Continuum
Saved games, smoother animation, sharper aim, and a basket of polish fixes you'll feel right away.
May 9, 2026 · engine v4.2.0
Saved games, smoother animation, sharper aim, and a basket of polish fixes you'll feel right away.
Save your games
- Player progress persists across sessions — position, inventory, and stats all come back when players return.
- World state persists too: tag objects to save, set up cron jobs to auto-save on a timer, and graceful shutdowns save everyone before the server goes down.
- Multi-place persistence — walk through a portal, disconnect, and come back in the same place with your stuff.
- Static initial values on an object's
statefield are applied automatically. Add new fields later and returning players get the defaults without losing their saves. - One unified state system — no more confusing split between "persistent" and "ephemeral" state.
Animation, reborn
- One animation system now: named mixer channels driven by
updateChannelfrom your scripts. - Two-clip blending (Walk over Idle, Cast over Run) is first-class — give channels names and they layer cleanly.
Smarter pointer & raycasts
- The "I shot myself" bug is gone —
api.raycastexcludes the caller by default. - Sphere casts now work for aim assist and area effects:
{ shape: { sphere: radius } }. - Click-to-throw, click-to-shoot, and other click actions fire exactly where you're looking. No more first-person balls flying off behind you.
- The first click that locks the cursor no longer wastes your first action.
Bug fixes you'll feel
- Signs Savi makes no longer spin their text to face you and clip through the panel.
- Strands of fairy lights and bunting now actually look like strands — a thin cord drooping through your points with cute bulbs or flags hung from it, no random poles in the scene.
- Stacks of bottles, mugs, and other small lathe-shaped objects don't explode into orbit anymore. They just sit on the table.
Behind the scenes
Existing games migrate to all of these automatically when you upgrade:
- One
api.patch()method replaces eight separate per-slice patches. - One way to make tubes, roads, pipes, and fences:
spline. The redundantpathproperty is gone. - Eight pointer/aim/raycast methods replaced by two clearer ones.