \ · Fix model on T50 tracks (just visual not hitbox) · Fix empty supply bins costing 0LP · Fix Siege mission script nuking the player cache whenever a convoy is cleaned up · in testing, this appears to solve hotjoining issues in Siege, but will need to confirm on the main server \ · Fix tonnage discrepancy on T50 sprocket vs. roadwheel | — | |
| PT3.23 \ · Fixed LC calculation for Armor Hole for large structures vs. equivalent volume of 3d armor · this was a mistake, the last setup was only tested vs. specific thin setups and we forgot to account for the high end. for example, multiple plates of 2d RHA should be close to a similar shaped hole armor in all configurations · Fixed a critical issue with network cache handling · Fixed an edge case… | — | |
| PT3.21 \ · Fixed square hatch face angle · Fixed the wrong crew sometimes being selected for tasks (sorting bug) · Fixed motd command not working with a blank motd \ · Added a lock/unlock input to hatches, which when triggered will force the crew out of the hatch · Added an optional assignment on crew positions that can be linked to hatches, which will whitelist that hatch to only accept crew from tha… | — | |
| 3.17DEV \ · Added transmission debug panel in the F9 > debug panel manager menu · Added "debug" tab in the settings panel \ · Fix: ribbon area blocking mouse input in designer · Test fix: move around some deployment logic on server join | — | |
| PT3.16DEV This is a preview to fix a lot of performance and connectivity issues, we need to make sure there were no regressions. Games that are hotjoined are handled differently per mission atm (Siege in general has a lot more going on which can significantly affect lower-end clients joining) \ · Perspective-aware team color (you are always blue, enemy is always red) · Clientside configuration for the co… | — | |
| Playtest 3 Major Update Detailsmajor original post here: Greetings Everyone! Nice to see all the new players and all the feedback! Keep mashing that feedback button we read every one. We'd like to give a little status report on our current plans for the Playtest and what we have in store for the future of the game. Playtest Status First off, we are going to be switching to a continuous playtest strategy where access is always open… | — | |
| PT3.15 This is a quick hotfix on a specific reported bug, we are working on a larger update in the meantime, please report any strange shell interactions as a result of this (especially regarding UFP/roof armor) \ · disabled smoke for unit turrets to improve performance · fixed a strange interaction with hole armor in certain configurations "black holing" shells | — | |
| PT3.14 \ · Networking adjustments to handle high load better · New bug reporter UI and behavior fixes · Added a "Files" Button on the garage UI that opens the MyVessels folder, fixed behavior on linux \ · Fix for inconsistent transform panel in the builder | — | |
| PT3.13 \ · Added more capture points to the Siege map · General nerf on HEAT shells · Reduced armor damage to None from Light · Reduced blast damage by 15-25% · Reduced volumetric efficiency on blast wave \ · Fixed unsafe thread access with UI text causing crashes · Fixed inconsistent restock behavior · Fixed some armor hole mirror behavior · Fixed (one of) siege mode's performance issues · Fixed capp… | — | |
| PT3.12 \ · Added F1 vessel controls help menu · Added armor variant swapping to hole armors · Added some extra logging so we can find annoying crashes easier. Please keep sending in reports, they are very useful. \ · Turret ring physics bug definitely fixed this time, for real, 100% (probably) · Fixed passthrough on basketless turret ring · Fixed behavior on the indicator when aiming at friendly tanks | — | |
| PT3.11b - Fixed physics glitch in testdrive proper - Made friendly marker more readable/improved behavior - Reduced setup cooldown on traverse parts | — | |
| PT3.11 \ · Duel gamemode — test gamemode, returned with the ability to vote for bots · Adjusted cash gain in siege \ · More defensive measures against some crashes · Test: extra checks and a 4s warmup on traverse parts when entering test drive, might help find that weird physics bug · Fixed Delete while placing module acting weird · Fixed Siege vessel spawning behavior, hopefully · Fixed resupplied cr… | — | |
| PT3.10d fixed the issue where designs get thrown into the void not getting pushed to steam · fixed the fix for the restocking issue not getting pushed to steam · more crash prevention and logging related to UI text | — | |
| PT3.10b - fixed issue where design would get thrown into the void randomly in test drive. | — | |
| PT3.10 \ · Fixed builder Redo function · Fixed mouse sometimes getting locked up after submitting a bug report in spectator mode · Fixed crew not replenishing at resupply points · Fixed crew restocking not happening at full "effort" \ · General normalization buff for AP guns · lose less penetration from impact angle (this is a buff) · HESH/Frag fuse sensitivity set to 0 · fixes HESH teleporting throug… | — | |
| PT3.09 \ - Fixed crew hitboxes initializing wrong, sometimes jamming turrets on some builds \ - Fixed designer selection highlights breaking after returning from battle - Fixed networking getting bogged down preventing rejoining - Fix for aimlock not persisting when entering or leaving a scope - Fix test drive resupply point not resupplying - fix for autosaving not persisting when disconnecting in MP… | — | |
| PT 3.08 Note on the notorious turret locking bug: It has found to be a very slight difference in collider init between test drive and multiplayer. If your design is affected by it try raising your turret from your hull by ~0.1m until we can find a better fix. · fix bug reporter file browser not opening on linux sometimes (probably) · fixed infinte RPM hydraulic particle accelerator · fix an error relat… | — | |
| PT3.07 We are still working on fixing that critical bug where a gunner station fails to rotate the turret in battle but not test drive, as any change we make requires a fully built out game & server to fix so iteration is annoyingly slow. -Invalid \ - Crew damage wasn't applying correctly - Cost scaling on armor holes was incorrect - Tweaked weld zones on ACs \ - Crew HP reduced to 80 from 100 - Locke… | — | |
| Playtest 3.05 Official Start Sorry for the delay we encountered some fundamental issues with the patch yesterday. We are going to start letting new testers in 1000 users at a time over the next few hrs/days. | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 8 Sep 2026new | Tue | 21:25 | No patch notes · unannounced build | 25194225 | development | 2 | — |
| 31 Jul 2026 | Fri | 23:54 | No patch notes · unannounced build | 24500899 | public | 2 | — |