Releases / v0.88.1
v0.88.1
2026-09-11 Engine
One fix, and it is worth taking if you make a fast-paced multiplayer game.
A rollback match sent state nobody was reading
A rollback session had every peer simulating the same nodes locally from the same inputs — and the server was also putting all of those nodes' positions into every snapshot. The receiving side threw all of it away, correctly, because it had already worked them out for itself.
Nothing was broken and nothing desynced. It simply cost an order of magnitude more bandwidth than it needed to, and the cost scaled with how much of your game was rollback-simulated.
Measured on the wire: about 43 bytes per rollback node per frame. At 60 Hz that is roughly
| rollback nodes | saved |
|---|---|
| 2 | 41 kbps per player |
| 8 | 165 kbps per player |
| 16 | 330 kbps per player |
A real two-player match was measured at 234 kbps per player before this. Almost all of it was this.
Nothing to change in your game. Rollback nodes still replicate normally before a match starts, which is what puts a late joiner in the right place, and ordinary networked nodes are untouched.
If you want to see where your own traffic goes, net.traffic() breaks it down by
message kind — a large Snapshot row in a rollback match is the thing to look
for.
Upgrading
Nothing to do.
Floptle Hub
Engine
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.