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Climbey News

Update 4/8/2021

Main game:
  • Did a lot of work behind-the-scenes in terms of infrastructure for cross-playing custom maps that’ll make porting to future platforms that aren’t Steam easier, like future standalone headsets (Not the Oculus Quest) or consoles like the PS5 and its upcoming PSVR 2 headset.
  • Disabled snow effects. It’s getting warmer!
  • Upgraded wall/floor textures to 2048x2048- this won’t be too noticeable but might be appreciated by higher resolution headsets such as the Reverb G2. (I did this a while ago but forgot to put it in an update log)


Level Editor:
  • Added “Distance check performance” checkbox to the main options panel, which limits what is rendered to a 10 meter radius of your head, this significantly improves framerates in larger maps. Performance optimizations in the editor are harder to pull off than the main game because every object needs to be dynamic so I can’t combine meshes like I can when people are just playing levels.
  • Added clear material change for signs with “text only” enabled.
  • Fixed issues with groups overriding each other at load time.
  • Fixed group contents still having colliders after they’re loaded in in the editor.
  • Fixed “text only” checkbox not persisting between sign options panels.


Sorry for the long wait folks!
Had life stuff to do and am also busy trying to procure a Sony developer account so I can maybe get my hands on a PSVR2 devkit before it launches, as I’d love to have Climbey be part of that launch lineup.

Update 1/5/2021

Happy new year folks!
Hope you all had a decent start to it.

Main game:
  • Added Quest 2 badge.
  • Added HP Reverb G2 badge. (I think. Detecting it is a bit of a mystery to me at the moment.)
  • Made physics update rate automatically adjust mid-game based on headset refresh rate, previously this would only check it once, making it de-sync if you changed it mid-game on headsets like the Valve Index.
  • Tweaked jump power on most Oculus headsets, previously they were getting a little boost (~1.15x initial velocity on release) which was only needed on the Rift CV1 due to inconsistent tracking velocity, now all headsets are treated equally (Except for the Rift CV1).


The Oculus jump tweak was a result of me going over some older code and noticing that that was still active on all devices with Oculus in their tracking system name, now it specifically checks for the Rift CV1.
Hopefully this will end up making jumps feel more accurate on other Oculus headsets, or you might not notice anything at all, we'll see.

Update 12/10/2020

Main game:
  • Fixed shadow resolution not saving upon restart.
  • Added snow particles and snow visuals on blocks, winter is here!
  • Added option to turn off snow particles on the performance panel behind you when you spawn.


This is just the basic winter mode for now, been busy the last few days.
Will try to get something more substantial together before Christmas.

Update 11/23/2020

Main game:
  • Made the shadow resolution options an in-game changeable thing on the performance settings panel. (behind you when you spawn)


Level Editor:
  • Made the buttons in the level editor that make the SteamVR keyboard pop up no longer require trigger being held as this was closing the keyboard as soon as it popped up, thanks Valve!....

Update 11/9/2020

Main game:
  • Reverted Halloween lighting.
  • Increased shadow resolution! I really like this one. If the game runs worse for you, try adding “-ClampShadows” to your launch options. Alternately, if you have a nice computer, put “-NoShadowLimit” in your launch options instead!


Christmas update is next! Look out for that one.