Stash Grabber — Playtest v0.0.18
Your leaderboards and existing replays are NOT reset by this build. No level geometry changed, so every highscore, ghost and medal carries straight over.
Replays & leaderboards actually work now
Ghosts upload reliably. Auto-upload could fail silently after a heist — the score went up, the replay never attached. Fixed, with a watchdog that falls back to the proven upload path if Steam's confirmation goes missing.
Offline runs sync when you reconnect. A personal best set with Steam unavailable is queued locally instead of lost, and uploads on its own next time you're online.
Old ghostless scores heal themselves. On boot the game walks your existing entries and attaches missing replays, paced quietly in the background. Limitation: only where the replay still exists locally — a time set on another PC has nothing to attach.
Fixed a crash when spamming the leaderboard REFRESH button, or refreshing at the moment you died.
Importing a shared replay code no longer deletes your own local best replay, and a failed leaderboard lookup no longer wedges that level's upload retries.
Leaderboards you can trust
Ranked times are now verified before reaching the public board — your run is re-simulated from your raw inputs to confirm it really completes the level in exactly the time posted. An honest run passes and submits exactly as before. If a run can't be verified you keep your local best and replay; only the public submission is withheld, with a message explaining why. There's also a background audit against Steam's own clock to flag time manipulation. Client-side protection rather than an unbeatable wall, but it raises the bar considerably and no legitimate run is affected.
Grab feel
Ranged grab now reaches about 6.6 m at a full sprint (was ~3.8 m). Standing-still reach unchanged — purely forgiveness for grabbing and catching on the move.
The grab cone is capped at 45°, so the longer reach doesn't become a vacuum.
The yellow highlight now tells the truth: a stash only glows when pressing interact right now would actually take it (previously it glowed during the countdown, on death, and after finishing).
Deliberately no leaderboard reset for this. Caveat: replays are input-only, so an old run that leaned on a fast-moving grab may not play back perfectly frame-for-frame. Nothing is rejected — those ghosts stay valid and watchable.
Stability
Fixed the refresh crash above; hardened restart/continue (pressing both in the same instant could queue two level reloads and skip to the wrong level); skipping the end-of-level celebration no longer trips an internal error; plus several more fixes from a structured bug-hunt pass.
Crash & error reporting
If your last session crashed, the next launch shows a readable reason — the previous log tail plus the crash dump location — with a copy button. The game also keeps its own generous log at user://logs/stashgrabber.log. Crashes and script errors are now reported automatically via Sentry, data processed in the EU, each report tagged with the exact version and build commit. The privacy policy has been updated to disclose this.
Community
A Discord button now sits in the same corner of every menu screen — one click to the server, absent during gameplay.
Other fixes
The debug window is bigger and actually readable, and the Discord button no longer overlaps the input-mode indicator on the main menu.