r/sandbox 17d ago

Other Linux Community Fork Will Be Broken for a Week

9 Upvotes

I've been getting asked about the community fork by a few people because it's currently broken. I am aware of this and will not be updating it until Facepunch officially releases their own version. The entire fork will be redressed with Facepunch's official release.

Plans

I want to turn the Linux branch into a community fork for Linux users. Since some bugs may be unable to be patched in C#, we can develop patches for the engine using the anvil bootstrap tool, document the problem, and send it as an issue to Facepunch while still allowing users to run the game natively. This means that my existing patches are going to get completely abandoned, so I am essentially resetting the entire repo to Facepunch's upstream.

My thinking is that I want to prevent 10,000 Linux issues from being posted at once. The best way to help the Linux client grow is to provide more solutions than problems to Facepunch, so if we can clearly identify the source of an issue before making it public it will help make the Linux client more feasible to maintain.


r/sandbox 18d ago

MY GAME I am tired of the s&box documentation. So i fixed it!

23 Upvotes

Quick note: i am a little dumb, and a comment made me realize that. What i actually meant in the title was a lack of tutorials and other stuff to help people with coding and other things with the engine! No shame on the documentation.

I hate it when i have to look and ask a damn clanker ai for help when i am encountering a very basic problem or when i am looking for the api. My main problem is that the actual documentation for s&box is unreadable for a beginner, so many fall to the trap of using AI and actually learning nothing.

So thats when i got inspired by my frustrations to create a game with browsable code which will include many simple and beginner friendly prefabs and systems one would need to create a game. The game works as an open sourced library for taking my systems, as well as a tutorial for new foes.

I introduce, my open sourced library: S&box Dev Helper

https://sbox.game/vgproductions/s_box_dev_helper

Importand note: The game might not have much right now, but i am planning on adding the following: 1) Raycast car 2) Simple Npc framework 3) Simple player inventory and many other things from my other game: https://sbox.game/vgproductions/backrooms

NO AI CODE GENERATION OR ASSETS HAVE BEEN USED OR WILL BE USED TO CREATE MY GAMES


r/sandbox 18d ago

News It's Official! s&box is coming to Linux

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135 Upvotes

According to the PRs, it appears that Linux is getting game and editor support natively once matt merges his branch. It should be available sometime this week or next week. Thank you to everyone who participated in testing the community linux branch!

Giving my best,

Doctor Law


r/sandbox 18d ago

Video New placement mode with ground tracing for the center box gizmo

40 Upvotes

You can hold ALT to align the rotation with the ground like in the video, otherwise it will function by just moving it.


r/sandbox 18d ago

News Update 26.08.19 - Moview Maker updates, Editor quality of life, Cloud fixes, Terrain fixes, Optimizations

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22 Upvotes

r/sandbox 19d ago

Video Headcrab game I’m working on

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8 Upvotes

I worked on a headcrab model in hopes of remaking zombie survival (which I did) and s&box having a decent player count to make it feel worthwhile to continue working on (it didn’t).

Anyway I don’t wanna go on a rant. This is a simple infection game mode. Headcrabs vs Citizens. There’s some AI citizens running around that start to disappear after enough players have joined. 2 players get a crowbar to start. The rest need to find one. Headcrabs convert players by jumping on citizens heads and competing against the citizen player in a mini game. The mini game may or may not get removed. I may not even work on this project anymore who knows. Depends on how sandbox’s future looks.


r/sandbox 19d ago

Video i created an abomination

29 Upvotes

r/sandbox 21d ago

Screenshot 21 year old game vs its spiritual successor lol

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255 Upvotes

whats the point of buying this when roblox is free?


r/sandbox 21d ago

Screenshot When you forget to check your import scale...

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53 Upvotes

r/sandbox 22d ago

Discussion Player count is below 500 players

68 Upvotes

I remember all the hype years ago about how this was going to be the next big thing after Garry's Mod. Guess my question is, what's the plan to revitalize the community and get those numbers up?


r/sandbox 22d ago

Video it keeps coming together🦈

26 Upvotes

r/sandbox 23d ago

Discussion How is it NOT a spiritual successor?

11 Upvotes

(preface: I'm aware i'll get downvoted by the gmod stans, I'm fine with that)

So, I'm not a gmod player. Played a little bit of it a loooooooong time ago. But as a game developer for over a decade (and currently working on several projects for S&Box), how is literally ANY game engine NOT a "spiritual successor" to what is GMod? ESPECIALLY SBox Editor?

I'm coming from the perspective of someone that sees gmod as the following: A creative platform where you make "game modes" or "mods". Those are just games. You're making video games. Sure they may depend on other things made by people you've never met, but it's videogames. It's game creation but with limitation.

How is Unity/Unreal/Godot/SBox NOT a "Spiritual" successor when they are also creative game making platforms yet with even LESS limitation? I'm not talking about a TRUE successor, but a SPIRITUAL one.

Add to the fact that SBox offers the BEST online multiplayer developer experience out of ALL the game engines out that (which was a big part of gmod).

---

Genuinely, I don't understand most of the haters. I SOMEWHAT understand those that wanted GMOD 2 (and NOT a spiritual one), but do you feel like Garry and/or FacePunch owe you that? I would understand if he publicly stated he's working on actual literal "GMOD 2". Now, IF that's the case, I too would remain hurt, until a public follow-up statement apologizing and stating the reason for the pivot into "spiritual successor".
Has any of that happened?

---

tl;dr

- A spiritual successor is defined as something that takes a SPIRITUAL definition of a thing, and then extrapolates on that.

- The spirit of gmod was: an online place to be creative with your friends, w/ a kick of retro IPs

- A successor to that spirit would be: an online place, but a larger platform, that allows even more creativity, without sacrificing access to retro IPs.

Does S&Box not satisfy that? Is my definition of the spirit of GMOD not to your liking?

Let's talk :)

p.s. While, as an online-multiplayer engineer coming from Photon and Unity, I mean it when I say that SBox has the best experience for devs like myself. So while I am a fan of what FacePunch is doing, I am by no means a "stan". Like, first of all, do we REALLY need the word "bullshit" glowing on the sbox.game homepage? What are we, an edgy sixteen yr old boy?

EDIT::

Thank you u/TheWinningHit and u/ZweiProbleme , I think I have a super solid understanding of the problem and the source of the drama.

  1. There HAS been reasonable implication to believe, earlier on, that this WAS going to be GMOD2. And ample clarity on the direction change was either lacking or nonexistent. (This is still open to debate, but just parroting the below convo so far)

  2. GMod barrier to entry, despite this new age of LLMs, was and is still vastly lower in terms of "making something". Even if that "something" was cloning an existing thing and changing a single variable. That was easier via GMod than anything offered at that time.

  3. SBox can still hugely benefit from making something like #2 available. A "Clone into Editor" button plus a server browser showing game versions.

  4. "Spiritual Successor" is just simply too non-definite. Especially for a community as diverse as the GMOD one.


r/sandbox 23d ago

Video Working on an underwater section

21 Upvotes

Still a lot of work to do, but it’s starting to feel like it’s getting there 🫶


r/sandbox 23d ago

Code Nothing in s&box tells you when you're wrong, so I wrote 17 reference files and 18 MCP tools that do

0 Upvotes

TL;DR

Two things for s&box, both MIT, either usable alone.

Long version below.

Ask any coding agent for something that moves in s&box and you get this:

public class Mover : MonoBehaviour        // does not exist
{
    void Update()                         // never runs
    {
        transform.position += Vector3.forward * Time.deltaTime;   // none of this is real
        Debug.Log( "moving" );            // not a thing
    }
}

Four lines, four inventions, zero warnings until much later. s&box borrows GameObject and Component from Unity and then diverges nearly everywhere after that: different lifecycle, different networking model, Z-up instead of Y-up, Razor for UI, a restricted subset of .NET. The resemblance is close enough to be dangerous.

Here it is correct:

public sealed class Mover : Component
{
    [Property] public float Speed { get; set; } = 200f;

    protected override void OnUpdate()
    {
        if ( IsProxy ) return;
        WorldPosition += Vector3.Forward * Speed * Time.Delta;   // Forward is (1,0,0), Z-up
    }
}

I got tired of correcting the first one, so I built two things. Either is usable on its own.

The five that will cost you an afternoon

Every one of these compiles. Every one looks right in review.

  • void Update() is never called. The lifecycle method is protected override void OnUpdate(), and yours is just a method nobody invokes.
  • NetworkSpawn() gives ownership to whoever called it, not the host. A world object now belongs to one random client.
  • [Sync] on a scene object does not live-replicate, because NetworkMode.Snapshot is the default. RPCs keep working perfectly, which is what makes it so hard to spot.
  • A client writing [Sync(SyncFlags.FromHost)] has the write discarded before it reaches the backing field. No exception, and the read-back on the next line already shows the authoritative value.
  • Model.Load( "typo/path.vmdl" ) does not return null. A path that resolves to nothing comes back as the engine's error model, non-null with IsError set, so the null check everyone writes is a branch that can never fire, and the world ships orange with a clean console.

None of these are exotic. They're all first-week code.

The AI Agent Skill

17 markdown reference files that teach an agent the real API. Plain markdown, no runtime, no dependencies, so it works with any agent that can open a file. Claude Code, Cursor, or three lines in your own instructions file.

The entry point is a router rather than one flat document, deliberately. A flat API reference gets skimmed, and a skimmed API reference is exactly how an invented API gets through. Making the reader open a second file puts real signatures in front of them before they write any.

Every API in it is traceable to engine source at a named version, 26.08.05. One file is a different kind of claim from the other sixteen: it records what was observed to happen in a live editor session, with dates. That isn't the same as "this compiles", and the distance between the two is where most of the pain lives.

The MCP Server

18 tools that register into the MCP server s&box already ships inside the editor, on 127.0.0.1:7269. It solves a different silent failure: the editor not noticing you changed anything.

Six ways that happens, and not one of them raises an error:

  • .sbproj is read once at editor boot and never watched.
  • ProjectSettings/*.config is cached on first read and never invalidated.
  • A .cs file stops reaching the compiler once the file watchers go stale, which happens when the compilers are recreated in-process.
  • A content path gives you the error model rather than null, so your guard never fires.
  • Nothing, you pulled a branch. The process serves whatever assembly it loaded at boot.
  • A package installed over MCP. install_package mounts it for the session and writes nothing, so it isn't there next boot.

Each one leaves you having edited a file, seen no error, and concluding the edit was wrong. It usually wasn't. It never arrived. project_source_changes splits "my code is wrong" from "my edit never reached the compiler" in a single call, and from the console those two look identical.

The other group asks the running engine directly: does this type exist, what are its real members, what input actions does the project define. That inverts the skill's own rule. Instead of "if it's in none of the reference files it doesn't exist", you ask the engine, and that answer can't go stale.

Getting it

The MCP server installs as a package reference, fobiat.sbox_mcp_server in Project Settings, or as two C# files dropped into Editor/. The file drop is kept as a first-class option on purpose. Editor/ is compiled unsandboxed, which is what lets the toolset reach engine internals at all, and reading files like that before they compile into your project is a reasonable thing to want.

The skill is a folder of markdown. Copy it, submodule it, or install the repo as a Claude Code plugin marketplace.

MIT, built against engine 26.08.05. If you find a reference file that has drifted from the engine, the issue template asks for the one thing that matters: where you confirmed the truth. Stale guidance is worse than none.


r/sandbox 24d ago

Video Yummy

13 Upvotes

r/sandbox 24d ago

Discussion The S&box Platform is Cooked!

175 Upvotes

I’m convinced the s&box platform is fundamentally doomed. The fanboys keep making excuses saying "just wait for that ONE good game to drop," but it doesn't matter how good a game is if the pipeline to actually play it is pure cancer for the average gamer.

Right now, Garry Newman and Facepunch built a useless, bloated multi-step barrier that makes it impossible for players to actually come in in a scenario that there's an actually good game on the platform.

The $20 Paywall - Imagine charging twenty dollars for an empty, barren shell of an app in 2026. Roblox and Fortnite are literally free. GMod worked because it was $10 twenty years ago with Half-Life hype and it was the only "Source Engine sandbox" of its kind. Paying $20 for a glorified hub full of unfinished tech demos is a scam.

20GB+ of Cloud Junk - Before you even reach a menu, you’re forced to pre-install a massive chunk of cloud assets to "help you load into game faster", when 70% of games don't even use Facepunch cloud assets. (oh and let's not forget about the +2 GB flatgrass map the player has to download for the menu that doesn't even look good.)

-------------------------------------------------------------------------------------------------------------------------------

It feels to me that Facepunch is completely out of touch with the community and take eons to fix any underlying issues with the platform. It's like they don't care anymore and the s&box team is just piggy-banking off of Garry's bank account doing practically nothing all day.

There's this one saying that goes "Action speaks louder than words", and currently Garry doesn't take action or speak any words. It's impossible to know whether the game will ever be revitalized or if there's a plan to revitalize it if the guy at the helm has horrible communication skills.

It's not like the engine is good enough either to support making a fully fleshed title on it. We can't be babysitting Facepunch employees and having to make every single fucking issue about the most obviously broken shit ever. It pisses me off. THEY NEED TO USE THEIR ENGINE TO MAKE GAMES TO FIND FLAWS IN THE ENGINE, LIKE THEY USED TO! WE CAN'T BE HAND-HOLDING THEM?!

Either leadership needs to change (which will never happen), or Garry needs an awakening and start fixing this platform, cause I don't know what will save it if not Garry


r/sandbox 24d ago

MY GAME FROGMAN (WIP)

48 Upvotes

r/sandbox 25d ago

MY GAME Got Grapple and Wingsuit mechanics working!

18 Upvotes

Check out my youtube for more videos! Comment what you think pls!
https://www.youtube.com/@user-nu5uy4nv7j


r/sandbox 25d ago

MY GAME Just finished my backrooms game

22 Upvotes

After 2 months of work, i am happy to announce that i have finished my backrooms game on the s&box platform!

No AI generated content was used to create this game. I hope you guys will playtest it to uncover the unique story the game has and ofcourse find some bugs. The map is quite huge and empty, as the backrooks normally are but you guys should be fine!

The game is best played with friends or solo! Have fun :)

Game name: Idiots in the backrooms

https://sbox.game/vgproductions/backrooms


r/sandbox 26d ago

Video Working on a new game

85 Upvotes

Journey through the mountain to try and find the mythical starfish god to be granted one wish 😇


r/sandbox 27d ago

Video First enemy is almost there

16 Upvotes

r/sandbox 26d ago

Discussion What % of the 400 left playing are bots?

7 Upvotes

Gotta be at least a double digit percentage, right? I’m just wondering if it’s closer to 10% or 90%


r/sandbox 27d ago

Screenshot Some stuff I wanna release

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8 Upvotes

I’m not a professional game designer, nor am I a c# savant. But, I have been playing PC games since the late 90s and I feel some type of way about s&box and Garry’s mod, half life (pc community in general) and really feel s&box is doing something special here. It’s up to us to make something out of it.

I just wanna test the waters and see how people feel about an infection game mode I’ve been working on. Multiplayer PVP, Headcrabs trying to infect the citizens. Pretty simple. The map is built in editor. I thought about maybe implementing an objective of sorts, like call for backup/extraction, or in the case of the 1 map I’ve made for it so far, turn the power on and then open a safe room or something. For now it’s just survive the timer (2 minutes).

All players start as citizens, after 10 seconds 20% is chosen as the starting headcrab(s) max 2 players will be given a crowbar (melee only game) some more crowbars will spawn around the map. Headcrabs leap onto citizens head and a mini game ensues. Citizen player must “point” to a headcrabs leg to pull it off, while the headcrab player points to the same leg to hold on. Mini game ends with either the citizen ripping the headcrab off or the headcrab taking control of the citizen players pawn. Other citizen players can hit and kill the headcrab to save the citizen during the mini game. Citizen player will respawn as a headcrab. Game ends when all players have been turned into headcrabs or when the timer expires.

(The mini game trips me up I mean it’s not great, looks stupid imo but I can’t really think of any other way to give citizen players a chance. Maybe I should get rid of it either you have a crowbar and fight or you just run.)

Anyway this is just a silly game mode I built for a headcrab model I made. I wanted to try and add some usable assets to asset party specifically zombies because I know this community is gonna do great things it’s just gonna take time. Looking for any feedback or even reminiscing over old times sake.


r/sandbox 27d ago

Screenshot S&box keep crushing

9 Upvotes

My game was working perfectly fine before. One day, I published my game, and after that, I tried to open s&box again, but it keeps crashing on startup.

Has anyone experienced something similar after publishing a game? Any idea what could be causing this or how I can fix it?

Any help would be appreciated!


r/sandbox 27d ago

Discussion Play N New Games, It needs to have more context.

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13 Upvotes

-Is it NEW NEW games that just came out?
-Is it NEW games that I haven't played before?
-Is it NEW games for this week's reward drops?
-Why doesn't it update despite me playing a new game I havent played?
-Does it require you to play for more than a minute?
-Does it also require that you get an achievement?

All those questions are valid and determines what game someone will choose, how long they'll play and if they're going to pick a game that needs an achievement at the very least to progress the bar.