GET RAMMED Playtest · published · build 24318384
Hey Rammers! Here is our first bigger update, v0.2.0, mainly focusing on the Lobby and Online portions of GET RAMMED! We hope you are enjoying it as much as we are making it! Please submit feedback and report bugs in relevant channels (or in-game)! We read all of it and are very grateful to have all you people!
Lobby V2: (Still a work-in-progress) Complete overhaul of the lobby environment featuring improved camera tracking, reworked terrain/props (rocks, flowers), and in-world match settings customisers.
World & Match Settings UI:
Resized and expanded game setting menus for clearer layout navigation.
Added visual icon collages for maps and game modes, plus a dedicated sprite icon for Random mode selection.
Player Customisation & Match Rules:
Added in-world objects to change match rules, similar to how players configure their appearance, featuring:
Rounds to win count
Round time (seconds)
Map presets (All, each map only)
Item presets (All, positive items, negative items)
Game mode presets (Random, King of the Hill, Team Deathmatch, Last Man Standing)
UI Polish & Navigation:
Added sticky side placement for world menu views.
Player appearance and colour choices are now serialised and server-validated, persisting accurately across map transitions, respawns, and session state changes.
Fixed network bugs where player input could break or fail to rebind after transitioning between scenes or network despawns.
Fixed player admission logic during multiplayer scene transitions to prevent clients getting stuck loading.
Deferred client-side game mode spawning until player admission completes to eliminate de-syncs on join.
Fixed networked damage HUD spawning issues during dynamic player count changes.
Sticky bomb timer and visuals are now synced across the network (no inconsistent beeps).
Replaced legacy knockback and hit confirmation logic with a modular impact system shared across players, map hazards, and props.
Rebuilt the hitstop freeze effect for punchier, clearer hit feedback across all collisions.
Refined incoming force calculations and tuned prop physics (hay bales, rocks, fences, etc.).
Centralised Sudden Death rules and round state tracking
Sudden death phases now switch to last ram standing rules; last ram standing wins.
Added post-round brawl respawns, allowing players to keep fighting after a round finishes.
Refactored map hazard spawning; they will now clear between rounds.
The Iceberg map's moving iceberg platform will now be synced across the network; every player will see the same platform moving at the same speed.
Refreshed player floating damage text visual effects.
Updated Canopy map materials and environment asset settings.