Engine v5.0.13
June 12, 2026
A patch to For Real.
- Boardwalks built down slopes with tight switchback corners now render coherently — no more railing bars shooting past hairpin turns or flickering planks on long straight runs.
- Savi editing scripts while you play no longer makes the world's grass and decorations flash and hitch — the scatter only rebuilds when you actually change the decorations.
- Calling an
apimethod that doesn't exist — whether it was removed in an engine update (likeapi.patch, removed in 4.5.2) or never existed at all (likeapi.removeObject) — now tells you the real method to use instead of a bare "is not a function". - When a script calls an old removed API name, the error now tells you the new name to use instead of a bare "is not a function".
- The breeze is back! Grass, flowers, and reeds with wind on them sway again — bases planted, tips swirling in the wind you authored.
- Screenshots no longer hitch the game: when Savi peeks at your world, a thumbnail gets captured, or you snap a shot for chat, the frame used to stall for ~8 frames mid-gameplay. Captures are now visually identical and nearly free.
- Platformer fix: characters now fall off platform edges cleanly instead of stuttering up and down at the lip. Walking down slopes and stairs still feels glued, exactly like before.
- A spotlight given a too-big cone angle (like an angle in degrees) used to go completely invisible with no error. Now it lights up at its widest cone instead, and Savi gets a log telling her exactly how to convert the value to radians.
- Games with rich terrain no longer gray-screen on GPUs with strict texture limits — the engine now simplifies terrain shading on those machines instead of failing to draw the world.
- Placing objects on the room grid now works in every spawn shape the docs show:
spawn({ properties: { feetPosition: { tile: [x, y] } } })(with optionaloffset) lands on the tile like the 3d-rooms guide says, including inline children. Mistyped tile positions get precise messages instead of a generic rejection, and using a tile position in a world without rooms terrain tells you why the object landed at the origin. - Walking through translucent things — light shafts, ghosts, holograms, glass effects — no longer slices the screen with hard edges. They now dissolve gracefully as you get close, exactly like you'd expect.