
5 September 2026
Props can now swing their melee combo while airborne. The post-swing slow only kicks in once they land.
Hunters visibly flinch when hit by melee or a tackle, Props when shot. Both stay fully in control, and the knockback on Hunters is gone.
Two cats and a cat bed in the lobby.
The camera speed while aligning and while spectating can now be changed: press C, or d-pad up on a controller. Four steps up to 150 %.
While aligning a Prop you can now move the camera with WASD. Hold the right mouse button to look around.
Hunters walk backwards and sideways more slowly, while Props keep more of their speed while swinging. A Hunter can no longer simply back out of a combo.
The camera while aligning and while spectating eases in and out.
The play-area limits now sit close to the play area, and several spots in the default and industrial levels are sealed off where you could previously leave the map or get onto a roof. In the default level you could run far out into the surrounding terrain until now.
Spectators and the aligning camera reach 10 m further beyond the edge of the play area than players do.
The key list while aligning now also shows Space, which switches between moving and turning. The grid size is only shown while you are actually aligning.
The key hints on the left now say what the key will do, and G leaves alignment in one press.
Surface snapping (V) while aligning is gone. It depended far too much on where you were looking, and where the Prop ended up was hard to predict.
The pistol is black now.
While aligning, a Prop may now move 3 m instead of 4 m away from where it started.
The free camera in fixed mode now stays within 10 m of the Prop instead of 12 m.
Hunters are less tough. Health is 100 on all three settings now, armour is 0, 50 or 100.
The assault rifle deals less damage, 15 instead of 18. Its fire rate is unchanged.
The self-damage penalty for missed shots now works with every weapon. How many misses you get is based on that weapon's ammo budget.
The game executable is now called PropRevoltGame.exe. Recording software and the task manager used to show PropRevoltGame-Win64-Shipping.exe.
Hunters turn their lower body with the camera again when standing, crouching and jumping, so the spine no longer stays twisted
Sprinting as a Hunter no longer stutters at every sprint start and stop on connections with latency
Dying in mid-jump, on a ledge or on a crate no longer leaves the body floating. Hunters and Props now fall physically during the death animation and come to rest on the ground.
While aligning, a guest was thrown back to where they started and a host was not. Everyone now ends up where they placed the Prop, and no one can use it to climb onto roofs.
A spot in the mall level that sent you back to your last valid position for no reason is closed.
The key list while aligning ran into the readouts at the bottom edge. It now grows upward instead.
The skill check could not be answered while the Prop was fixed in place. Space and the A button now reach it, and answering no longer lifts the camera.
In the industrial and default levels the free camera often would not move at all while aligning, even out on the street. It now reaches the whole play area and can always find its way back to its own Prop.
While aligning, the free camera could catch on beams and scaffolding and then fly through walls and roofs. It is pushed back out now.
In the mall level spectators could fly away without any limit, even out of the building. They are now kept inside the play area like in the other levels.
The spectator camera was missing the coloured outlines of Props and Hunters during a revolt and the figures shimmered instead. Spectators now see the same picture as a living Prop.
The first-start tutorial prompt no longer locks the mouse cursor, and the back key closes it.
The old background image no longer shows through the main-menu video.
After the tutorial the round time in the server settings is back to 5 minutes instead of 5999.
A few objects that were too small are no longer offered as a disguise.
Friends of the host can now join a running round without the password.
A manual Hunter selection now fills empty slots at random. A round without any Hunter is no longer possible.
The weapon wheel shows the weapon names again instead of "False".
The Hunter camera now keeps enough distance from walls. Standing close to a closed door, you could previously see through it.
Hunters no longer see the Props during the hiding phase.
Hunters can no longer glitch out through the closed gate.