Releases / v0.117.0

v0.117.0 Whole Worlds

2026-10-27 Latest

Whole planets you can walk, dig, fly round and build on, with rivers, mountain ranges and weather, that stay smooth while they stream in around you. Craft with hinges, pistons and wheels. Water to float on. Volumetric fog with light shafts. Meshes, textures, pictures and now compute shaders a script makes itself. This is everything from the v0.117.0 betas, rc1 to rc38.

Worlds

  • Planets several times the size generate in seconds, with mountain ranges, rivers, lakes, rock belts and climates, and a built game can generate them too. Big planets hold only the ground near you and give back the memory they no longer need; terrain.stats() and terrain.setBudget() say what terrain holds and keep it to a budget.
  • Ground streams in wherever the camera goes, without stalling the frame, and new ground near you is drawn exactly the way it collides. Planets save only what you dug.
  • Digging and marks land without a hitch. Big batches of terrain edits are spread over frames under a budget a game can raise, and decals wait for the ground they belong on.
  • Solid ground stays where it is drawn on a world moving along its orbit, through every frame, so nothing falls through and a launch pad is where it looks.
  • Wind and lightning for scripts. Wind carries smoke and bends plants.
  • Water to float on and drift with. A water volume of density 0 is there for its look alone, for games that float things themselves, and freezing or thawing water is instant.
  • Scattered props keep their model's look, sway like the plant, and can be found and highlighted one at a time.

Craft and physics

  • Craft articulate, with hinges, pistons and gripping wheels, and keep their place and their hinges on a moving world.
  • Physics costs a fraction of what it did for big craft and vehicles on the ground. Craft, parked vehicles and light props come to rest and fall asleep, in the wind or with a thruster on, and a plane lifting off over terrain costs a tenth of what it did.
  • A mesh becomes a tumbling physics object in one step, every body's size follows its node, and a walker can no longer slip through a narrow post.
  • The floating origin distance is a project setting.

Looks

  • Volumetric fog worked out once for every four pixels, shared through plants like the rest of the view, with light shafts from the sun's shadow map at a fraction of their old cost.
  • Shaders that read the scene behind them, shader materials that draw together, and shaders that build beside play rather than in front of it.
  • Models keep their PBR maps and the filtering their files give their textures. Models in any common format convert themselves with every map in place.
  • First-person arms and tools drawn by a stacked camera are shaded by the terrain around them, and the sky keeps its sun through the fog.

Made at runtime

  • Meshes and textures a script builds itself, and pictures a script draws with image.new, many times faster than painting pixels from Lua.
  • Compute shaders: gpu.buffer, gpu.texture and compute.run run programs on the GPU that draw nothing, for procedural textures, particle swarms and simulations, on every platform Floptle ships to. See Compute shaders.
  • Players can hand a running game their own files: a picker the game opens, or files dropped on its window.

Smoother, and easier to tune

  • Saves never stall a frame or lose a player's data. assets.warm prepares a level before its first frame, and spawns a game can spread over frames keep busy moments smooth.
  • A profiler that names what a slow frame did, and new projects start with a catch-up budget, so an expensive moment slows the game for a moment rather than stuttering.
  • The refresh rate follows the window, and scripts keep running on a busy machine.

Scripting

  • Script suggestions fit what you are typing. Node handles compare equal, and a destroyed node's handle stays dead, never driving a node made later. findScript(kind, { quiet = true }) looks without a warning.
  • floptle check compiles every script, and fails on a syntax error at its file and line.

Building and the Hub

  • Exported builds draw textures the way Play does.
  • Beta updates are one switch in the Hub (Settings → Beta updates), and versions are listed in the right order. Updating to this release also moves a Hub that showed an old beta as the newest.

Upgrading

Projects upgrade themselves to keep their look. Nothing to change by hand.

Floptle Hub

Linux x86_64 10.7 MB Download → sha256 bce73a37e299d780916d99e10460179ec5d2c2b8eda5700ebbd79dfeda27b192
macOS Apple Silicon 7.5 MB Download → sha256 98f9d81c94d8a55fa8fb863f84416ad757f56e7fe683f5239c8eab8064be9728
macOS Intel 8.0 MB Download → sha256 1b9ad213deb4ef7154555fe91f2c3fe9f459e05b3859e6b087342eabfe6d46d4
Windows x86_64 9.2 MB Download → sha256 cf6b7254f7e38f73e309405f0eb6ae3f0e804232b8274129945917093ea35b9d

Engine

Linux x86_64 61.8 MB Download → sha256 052a62f1a283da9cd0b7bd4c20ee33d0d096299dee9c5fed8997351448f42348
macOS Apple Silicon 47.7 MB Download → sha256 5daed1f6cfd0e7c358faa4707042f4b7fc10bd81a33a70a8b3e63ead224b1737
macOS Intel 51.3 MB Download → sha256 f2e2f046ef42b91f4b8e6acf5ceab67eefb11286e76037dbbe20e47acf65bf23
web 6.0 MB Download → sha256 da3ca3e66b4a794e4c0c4bb5cc30a05da444e465bc9222982ea72f930d434145
Windows x86_64 57.8 MB Download → sha256 1eafea9112c2bd030793e8cd7b1125186cc835d972597ae410dcd4bcdcc5e56e

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.