- Update 10/02/2026 - 2 October 2026
Main game:Add support for Eye-Openness via OSC
- Update 7/16/2026 - 16 July 2026
Added vrpreferences.json for a smoother out-of-the-box steam frame experience.
- Update 06/21/2025 - 21 June 2026
Minor changes related to Steam Frame compatibility to prep for Steam Frame Verification.
- Update 12/24/2025 - 24 December 2025
Main game:Updated Climbey to Unity 2019.4.41f2 (Exploit prevention reasons)Added Steam Frame Controller bindings.Added "Low" and "Off" shadow resolution settings.Added initial eye tracking support, any headset with SteamVR Link OSC-powered eye tracking passthrough will give you working eyeballs in multiplayer! (The Steam Frame, Meta Quest Pro, Play For Dream MR, Maybe the Galaxy XR? Not sure, I don't have one...)(Note: Eye tracking support in multiplayer will currently only work when Climbey is streamed via Steam Link, the Steam Frame does not currently broadcast the OSC data on itself, when it does it will automatically start working however!)I am now detecting if the game is running on Steam Frame natively, this triggers the following things:Lowers the resolution of real-time shadows to minimum.Swaps the stereo correct customization mirror out for a simple render texture.Turns off sky…
- Update 10/19/2024 - 19 October 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 - 5 June 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 t…
- Update 2/10/2023 - 10 February 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 - 10 January 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 - 3 January 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.
- Halloween Update 10/22/2021 - 22 October 2021
Enabled Halloween lighting! Go into the "nohalloween" beta branch to disable it. This will stay on until November 1st.
- Update 9/13/2021 - 13 September 2021
Main game: Fixed feet not showing correct color in multiplayer sometimes. Fixed some cases of levels now downloading properly for standalone users.
- Update 8/2/2021 - 2 August 2021
Main game: Fixed a lot of issues surrounding the level downloading system for the standalone (Vive Focus 3) version of the game, on both the PC and standalone end.
- Update 7/18/2021 - 18 July 2021
Fixed hand colors properly this time. Hopefully. Multiplayer bugs are hard to track down....
- Update 7/13/2021 - 13 July 2021
Main game: Fixed hand colors not syncing properly for people joining after you in online multiplayer.
- Update 6/28/2021 - 28 June 2021
Main game: Fixed typo in “downloading levels” text. Fixed “infinite falling” from level not loading properly- it’ll just load you into level 1 as a backup now and not interrupt further gameplay. Fixed getting “downloading levels” stuck- It’ll time out after 10 seconds and fill in a blank level, which will end up loading Level 1 when it comes up. Improved Upvoted levels filter- it now generates a list of your Steam Workshop upvotes once and will keep that up to date over time. Standalone version: Made custom level downloading more consistent on Vive Focus 3. Implemented level up/downvoting on Vive Focus 3. The Standalone version of Climbey is a version of Climbey that grabs custom levels off of an external server, which isn’t reliant on the Steam workshop but does co-operate with it. This version will end up being the basis for off-platform published versions of the game. (For now just t…
- Update 6/25/2021 - 25 June 2021
Main game: Added support for the Vive Focus 3 badge in multiplayer when using Vive Focus 3’s PCVR streaming. Added support for the Vive Focus 3 badge in multiplayer when running Climbey on Vive Focus 3 natively. Fixed issue with Quest 2 users showing Quest 1 badge in multiplayer only to other users.
- Update 6/21/2021 - 21 June 2021
Main game: Fixed minor issue with users joining mid-game not having their custom colors applied correctly. Fixed "Audio spatializer" error spam in player log. (performance gain?)
- Update 6/5/2021 - 5 June 2021
Main game: Added “Disable MP Grab” button to Input settings panel, this locally disables other players’ colliders in multiplayer- meaning you can’t grab or interact with them, but they still can with you. Added upon request due to dense 8-10 user friend groups accidentally grabbing other players too often. Added “Player(s) in rooms” display underneath the server list to show how many people are in rooms in total- including private rooms.
- Update 6/1/2021 - 1 June 2021
Main game: Fixed Quest 2 badge not showing up in multiplayer. For realsies. Fixed player color issues. Yes. It’s finally fixed. No more weird non-saving colors.
- Update 5/23/2021 - 23 May 2021
Maingame: Fixed Quest 2 showing Quest 1 badge. (I think) This came up because Oculus had the Quest 2 named as "Miramar" in PCVR connection mode for a long time, which was its codename, and I was still checking for that. They finally updated this recently, outlining how little oculus cares about PCVR yet again. Small issue, quickly fixed. :)