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Major update · published by the developer

BETRAYED – Major Multiplayer Update

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BETRAYED – Major Multiplayer & Systems Overhaul

This update brings one of the biggest technical and gameplay overhauls to BETRAYED so far.

The focus was on better networking, cleaner systems, improved synchronization, UI improvements and new gameplay content.


Multiplayer & Networking

  • Reworked large parts of the server and replication logic.

  • Player roles are no longer replicated to clients and are now handled server-side.

  • Reduced unnecessary RPCs, RepNotifies and replicated variables.

  • Improved replication conditions with Owner Only where possible.

  • Improved Interactable replication.

  • Reduced data sent for damage events.

  • Improved projectile replication.

  • Added Hotjoin support.

  • Reworked Map Rotation logic.


Shooting & Weapons

  • Automatic fire now uses significantly fewer RPCs.

  • Improved server-side shooting logic.

  • Shell casings are now visible for remote clients.

  • Improved projectile shooting logic.

  • Turrets no longer use Multicast for firing effects.

  • Added Procedural Recoil.

  • Reworked normal recoil and recovery time.

  • Improved Knife execution logic so players can no longer move during the sequence.

  • Arsenal Keypads can now be opened using their buttons.


Aim Offset & Character Replication

  • Local Aim Offset is now smoother.

  • Aim Offset replication changed from Float to Byte.

  • Remote Aim Offset updates only every 0.1 seconds and are interpolated.

  • FPS Camera is no longer replicated.

  • Removed unnecessary Character Mesh replication.

  • Only the relevant TPS Body Mesh is replicated.


Player Profile & Items

  • PlayerProfile is now used directly from PlayerState.

  • Removed an unnecessary RepNotify.

  • Item Struct replication no longer contains Mesh references.

  • Clients resolve Item data locally through the Item Database.

  • Lobby Item Choice now only replicates Item Name arrays instead of complete Item Structs.

  • Item SFX and VFX are now handled by the Item instead of the Character.

  • Improved Buff logic.

  • Improved Drunk logic.


UI Architecture

  • Added a UI Manager Component to the PlayerController.

  • Split more logic into dedicated Components.

  • Added more Interfaces for cleaner communication.

  • Reworked the Settings Widget.

  • Added a new Interaction Widget.

  • Removed individual pickup Widgets from Items.

  • Items now use one shared pickup Widget.

  • Improved Arcade UI logic.

  • Player List is now opened with Tab.

  • Player List now respects configured Keybindings.

  • Improved PlayerState-based Player List logic.


Nameplates

  • Nameplates are now Screen Space instead of World Space.

  • Removed timer-based Nameplate rotation.

  • Improved Nameplate visibility logic.

  • Added Nameplate outlines for better readability.

  • Red Nameplate coloring is only applied when necessary.

  • Added a voice activity icon when players are speaking.


Shops & Credits

  • Traitor Shop items are greyed out when they cannot be afforded.

  • Item prices remain visible even when the player cannot afford them.

  • Buy buttons now display why an item cannot be purchased.

  • Credit gain has been slowed down.

  • Handcuff Keys can now be purchased even with a full Inventory.


Interaction & Placement

  • Improved Interactable logic.

  • Reduced unnecessary replication.

  • Improved Handcuff interaction logic.

  • Handcuffs can now react to Interact input or shooting where applicable.

  • Improved Item Placement logic.

  • Removed an unnecessary Server Event.

  • Replaced Delay-based placement logic with Timers.

  • Placed Chicken checks are now handled only by the server.


New Content

  • Added the Void Grenade.

  • Added new male Inspector skin.

  • Added new female Inspector skin.

  • Reworked the Car Projectile into the Donut Launcher.

  • Added Keynote Widgets.

  • Notes are now interactable.

  • Added Task Widgets with support for number codes.


Drone

  • Improved Drone placement.

  • Drone orientation now better follows the ground.

  • Drone camera angle after placement has been improved.

  • Drone is placed slightly above the ground.


Audio

  • Reworked weapon firing sound logic.

  • Removed unnecessary panning for the owning player.

  • Remote weapon sounds now use proper attenuation.

  • Reworked Footstep sound logic.

  • Remote footsteps now use spatial attenuation.


Environment

  • Improved Chest spawning.

  • Improved Window logic.

  • Reworked glass destruction.

  • Glass now breaks differently depending on which side it is hit from.

  • Adjusted sidewalk movement speed and animation speed so movement matches better.


Match Start

  • AlmostGoodGames intro plays normally again at game start.

  • Countdown now starts before the Loading Screen fully disappears.

  • Match countdown is now properly synchronized between players.


Death System

  • Reworked Death logic.

  • Cleaned up replication and execution flow around player deaths.


General Technical Improvements

  • Less network traffic.

  • Fewer RPCs.

  • Fewer Multicasts.

  • Fewer RepNotifies.

  • Smaller replicated data structures.

  • More server-side validation.

  • More local lookup of static data.

  • Cleaner separation between Character, Items, UI and PlayerState.

  • More Components and Interfaces.

This update lays the technical foundation for larger multiplayer tests and future content.

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