Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
ShatterRush Open Pre-AlphaEventsv0.20 - The most fluid FPS movement ever? And 2 new maps + modes!
News

v0.20 - The most fluid FPS movement ever? And 2 new maps + modes!

ShatterRush Open Pre-Alpha · published 28 Jul 2026, 00:58 UTC

All eventsPlayers around this dateRead on Steam

One of the largest updates in ShatterRush history is coming this week: the "FreeFlow" update.

FEATURE 1: "FreeFlow" Movement Engine

This 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 transition you between states, with reworked wallrunning and mantling, plus the addition of wallclimbing. When you mantle, you will retain almost all momentum, and should you miss a ledge, your character will climb up and continue without interruption. You can also mantle sideways/backwards, allowing movement like this:

This is one of those features that massively improve how the core gameplay works. The fluidity in movement you now get is just insane, I'm really excited to see how players use this system in combat!

PS: This feature was suggested by one of our Discord members - when we say we listen to feedback, we really do mean it!

FEATURE 2: High Performance, Low Lag

A common complaint we heard from you was lag/desync and frame drops occur more often than they should. The last few updates have completely rebuilt FUNDEMENTAL systems and code to provide the best possible performance. Where previous playtests revealed about 12 desync spikes per 10 minutes, I now get only ONE desync spike in 30-50 minutes of gameplay (which self-corrects after about 2 seconds). These improvements also allow us to increase the lobby size too!

If you had issues with desync before, you absolutely should check out this version.

FEATURE 3: 2 New Maps and 2 New Modes!

As well, this update adds 2 maps (the AAA-designed Fusion map, and a reworked Dropship), and 2 new game modes (Gun Game, Infection, joining Team Deathmatch and FFA for 4 total modes).

Infection is my personal favourite - having to use all of your movement knowledge and skill to weave between and dodge a dozen infected players is so much fun!

But don't just take our word for it!

Youtuber Nadestraight played it early and remarked "if you haven't tried it out, I'd highly recommend it!". Check out his video below:

I really appreciate your support and patience with us, I'm so excited to get this update in your hands!

GG everyone!

More from ShatterRush Open Pre-Alpha

Other announcements

All events
In-game event9 Jul 2026v0.19.0 - MASSIVE Stability/Lag Improvements, New Anti-Cheat, and so much more!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 some · FINALLY FIXED a y…Community21 Jun 2026In-Person Event: Playtesting Secrets They Don't Tell You!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 indu…News17 Jun 2026The "Big One" UpdateThis 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!