
Here’s a rundown of everything I Have work on since the project last devlogs.
You can now mark avatars and worlds as Personal. Tagged items stay yours: other players can’t equip the avatar or open the world from the lists, but invites still work normally. Existing items are unaffected until you add the tag.
Reporting improved. There’s a Report button on world and avatar cards (next to the player one), so the item is already identified when the form opens. Temporary bans are now measured in hours, and banned players see a clear countdown and reason. Mute All is available from the instance menu if you just want quiet.
Everything uploaded to the Workshop is reviewed before it appears in the game. Adult oriented content will sit behind an option (still being set up).
Calibration is saved between sessions, including which tracker is on which limb. The game checks the saved data against your current pose and only uses it if it still fits. A few edge cases that were overwriting or discarding good calibrations are fixed. There’s also a knee-width slider, and the tracking menu is trimmed to the options people actually use.
If SteamVR assigns trackers to the wrong limbs, the game now detects and corrects it for the session (and tells you what it found). Older skeleton avatars get proper fullbody IK as well.
The 16-player hard limit is gone. Creators can set their own cap (1/64); the default is still 20. When a host leaves, everyone sees a short countdown with Stay / Go Home / Go Hub options. Leaving players are no longer chosen as the next host, and the handover is cleaner.
A stress test with a full room turned up several hitch sources. Network send rates, profile-picture updates, and a few logging spikes are fixed, so rooms feel smoother.
Desktop mode no longer feels like VR controls bolted onto a mouse. There’s a proper crosshair, grab/drop with E, and middle-mouse rotation for held objects. The laser beam is gone on desktop (it still works behind the scenes for menus and world interactions).
A full Controls tab lets you rebind every action. Field of view slider (70/120°) and an Unlimited frame-rate option are in Comfort settings. Gamepad support is nearly complete.
The ingame camera is much more useful. You can pick it up, park it, follow, orbit, or fly it. Three pin slots save positions. On desktop it can open its own clean window for capture software. Exposure starts brighter and has a button to step further.
Screen and jukebox volume knobs actually work now. Pasting an unsupported link gives a clear message instead of a black screen. Creators can turn any mesh into a screen with a simple tag.
You can build actual games, not just places. Drop in scoring zones, ball homes, round rules, and a scoreboard. Devices talk to each other with simple named channels no scripting required. Volleyball, soccer, and lap races are all possible today; spawners and more modes are next.
The Creator Kit has an updater so you don’t redownload the whole package for tool changes. Scoring zones, out of bounds, and ball physics got solid fixes. Mirrors in community worlds no longer squash reflections.
That’s the bulk of it. The project restarted clean in May; everything since has been building on that foundation. Thanks for the playtest reports and patience keep the feedback coming. Visit us on Discord!