Releases / v0.109.1

v0.109.1 Solid Ground

2026-10-01 Engine Latest

Distant terrain stays solid: no more seeing caves through a hillside, or slivers of sky between near and far ground. Sunlight stays out of buildings, a game lit by stars gets the fast shadow map, and shadows cost far less beside buildings made of many colliders. A web game starts on an iPhone.

Terrain

  • Far ground no longer shows what is behind it. Rock thinner than a far-away detail level could see vanished at a distance, so a tunnel, a cave or a dug gallery showed through the hillside until you walked up to it. Ground keeps its solid rock at every distance now.
  • No gaps where detail levels meet. Thin slits of sky between near and far ground are closed.
  • No more spikes and folds. Where two surfaces meet closely (cave mouths, thin ridges, the rim of a dig), the mesh pinched into shards. Each surface now meshes on its own.
  • Far terrain takes longer to build when it first comes in. The work happens in the background, so play is not interrupted, but a planet's first load does more of it.
  • floptle shot builds terrain detail around terrain.lodAnchor when the game sets one, as play does, rather than always around the camera.

Shadows

  • The sun stays out of scaled buildings. A box collider under a scaled parent cast a shadow at its unscaled size, so a building scaled up six times cast a sixth of its shadow and sunlight lit the rooms inside. It now casts at the size it collides at.
  • Stars mode uses the shadow map. With shadow map on, the brightest star casts through the map, so a room lit by a star costs about what the view outside does. Other stars keep their own shadows as before.
  • The shadow map includes what the camera can't see. A roof above you, or a tower behind you, now casts through the map. Before, only things on screen cast, so the sun could reach the floor of a room.
  • Shadows near many colliders cost far less. Standing among a building's box colliders used to make lighting several times dearer than out in the open. In our test with 32 boxes overhead, lighting fell from 2.3 ms to 0.95 ms, with an identical picture.
  • perf.counts() reports shadowProxies, shadowProxiesDropped and shadowVolumes, so you can see what the shadows are working through.

Web games on iPhone and Safari

A site can serve a game's page at one address and its files at another, using a <base> tag to say where the files are. That is how fopull.com serves a game's Play page. Safari, and every browser on an iPhone (Chrome included), ignored that tag when loading the engine, so the game stopped at "Importing a module script failed". The page now finds its files wherever they are, in every browser.

Upgrading

Export your web build again and upload it for the iPhone fix. A build served from the same folder as its files, as on itch.io, was already fine.

Floptle Hub

Linux x86_64 9.0 MB Download → sha256 d6dd42174dcd5ad4d709748aaa70ce768c2152b7549bd706b7377bd6c2b922d4
macOS Apple Silicon 5.9 MB Download → sha256 a099d00727c0b9f936314f64bcdb83fada90323ede8e92278379b853365b65c1
macOS Intel 6.4 MB Download → sha256 b45dbd79316daf1d411d8c698a78471197d008c0071f1fe60127f593fa69f73c
Windows x86_64 7.3 MB Download → sha256 7fcd095e2531ab99797d77b6707d72120fd01b800c94404881fdff068d532daf

Engine

Linux x86_64 52.3 MB Download → sha256 8443a126643bb32480095a4212f7e804d35161a84015b5c31c2a75c063589bf9
macOS Apple Silicon 40.4 MB Download → sha256 154ce68fbab367eaed3fd4186b77d2c65e13344805cdc0d5dda2721a1693d467
macOS Intel 43.5 MB Download → sha256 5f4026844633925bec18e5a716d344bc582ceb13a436e20f3f2bc9b92593c800
web 4.8 MB Download → sha256 3b5cff7250af6102ece3eb3063862ea95f382dbf249bf3b1fd7064f8a766a5e4
Windows x86_64 49.2 MB Download → sha256 bd67515a4cf7bee99e9e25ffc5c10e426329a853a6f5b19fe092b485cce5ad0f

The binaries are not signed yet. On macOS, right-click the app and pick Open the first time. On Windows, if SmartScreen appears, pick More info then Run anyway.