🎭 New mode: DOUBLE
Everyone hides. Then everyone hunts — at the same time, against each other.
You are looking for every other hidden player, and so is everyone else. First person to find them all wins outright. If the clock runs out instead, the most finds takes it, score breaks a tie, and an exact tie shares the victory.
- 2 to 10 players, one round, three minutes to hide and five to hunt.
- Building, painting, posing, cloning and taunting are all on — you are hiding and hunting with the same toolkit.
- Pick it in CREATE MATCH, next to Hide & Seek and Infected.
It changes what hiding is for. A spot nobody walks past is worthless if you also have to leave it to go find eight other people.
🌃 New map: Neon Town
A street-level map with its own theme, and the ninth map in the rotation. Full roster:
PIRATE COVE · ZOO · BATTLEFIELD · EGYPTIAN TEMPLE · PEEKAHOUSE · BIG KITCHEN · PEEKATTIC · ALIEN · NEON TOWN
The lobby TV now plays the map cards instead of sitting dead — one map every six seconds, so you can see what you are voting into.
🧗 Climbing, rebuilt
Climbing used to be a cling: you stuck to a surface and the game decided how you moved along it. It is now a sphere centred on your body — anything climbable inside that sphere is a handhold, and while you are attached you move freely, relative to the camera, at a fraction of run speed.
- The grab keeps your momentum and bleeds it off, instead of stopping you dead on contact.
- Run out of geometry and you coast — the climb hands you back at the top of the arc rather than dropping you the instant the wall ends.
- Shift shoves off with a brief lockout, and a jump from the ground suspends the grab until you are falling again.
- The sphere scales with your body, so a big build genuinely reaches further.
Two things this version does not do yet, and you will notice both: you cannot bury into a wall while you are hanging on it, and there is no ledge mantle — you carry your own momentum over a lip instead of the game walking you across it. Both are on the list.
👀 You can actually see yourself now
Objects between the camera and your body dissolve away — and they now do it as one object. A sofa, a shelf, a stack of crates used to go transparent one piece at a time, which was worse than useless when you were trying to line up a hiding spot inside one. The edge of the dissolve is softer too.
Ground, walls and map structure never dissolve. Those are the camera's job, not the x-ray's.
🏆 The results gallery pages three photos now
- Every card holds three photos of that player, ranked by the same rule that picks the one on the front. The arrows on the card page through them.
- Open a photo full-size and it flashes a bracket over the hider for two seconds. The photo that wins is usually the one where you genuinely cannot find them, which made the gallery slightly infuriating. Now it tells you.
- The full-size view has its own photo row, separate from the arrows that walk between players.
- Galleries are shared — you can page through everyone else's three photos, not just your own.
- Arrows grey out at the ends instead of wrapping around.
- The camera button still saves the shot to disk and into your Steam screenshot library.
🔫 Hunting
- Humanoid hunters keep the body you picked. Classic, Chunky and Tall each hunt as themselves — own shape, own mesh, own collision — all brought to the same height so nobody gets a reach advantage out of a lobby choice.
- Cat and Dog hunters hold their weapons properly. Only the right foreleg is posed, so the rest of the animal keeps animating, and a ranged quadruped now aims from the body rather than from a twisted torso.
- Hunter turns rotate. Whoever has gone longest without hunting goes first, with random ties. Volunteering on the pad is still a preference, not a guarantee — but an oversubscribed pad no longer rewards whoever sprinted to it. The rotation starts fresh each session.
📊 The scoreboard stops being a live feed
Your own score updates the moment you earn it. Everyone else's updates on a snapshot every ten seconds, and once more at the end.
It is a small change with a big effect: the board used to broadcast, in real time, that somebody was scoring right now — which is a very strong hint about where they are and what they are doing.
⌨️ Your keyboard layout is respected
If you play on AZERTY or QWERTZ, the prompts now show the letter that is actually printed on your key. The binding stays on the same physical position, so muscle memory is untouched — only the caption changes, including on Ctrl combinations, and it refreshes if you switch layouts mid-session.
🧱 Building
- There is now a build envelope. Your body build is bounded to a cylinder three metres tall and two across from centre; a weapon fits a 1.2 × 1.2 × 2.4 m box around the grip. Anything that would leave the envelope is refused cleanly and rolled back whole — no half-applied paste. Existing oversized builds can still be deleted.
- Groups scale from their shared bounds, so scaling a group does what it looks like it will do.
- Scale dragging is fixed in four separate ways: the dead zone on the first layer, the dead zone on camera-aligned drags, inconsistent snapping, and being unable to scale through interlocked faces.
- A plain click in Multi replaces the selection instead of silently adding to it.
- Valid placement ghosts commit instead of quietly failing, and shape hitboxes and markers no longer overlap each other.
💬 Names and voices
- Nameplates were redrawn to the design — fat white letterforms with a black rim and a soft shadow, and they are sized to be readable at real play distance instead of turning into a grey smudge across a lobby.
- Non-Latin Steam names render. Chinese, Japanese and Korean names used to box out entirely. They have a proper font fallback now.
- Voice fixes: accepted frames relay to everyone who should hear them, your audio resyncs cleanly after you unmute, and controls that do nothing in the lobby are disabled rather than dead.
- The Chunky body icon in the picker was redrawn.
🔊 Sound
- Neon Town has a theme, and Big Kitchen's music was replaced.
- The error blip is gone from everything that was not an error. Taunting on cooldown, clicking paint in the forge, a fill that missed, a spectator throw on cooldown, anything clicked behind a loading screen — all of these used to buzz at you.
- Automatic whistles now go through the same mix path as taunts you trigger yourself, so they sit where they should in the world.
🗺️ Maps and collision
- Pirate Cove and Big Kitchen both had collision passes, and Big Kitchen's window collision was moved where it belongs so it stops drifting.
- Zoo: the stone foundation was swapped for the good one, meshes optimised, a tree hole blocked and a spot behind a rat fixed.
- Pirate Cove's sound was tuned to the wrong size map. Its acoustic range had been measured at seven times the real space, because the measurement counted an off-map stage. Remeasured — footsteps and taunts carry the right distance now.
🔧 Other fixes
- The Reveal shows the pose you actually finished in. A player parked mid-build was being captured a moment too late.
- The free look during Reveal survives to the end of the phase instead of cutting out.
- Voting on the gallery finalises properly when the host heads back to the lobby.
- The game boots clean. A broken renderer feature had been printing missing-script and serialization errors at every single launch. It is gone.
💬 Tell us things
- Report Issue in the pause menu (Esc) opens a short form.
- The Discord icon is on the main menu.
What broke, what felt wrong, and what made you laugh. That last one is not filler — it is the one we act on fastest.
— The PeekaBlock team