
Hey spider gang,
The main update features:
🏃 The game now runs faster and more consistently on all hardware!
📸 The camera and web-aiming are far smoother!
⛓️ The physics (cables, chains, objects etc.) are rock-solid!
For those of you who want to read up on all the details, you can find the in-depth rundown below!
See you all soon!
A Webbing Journey Team 🕷️💫
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Performance across the board
Significant framerate improvements in every level, with the biggest gains in the busiest scenes (Kitchen, Living Room) where lots of objects and creatures are active at once.
More stable, more consistent framerate — fewer dips, less stutter, smoother overall play. Older and lower-end machines benefit the most, and higher-end rigs get extra headroom on top.
Lower memory usage while playing.
Smoother camera & web-aiming
The camera is now noticeably smoother, especially while swinging and in mid-air.
Web-aiming is now perfectly centered and jitter-free — the aiming reticle sits precisely where you're pointing and stays rock-steady, making it much easier to place webs exactly where you want them.
The camera, spider, and aiming are decoupled from the physics rate, so everything stays fluid even when the framerate fluctuates.
No more jitter
Fixed airborne jitter on the spider and its legs — jumping and swinging look clean and smooth now.
Movement and jump/swing feel is now consistent regardless of framerate.
Rock-solid physics
Fixed a long-standing bug that caused cables and chains to become unstable and thrash around. Cables, hanging lamps, and chains are now calm and stable.
Movable objects settle and come to rest properly instead of micro-jittering.
Smaller download
The game is meaningfully smaller to download and install.
Framerate independence: Jumping, swinging, wind zones, the kids-room car-track boosters, balloons/rockets, and creature movement were all reworked so they behave identically no matter the framerate. Previously, some of these were subtly tied to performance.
Camera rework: The camera and aiming now update on the render loop rather than the physics loop, with proper interpolation. This is what eliminates the swing/mid-air jitter and keeps the reticle centered and steady.
Cable/chain fix: A scaling bug had been causing cable segments to constantly self-collide, making them unstable and expensive. Fixing it made cables stable and dramatically cheaper to simulate.
Physics settling: Objects now correctly go to sleep when at rest, removing both the micro-jitter and a constant background performance cost.
Broad optimization pass: Extensive rendering and draw-call optimization (shader consolidation, material batching, level-wide cleanup) plus reduced per-frame overhead on the spider and cooking systems. Much of this was originally driven by the mobile version, but the PC/Steam build gets all the same gains.