PUCKVPUCK

Update: 4K menus, the music stops stopping, and the dodgeball ball finds you

StormRainbow Gaming

Readability

  • Menus, pause menu and HUD now scale with your display. Every label was written in fixed pixels, so on a 4K screen the text rendered at literally half the size it should. A player on a 4K panel told us he simply could not read the setup screens. The whole UI now scales with screen height — the lobby, CHALLENGES, PROFILES, HOW TO PLAY, the pause menu, the scoreboard and the game-over screen.
  • Ultrawide: the lobby's GAME TYPE / MOD column now takes a share of the screen width, so it reads properly on a 21:9 display instead of sitting in a thin strip, and the team bands are centred beside it.
  • Two long-standing text overlaps fixed: the bottom hint bar printed straight through the "START = JOIN" line on SETTINGS / MUSIC TRACKS / CHALLENGES, and the GAME OVER hint printed through the last rows.

Audio

  • The music no longer stops on its own. The now-playing widget in the corner armed its STOP / SKIP buttons for 3.5 seconds after every track change, anywhere on screen — and in SHOOTER and DODGEBALL the left mouse button is your shot. Players were stopping their own music by shooting. The buttons now only answer if you are actually pointing at the widget.
  • You can no longer switch off the last enabled music track and end up in silence; SKIP and PLAY properly bring the music back after a deliberate stop.

DODGEBALL

  • Throws now curve toward your target. At low player counts the arena is enormous and a thrown ball forgave only about 4 degrees of aim while the target moved six times that margin during the flight — 1v1 was close to unhittable. Throws now bend toward the enemy mid-flight and come in from the side. Measured: 1v1 hit rate up from 7.7% to 14.6%, catches per throw up from 14.5% to 20.1%.
  • You can still dodge. The curve stops correcting 0.35 seconds before impact, so the last stretch of every throw is a straight ball — a player who moves within a fifth of a second still escapes 96% of the time. The correction also weakens as the player count rises, so 8-player games play as they always did.

SOCCER WITH GUNS

  • Respawn is now 3.5 seconds (was 2). Two seconds put a dead attacker back on the ball before the defence had made anything of the kill.

Online

  • Your colour choice sticks. A colour picked in the lobby could be overwritten by an older snapshot from the host, and the two machines then chased each other — players routinely spawned in colours nobody chose. Fixed.
  • Free-for-all: everyone picks their own colour. Previously the server overrode your pick with a seat colour.
  • INVITE FRIENDS no longer disappears once the match can start, so you can keep filling a lobby to 8.
  • The controller can change GAME TYPE and MOD in the online lobby (LB/RB and LT/RT), the same as in the local lobby.
  • Switching game mode mid-session now forms two teams automatically with consistent colours.
  • Guests see their own throws land, with the same flash and sound the host gets, and no longer "catch" a black ball that was always going to kill them.
  • A netcode round for SHOOTER: guests see their own hits, hold-to-fire works properly on a client, lag compensation for shots, and an enemy no longer freezes on one axis when a packet is lost.

Also

  • MANAGE TEAMS in the host's pause menu — move players between sides or switch TEAMS / FREE-FOR-ALL mid-session.
  • BOTS row in the pause menu: add or remove bots without restarting the server.
  • Invisible portals fixed — shots stopped teleporting on maps that have no portals.
  • TEAM GUN GAME now advances a rung per team member, and a team kill costs your team a point.
  • READY players can no longer switch sides; the join prompt now names the button your controller actually has.

Thanks to everyone in the playtest — several of these came straight from your reports. Keep them coming.

This announcement was originally published by StormRainbow Gaming on Steam on Sep 1, 2026.

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