Engine v5.0.9
June 9, 2026
A patch to For Real.
- 3D models are now automatically optimized for better performance, with additional simpler versions used as they move farther away.
- Objects built from connected moving parts now stay together during movement and animation.
- Fixed a bug where players could repeatedly fall through solid terrain instead of being placed safely back on the ground.
- Fixed a bug where heavy terrain edits could leave the ground non-solid on the server — players fell forever while the world looked normal. The engine now detects and repairs missing ground under players automatically, and reports it instead of failing silently.
- Fixed a bug where leaving god mode could leave your character deaf to controls — interactions dead and jumps snapping you back to spawn until a refresh.
- Fixed god-mode edits in busy worlds appearing to fail with a 30-second hang — saves now confirm immediately.
- You can put the game in a box now: build a HUD around it, shrink it into a panel, letterbox it to a fixed shape — just drop
<spawn-canvas>into your UI and style it like any other element - Card games, strategy views, retro consoles-in-a-frame: the 3D view is finally just another piece of your layout
- Things can jiggle now! Set
jiggle: trueon any object — slimes squash when they land, tails and ears sway and whip on characters with dangly bones, signs wobble on their posts. Tune it withamount,bounce, andgravity. - Games with HUGE crowds are now real: armies, swarms, flocks of thousands of units that all think and move every tick
- A runaway script can no longer freeze your game — the engine benches it for a few seconds and tells Savi exactly what was slow
- Attach things to the right PART of a model —
attachment: { socket: "muzzle" }puts a flash on the gun barrel, a hat on the head, a rider in the saddle. Savi names the spot; the engine finds it on the actual 3D model. - New
getSocketlets scripts aim from those spots too — spawn projectiles from the muzzle, not from the object's feet. - Shadows no longer pop in and out when you turn the camera: objects behind or beside your view — walls, pillars, props, characters — keep casting their shadows into the scene.
- Point and spot light shadows look noticeably sharper and softer-edged: shadow maps now use the free space in the shadow atlas instead of leaving it idle, and shadow edges get a proper soft falloff instead of a hard stair-step.
- Preview thumbnails while a model generates now show a clean cutout of the object. White-ish objects no longer turn semi-transparent in the preview, and previews appear several seconds sooner.