Winter Update: Dash, Bunny Ears & Festive Campaign
Hey Clubies
Our Winter Update for the demo is live! First off: thank you so much for all your wishlists, feedback, and for sticking with us. Your support keeps this project alive.
This is also the last demo update before release on January 14, 2026 — after this, we’re going all-in on launch with lots of new maps, content, and surprises. So let’s make this one count.
Here’s what’s new in this build:
Seasonal: Christmas vibes in the campaign
We’re bringing some cozy winter energy into the game:
- Christmas palette for campaign objects Many objects now have festive variants (think glass, clocks, cannons, levers, pressure plates, dancefloors and more) so levels can light up in a warm, wintery glow.
- A tiny Christmas Easter egg When you load a campaign level, there’s now a small chance it will appear in full Christmas mode with the new palette. It’s rare on purpose, so if you roll it: enjoy the surprise and happy winter time.
Major gameplay updates: Dash, Bunny Ears & Cannons
These are the big ones for this update and we’d love your feedback on them:
Dash – a new burst of movement
Your Cluby can now Dash: a short, snappy burst of movement that helps you
- save risky jumps,
- adjust your position in tight setups, and
- explore more advanced routes.
It’s a small input with a big impact on how the game feels – perfect for speedrunners and anyone who likes tighter platforming.
Bunny Ears – a new wearable with attitude
We’ve added Bunny Ears as a proper, equipable item.
- They come with their own visuals and effects.
- They’re integrated into level logic (pressure plates, out-of-bounds checks, etc.), so they’re not just cosmetic fluff.
You’ll see them used in level designs and setups – and we’re excited to push them even further for release.
Cannon rework – smoother, clearer, less jank
Cannons got a serious upgrade under the hood:
- They now behave much more predictably and reliably in gameplay.
- Camera tracking on active cannons is improved so you better see what’s going on.
- Edge cases (like being blasted or killed at awkward moments) are handled more robustly.
The goal: cannons should feel like a fun tool, not a bug generator.
World & visual updates
We’ve done a bunch of work to make the world look better and read more clearly:
- Speakers
- New and refined speaker models
- Improved animations and a jump effect when they hit the floor
- Extra particles and icons so they pop more in the level
Glass readability & variants
- Broken glass is now easier to read (fewer shards, clearer silhouettes)
- Dark glass and glass variations got multiple fixes
- New glass shard variants add more variety without sacrificing clarity
Materials, carpets & LEDs
- New carpet variants
- Updated materials across different objects
- LED stripes with proper emission All together, levels feel a bit richer, more polished, and more readable – especially in combination with the Christmas look.
Audio & music
We’ve also put in time on the sound side so the game sounds closer to release quality:
- Music
- Day music got mixing improvements
- Menu and layer setups are cleaner and more consistent
SFX polish
- New / improved sounds for jumps (including BunnyJump), Dash, coins and more
- Better audible ranges and volumes for important cues
You should notice the game communicating more clearly through sound: actions feel punchier, and important events stand out better.
Bug fixes & quality-of-life
A (non-exhaustive) selection of things that should simply feel “less annoying” now:
- Game Over & restart flow
- Cooldown on restarting with Space/Jump so you don’t accidentally mash yourself out of the screen transitions
- Clearer prompts and handling around skip / Game Over behavior
Cluby consistency & edge cases
- More consistent Cluby colors between saves, editor and play
- Better handling when Clubies go out of bounds or are temporarily disabled
Builder & object logic
- Adjusted object limits and improved handling for club object max amounts
- Cleaner block categories and structure for building
Stability, fonts & localization
- Engine / tech upgrades and stability work
- Font / character fixes and localization improvements in various menus
- Highscore and menu logic cleaned up in the background
Lots of small things that, together, should make the game feel more stable and less rough around the edges.
What’s next: approaching release
Again: this is the last update for the demo. From here to January 14, 2026, we’ll focus on:
- new campaign maps,
- more content using Dash, Bunny Ears, Speakers & Cannons,
- and general launch polishing.
If you want to support us:
- Wishlist the game on Steam (this helps us a lot ),
- Tell a friend about the demo,
- and share your thoughts on the new movement toys and Christmas surprises.
Thanks for playing, testing, and sending feedback – you’re helping shape the final game.
Frohe Winterzeit & happy dashing, — The Team
This announcement was originally published by Cluby Games on Steam on Dec 7, 2025.
Open the original on Steam