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Peekablock PlaytestEventsFour New Maps, Ghosts, and Melee and much more!
Game update

Four New Maps, Ghosts, and Melee and much more!

Peekablock Playtest · published 20 Aug 2026, 17:58 UTC

All eventsPlayers around this dateRead on Steam

Everyone should update


The network version went 31 → 47 — sixteen steps in a week. An out-of-date client cannot join at all. Restart Steam and update before you organise anything.

The map list is almost entirely new


Four brand-new maps are playable: Zoo, Battlefield, Egyptian Temple and Pirate Cove. They join Plaster Gallery.
Cactus Courtyard and Candy have been parked — pulled out of the rotation for now. They are not deleted and can come back; we want this week's testing focused on the new ones.
There is also a RANDOM button under the map list. The draw happens on the server at match start and is weighted against what you have played recently, so it will not keep handing you the same map.

The lobby is its own place now


The waiting lobby used to live inside one of the maps. It is now a proper separate space of its own, so where you wait no longer depends on which map is picked.

Eliminated players become ghosts


Getting caught no longer turns you into a floating camera. You become a ghost body — and it is made of your own head: your voxel skin, the paint you sprayed on it, and the cubes you built on it, with a pair of hands. Every ghost is unique because it is literally the head you spent the round building.

  • You fly it with the usual WASD / Space / Ctrl, and Shift to boost.
  • Idle is a slow hover; moving flaps the hands.
  • 6 toggles first and third person.
  • Ghosts are visible to other spectators only — living players never see you.
  • There is a death animation on the way out.

Hunters get a melee weapon


A second way to hunt: a vertical strike with its own swing, its own first-person arm and its own hold pose, alongside the forged gun. It is brand new this build — tell us how it feels next to shooting.

Solo Hunter Training


A single-player flow for learning to hunt without needing a lobby full of people.

Steam achievements are in


24 achievements and six tracked stats.

Killing a hider now pays out, visibly


Eliminating a hider creates a character-shaped ink burst, drops collectible score blocks on the ground, and leaves a permanent splash on the surface it lands on.

  • A catch itself pays 0. Hunters earn only the face value of the blocks they actually pick up.
  • The payout scales with the hider's own score at the moment they died, so taking down the player who has been racking up points is worth chasing.
  • Converting someone (Tag / Infected) is not an elimination and pays nothing.
  • Falling into the void drops the reward at the last spot the server saw you above the map.

"My hits don't register" — root-caused and rebuilt


Four separate codepaths were dropping hunter shots. The shot pipeline was rewritten around server-side rollback, so the server now rewinds to where things actually were when you pulled the trigger. Hit confirmation is also server-confirmed now, so the burst you see means the server agreed. Tested across two machines.

Three new bodies: Bunny, Cat and Dog


Pick them in the lobby like any other body.

Voice chat is a toggle


V now opens your mic and V again closes it — no more holding the key down. Muting still overrides it, typing still blocks it, and your mic is always closed when you enter a lobby or rejoin, so nobody arrives hot-miked.

Climbing: wall tops are hiding places

  • You can perch on the top of a wall instead of being yanked over it. Climbing on is now something you explicitly ask for.
  • Your body crawls over a ledge rather than being teleported across it.
  • Attaching to a wall is now an all-round sphere centred on your body, nearest surface wins — with a visible circle showing your reach.
  • A fresh grab keeps the angle you arrived at instead of snapping you to face the wall.

Building

  • Copy and paste.
  • Reset and redo history.
  • The BEVEL slider is now called ROUNDNESS, in every language.
  • Wider roundness range.
  • Your pose is preserved while you edit.

The colour picker only picks colour now


A design ruling this week: the eyedropper copies the colour and nothing else. Roughness, Metallic and Emission belong to the Paint panel sliders and stay where you set them — the picker used to drag a prop's shininess and glow along with its colour, which is why picked coats kept looking wrong. A large batch of fixes went into making a picked colour actually match the thing you picked it from, including under different lighting.

Key and default changes

  • Free camera moved from 5 to I.
  • Prone crawls faster again — it is the only lowered stance, so it is what moving under cover has to feel like.
  • Rounds now default to 3 minutes hiding, 5 minutes hunting.
  • Hunters always spawn at the default body size regardless of the lobby size pick.

Sound

  • Falling out of the world is audible to the person who fell — and there is now a cue for coming back.
  • The lobby hunter pad has its own UFO sound when you step onto it.
  • Six new impact sounds replace the old default.
  • Taunts and whistles are properly positioned in the world again, so hunters can actually tell where a noise came from.
  • New taunt stickers: goose and goat.

Fixes

  • Jumping once no longer freezes you in the jump pose for the rest of the match on everyone else's screen.
  • Ghost movement is locked while the end-of-match gallery is up.
  • The taunt button is disabled while it is on cooldown, and a pause no longer desyncs it.
  • The player list is as long as the roster, not the room capacity.
  • The Tab scoreboard's eye is a real spectate action, and you can toggle mic from your own row.
  • The final assigned role is properly revealed, and the hunter lineup plays for hunters only.
  • The pause menu, scoreboard, build panel and loading/role screens are all synced to the approved designs.
  • Hunter forge entry framing now matches the hider's build camera.

Known issues — please don't file these

  • Cactus Courtyard and Candy are gone on purpose. They are parked, not lost.
  • The four new maps have not been through a full playtest between them — spawns, collision and sightlines are exactly what we need eyes on.
  • The melee weapon and the death-reward payout are brand new this build.
  • Some in-progress content (a house and a kitchen) exists in the project but is not in this build.

What we most want to know

  • Play all four new maps. Spawns, collision, places you can get stuck, places you can see through.
  • Try the melee weapon against the gun. Which do you reach for?
  • Do your hits register now? This is the one we most want confirmed — it was rebuilt from the ground up.
  • Get caught and fly around as a ghost. Does it read as your own head? Is the camera comfortable?
  • Chase the high scorer. Do the score blocks drop where you expect, and is picking them up worth the detour?
  • Pick a colour off a prop and compare it side by side. Does the coat match the thing you picked it from?
  • Perch on a wall top and hide there. Does anyone find you?
  • Press RANDOM a few times — does it vary?

If something looks wrong, press F12 the moment it happens — it marks that exact instant in your log — then run Collect-Logs.bat and send us the folder. The version line in the corner names your exact build; include it in any screenshot.

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