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Climbey News

Update 10/19/2024

Main game:
  • Fixed various silent errors that didn't impact anything.
  • Fixed issue with hand tracking hand poses overriding the regular hand poses when using Quest through Steam Link and swapping between hand tracking and controller tracking.
  • Fixed Headset badges showing slightly discolored due to an incorrect shader being used on the badge model.
  • Fixed multiplayer avatar badges not showing people's avatars. (I think?)
  • Fixed random crash that would happen when you swap back and forth between handtracking multiple times in multiplayer. (I think?) this did not get fixed yet....


Just some stuff that was bugging me during semi-weekly sessions of Climbey that happen on saturdays over on the official discord! :)

Update 6/5/2024

Changes for 6/5/2024

Main game:
  • Externalized backpack headset badge system.


What does this mean?

It means that I am managing the badge textures externally now, which means any time a headset is connected to climbey it will show up on my end and I can upload a custom badge texture for it without updating the main build of the game to include it as a texture.
This is much more future proof than before and will allow me to keep up with any new headsets coming out on the fly!
It's a fairly inconsequential update for the most part, just a neat little system I've been wanting to put in for a while now that will guarantee people's headset badges reflect their actual headsets used in multiplayer.

What have you been doing??

I've still been focusing hard on Facepunch's S&box and building games inside it, with the recent news of PSVR2 getting a PC adapter I see very little need for Climbey to go through the extreme hassle that is publishing on PS5.

This is probably the last Climbey update you'll get for a while, unless I suddenly get another jolt of inspiration and feel like adding more stuff to it!

-Shadowbrain

Update 2/10/2023

Happy belated new year!
It has been over a year since my last update, and this one isn't very large.
I've been busy learning about Facepunch's new game "S&box" and how making games inside there works.
But I've also still been looking for more platforms to put Climbey on!

Main game:
  • Added "Vive XR Elite" badge for future Vive XR Elite support.
  • Removed head lamp from multiplayer character rig. (I know, super late, I'm sorry it took this long.)


Hoping to launch on the Vive XR Elite soon after it ships!
I'm prepared. The game runs well on the XR2 chipset with very little changes and full crossplay.

I've also got plans to try and get Climbey onto the PSVR2 but I have no idea if I can pull it off since I am just a one-person indie studio and Sony tends to like bigger studios more.

-ShadowBrain

Update 1/10/2022

Main game:
  • Swapped default and joystick-walk-optimized SteamVR input mappings.


This is so less people complain about rotation being on both joysticks, despite them just being able to swap the inputs themselves before this.

I think people just don't generally know about SteamVR input or something because this has been a recurring thing for months :p

The default expected mapping for Climbey used to be rotation on both joysticks, grip and controller moving for walking.
People generally expect joystick walking for some reason despite it being a lot less comfortable and nice, so I've swapped the input mapping so rotation is only on the left hand and walking is on the right, which I already made a default choice for in the SteamVR Input binding screen years ago.

Update 1/3/2022

Happy new year folks!

Climbey will be leaving Early Access at the end of this Winter sale.

Today's update is just regular housekeeping stuff, nothing major, you can turn on/off snowflakes on the performance panel behind you when you spawn in.

Note that coming out of early access doesn't mean I'm never updating the game again, it just means updates will end up limited to holidays or special events only, or critical bug fixes, as long as there is a user-base at all.

I've been doing a lot of S&Box work (Facepunch's spiritual successor to Garry's mod) and I think you'll find a lot of my work there in the future when that title releases.

Can follow me on my Twitter @TheShadowBrain if you're into that sort of stuff.