s&box - Spiritual successor to Garry's Mod.

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Do you think the game is gonna suck?

  • Trannies will ruin it.

    Votes: 111 44.8%
  • No.

    Votes: 17 6.9%
  • Yes.

    Votes: 54 21.8%
  • Gmod is better.

    Votes: 66 26.6%

  • Total voters
    248
It seems like people are debating whether Nazi RP or porn games are allowed on s&box. They're in fact not allowed.

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According to Facepunch's Terms of Service, you must be at least 13 years old to use their services.

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I guess these content are "age appropriate." Should you expect consistent moderation from the platform? Probably not.

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I've heard that the most popular "game" right now is a case opening simulator where you open fake cs2 cases, really trying to get the degenerate gambling addict audience aren't they
Yeah, it’s currently sitting at number one for the most active players right now.

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They're just taking advantage of the play fund, lol.

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Garry addressed in a blogpost about people who intentionally make games that players play for a long time.

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Yeah, it’s currently sitting at number one for the most active players right now.

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They're just taking advantage of the play fund, lol.

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Garry addressed in a blogpost about people who intentionally make games that players play for a long time.

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We really are just getting Temu Roblox. Can't wait to hear about the first grooming scnadal from a s&box game dev! :lol:
 
I guess these content are "age appropriate." Should you expect consistent moderation from the platform? Probably not.
I knew exactly where this was going once they said they don't allow porn games.

Another case where anything that's popular that the mods don't like will be on the chopping block. So expect any game with anime women to suddenly be purged without notice. Meanwhile games that are obvious disgusting fetish bait will be allowed or even silently promoted. Anything that disagree politically will be banned or de-ranked under vague reasons, or no reason at all.
 
Update today - it's now easier to report stuff. Really a top priority issue there Garry.
A new update has been released, you can view the full changes on our blog post.



Reviews
The review system has been updated with tags. This will allow users to select specific elements of a game that they like, or don't like.



These tags are aggregated so you can see exactly what everyone thinks at a glance.




The intention is to use these reviews to punish and reward games in terms of discovery. We'll also be able to create new discovery categories, like most original, most polish and biggest ai slop.


Reports
You can now file reports in game. The reports system has a similar tag system, which allows us to categorize and group the reports on the backend. This should help us tweak discovery too.



Performance Metrics
We've updated the performance metrics page to be even more transparent, not only showing medians but also first (P25) and third quartiles (P75) showing the worst and better experiences.



There's now a breakdown of the best and worst performing popular games on the platform.



As well as a breakdown of the best and worst performing popular hardware - as you can see we have a lot of work to do with the Steam Deck still.



Ditching Cloudflare
We've moved away from Cloudflare for both our API and CDN, replacing them with Azure Front Door and Bunny.net. There's advantages and disadvantages of course, but they've left a bad taste with obscure pricing that we'd rather not support over all.

This isn't really a drastic change for us, our tech stack is flexible enough that we can try out different places easily.

Most people shouldn't even notice a difference, downloads should be just as fast.


For Russians it should be great since Cloudflare is mostly blocked there, so now you should be able to play the game without a VPN.


Faster Load Times
We've optimized the loading process, especially when joining servers and lobbies. Joining should be up to two times faster now.



Turns out, that for years, we were loading and compiling packages twice on connect, that's fixed now.


Main Menu Stuttering
When we released we got a shit load of lobbies - querying 1000 of them on the main menu was causing big stutters for some people.



Whilst querying lobbies is async it wasn't always being done on the thread pool, and if it ran on the main thread it would stall the game for 2.5 seconds each time it queried lobbies every 10 seconds.

We've fixed this by both: optimizing the actual query removing heap allocations and locks, and enforcing the work to be done on the thread pool.


Steam Trading Cards
Steam trading cards are now avaliable along with emoticons, badges and profile backgrounds.

These won't drop if you got the game for free unless you've purchased cosmetics, that's just how Steam works.



You can also get these items in the Steam Points Shop.



Polish Pricing
The price in Poland was bullshit, it was set from Steam's pricing tool but didn't properly reflect the current economy. So last week we changed it from 91,99zl to 69,99zl.

If you got it whilst it was more expensive feel free to refund and rebuy.


Summary
Our first weekly patch after release! 🎉


While there has been a lot of negativity, both deserved and undeserved, it has been really great to see people enjoying everyone's game. I love seeing developers see their games get played. It's exactly what we have been missing during the developer preview, where people only really played their own games. Now we're seeing real world usage and we're reacting directly to it.


We always release as early as possible and iterate. We did it with Garry's Mod, we did it with Rust, and we're going to do it with s&box. We know what our challenges are right now. We know what sucks, and we're iterating to fix it all.


Cya next week for another one 😘


garry


🎁 Added

Project templates including Player Controller, Sandbox Map, and Sandbox Game Addon

Mapping components: door & button with Doo support

Content reporting system

Reviews now let you select various positive and negative tags

Prop explosion damage now includes an "explosion" tag so games can react to it

`Connection.OwnerSteamId` shows the owner of a family sharing account

`Sound.Play(SoundEvent, Mixer)` overload for playing sounds with a specific mixer

Separate mesh components added to object selection mode (Alt+N)

Drag models, maps, sounds directly into the Hierarchy panel instead of just Scene View

Tools context menu showing per-tool keyboard shortcuts

`version` console command to display engine version info

Allow multiple `[Doo.ArgumentHint]` attributes on a single property

Physics simulation on proxy rigidbodies when transform sync is disabled

🧼 Improved

Loading screens now show meaningful progress with the main thread unblocked during load

Scene objects now render off the main thread by default, improving rendering parallelism

PreJIT moved off main thread, eliminating 4+ second stalls when joining servers

Clients no longer download redundant code archives when joining servers, cutting load time by ~33%

Lobby queries are significantly faster with async processing and reduced allocations

UI panels with backdrop blurs can now be batched, reducing draw calls

Matchmaking silently retries the next best lobby on connection failure

Particle system performance improved with object pooling

PolygonMesh.Rebuild optimized — menu scene mesh build time reduced from 1s to 300ms

Eliminated per-field boxing allocations in network message serialization

Reduced sound cache memory usage from 512MB to 256MB

Sprite batch rendering uses zero-copy approach for better performance

Deep-copy of embedded resources only performed in editor, not at runtime

"Waited 500 ms for jobs to complete" no longer gets stuck on main thread jobs

🪛 Fixed

Collision contact point calculation using best separation from manifolds

Potential crash with material overrides when copy source handle is invalid

Managed callbacks firing before BuildDependencyData completes

Vulkan swapchain destruction handling

Material load reentrancy crash in terrain tool

Animated textures (GIFs, animated Steam avatars) not playing through the lazy load path

`GameObject.GetBounds` incorrectly including origin when components have bounds

Box/lasso selection picking hidden objects in the editor

Unfinished mapping primitives lingering when entering Play mode

Death ragdolls spawning in T-pose on explosion

Vertex paint tool undo/redo sync, selection tracking, and vertex count display

Duplicating GameObjects sharing ResourceGenerators between original and copy

Lobby privacy settings not being applied immediately on creation

Other players appearing with no clothing due to inventory verification on clients

Unowned avatar items not being removed when first loading

Esc Key now closes modals, dropdowns, and cancels text entry

Footer friends list debounce

Missing Steam auth ticket validation

3D text bounds not recalculating when text properties change - Thanks @Infiland

All-white material thumbnail lighting on blend and reflective materials - Thanks @frotstar

Reviews have slowed down significantly but still sit at ~45%.
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I've seen this accusation a few different times now, if anyone is able to confirm it beyond just "trust me bro" I would really love to know.
 
Kindof tired of horrendous creative decisions receiving infinite benefit of the doubt, hopefully it continues to get panned
 
I've seen this accusation a few different times now, if anyone is able to confirm it beyond just "trust me bro" I would really love to know.
Theres this reddit post that has screenshots of discord bots capturing commits using claude and copilot.

Looking into it myself there are multiple branches with the name copilot on multiple different repos. Seems like they used AI at some point, but saying half the codebase is pushing it.
 
Theres this reddit post that has screenshots of discord bots capturing commits using claude and copilot.

Looking into it myself there are multiple branches with the name copilot on multiple different repos. Seems like they used AI at some point, but saying half the codebase is pushing it.
Thanks for sharing. Repost in case it gets deleted:
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The usual niggers denying what's literally shown right there:
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Does it bother me at all that they used AI? No not really I just think it's funny lol
 
Using C# for this is actually niggerlicious, not fully explaining why here, but Hytale takes 6-7 gigabytes on a normal game when Minecraft only eats up that much memory after installing a bunch of total conversion mods. Terraria and Stardew Valley are deliberately 2D games of simple construction to avoid the C# memory bloat, and they are still games that eat up 1-2 gigabytes of memory, for a 2D sprite game with moderate/few entities.

Using it for a sandbox game where people are going to inevitably blow up 100000 explosive barrels and spawn 100000 NPCs is a shit idea, shilling it as the next "indie dev engine" for "indie game devs" (faggots that should be killed) will just fill the steam store with inefficient C# memory hogs that make Source 2 look mat_fullbright 1 and terrible. Unity and XNA/MonoGame is dead and discontinued for a reason, C# is a failure.

The recommended specs are also ridiculous and are not justifiable. I don't see how is this going to appeal to a wide audience when to run a vampire survivors ripoff gamemode your PC will be running at 100% just to get 60 fps. Nigger, I may as well just play the real Vampire Survivors AND mine bitcoin on my PC. That would probably still be less demanding and less destructive to my GPU than the s&box equivalent. And for people who will want to play DarkRP, the optimization is going to be much worse after every server develops their own bloated content packs.

I can already sense the incoming consoomer squad to tell me how "gtx 1060 is a decade old card and you're just poor" or something. Like they did in the Mouse PI thread to justify 2d sprites needing gtx 1060 with 6 GBs.
It's. Fucking. Over.
 
I was hoping this would be good, so that something like spacebuild could once again re-emerge, and I could fire nuclear garden gnomes at retards screaming at me.
 
Using C# for this is actually niggerlicious, not fully explaining why here, but Hytale takes 6-7 gigabytes on a normal game when Minecraft only eats up that much memory after installing a bunch of total conversion mods. Terraria and Stardew Valley are deliberately 2D games of simple construction to avoid the C# memory bloat, and they are still games that eat up 1-2 gigabytes of memory, for a 2D sprite game with moderate/few entities.

Using it for a sandbox game where people are going to inevitably blow up 100000 explosive barrels and spawn 100000 NPCs is a shit idea, shilling it as the next "indie dev engine" for "indie game devs" (faggots that should be killed) will just fill the steam store with inefficient C# memory hogs that make Source 2 look mat_fullbright 1 and terrible. Unity and XNA/MonoGame is dead and discontinued for a reason, C# is a failure.
This could probably be rectified by using structs.
 
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