Here’s a first look at Zomber Attack’s movement system! 🧟♂️
Zombies will walk, sometimes accelerate to chase you down, and there’s even more to come!
(You can even hear some bones breaking on bullet impact if you listen carefully)
*Also a message to all of you from the team:*
Apologies for the gap between updates, we’ve been working incredibly hard to prepare for the release. We also want to make sure we save a good amount of never-bef...
2025-10-29 20:16:23 +0000 UTC
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This is how you create a new session, select your game mode, and then choose a map.
All available game modes will be listed here, including the ones you’ve downloaded from mod.io or the custom modes you’ve created using the modkit.
The same applies to maps, making it relatively easy to create a new map with the modkit and play it in Sandbox or any other supported game modes for that map. By default every single map create...
2025-10-07 13:03:18 +0000 UTC
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We’re excited to share a first look at our upcoming zombie map!
It’s still in the very early stages, and we’ve got a lot of work ahead on the atmosphere, lighting, and environmental storytelling, but the vision is clear: We want every corner to make you feel truly uneasy.
The map’s centerpiece is a hospital hot zone, ground zero for a fast-spreading infection. Your squad of special forces will be deployed to contain the outbreak, secure the area, and survive as long as y...
2025-10-02 22:19:03 +0000 UTC
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We’ve got a big update for you, one that we’ve been dying to show off. In this new video you can see the AI system in action, and it’s honestly one of the most exciting steps forward so far. Here’s what’s new:
They know you’re aiming at them: If you draw a bead on an NPC, they’ll actually notice and aim back — they’re not just standing targets anymore.
Escalation: Fire a shot, and they don’t just react, they d...
2025-09-13 18:53:42 +0000 UTC
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Introducing Dragon’s Isle a remote, paradisiac island inspired by Socotra, Yemen.
Beneath its palms and crystal waters lies a NATO outpost, serving as a hub for surveillance, reconnaissance, and covert operations across the Middle East.
This is the second playable map in our military shooter within Beyond Sandbox, following Hardline. Like every map we release, Dragon’s Isle will also be fully playable in sandbox mode.
At first, the illusion was flawless. The subjects accepted their new lives without question, laughing, working, and loving as though they had always belonged to this world. The prodigy watched with pride, convinced he had birthed the perfect dream.
But then… the fractures began.
The suppressed memories started to bleed through, colliding violently with the implanted ones. Subjects recalled places they had never visited, families they had never known. Confusion gave way to parano...
2025-08-20 16:00:12 +0000 UTC
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Created by the innovators at Reality Corporation, this breakthrough tool lets you seamlessly connect to your neural implant and dive into any world crafted by the Architects.
In Beyond Sandbox, there’s no clunky menus or immersion-breaking UIs, just pure, direct entry into the action.
Control everything from your sleek tablet interface:
Here’s a piece of the lore and the world of Beyond Sandbox:
The world is moving faster than ever, and Reality Corp is at the forefront of the next evolution: *Neural Rendering Projection (NRP)*. Why be limited to one life when you can experience countless?
With a simple neural implant, users can connect to *Beyond, a vast, ever-expanding universe of experiences.* Whether you want to compete in high-speed hover races, master the blade in neon-lit duels, or chi...
2025-08-05 18:09:10 +0000 UTC
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Hellooooo,
We’ve noticed that some of you haven’t received your special role yet or haven’t joined our Discord server. Make sure to join the Discord and claim your roles to access exclusive channels, monthly giveaways, Embed/Image permissions and Priority Support!
How to do it:
Join the Discord server: discord.gg/beyond-sandbox
Connect your Discord account to ...
2025-08-01 20:14:08 +0000 UTC
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Dear Supporter!
You’ve probably noticed things have been a bit quiet lately, and that’s because we’ve been heads-down, working hard behind the scenes to prepare a wave of exciting new features. We’re not quite ready to show everything just yet, but August is shaping up to be a big month!
Here’s a sneak peek at what’s coming your way, and you’ll be the first to see it:
Probably one of the most requested update, dismemberment!
- Limb Dismemberment: Arms and legs can now be severed with satisfying realism.
- Procedural Death Animations: Each death plays out uniquely, adding more variety.
- Dynamic Blood Pooling: Blood now flows and spreads naturally on the ground.
- Physical Reactions: Dismembered limbs remain interactive and react to the environment.
And this is just the beginning!
2025-07-18 19:28:38 +0000 UTC
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Dear Patreon Supporter!
The new gore update is here! You’ve already seen the bruises and deformation caused by impacts, but now there’s a whole new layer of damage: cuts.
We’re building a more realistic and detailed damage system, and cuts felt like an essential next step. They’ll occur when NPCs are hit hard with bladed or blunt weapons, adding more depth to melee combat.
As a bonus, NPCs will now react dynamically when a firearm is pointed at the...
2025-07-10 02:50:24 +0000 UTC
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Hello Sandboxers,
It’s time to reveal the winner of this month’s $25 Steam or Meta gift card!
Really appreciate all the support, you’re the best!
Join our Discord to enter the monthly giveaways: discord.gg/beyond-sandbox
And the winner is... @WillieP
2025-07-07 18:57:36 +0000 UTC
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We're currently developing our gore system using a layered approach. This first layer focuses on non-sharp, small-scale damage, like blunt force trauma.
For example, punching will leave visible bruises on the skin and cause localized deformation of soft tissue, especially in areas like the face where bruising is more noticeable and easier to simulate.
This is just the beginning, more complex damage types will be added in future layers.
2025-07-01 03:25:34 +0000 UTC
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We continue to improve the damage system:
Blood Dripping: Wounds now visually drip blood over time, providing a more dynamic indication of injury severity in real-time.,
Vulnerable Areas: We’ve expanded hit detection to account for body part sensitivity. Strikes to different regions now yield distinct outcomes, what used to be a standard bullet wound could now result in a fractured bone or worse
2025-06-24 03:32:04 +0000 UTC
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The vision has always been to craft an environment that feels truly immersive, like you’re right in the thick of it, boots on the ground in a Middle Eastern battlefield.
At the same time, we’ve focused heavily on level design that’s not just fun but also well-balanced for both sides.
Did we hit the mark? You tell us.
And for those of you eagerly awaiting the gore update: it's coming. We're putting the final touches on some key details, so give it another week or ...
2025-06-18 15:51:13 +0000 UTC
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We’ve had a lot of questions about how punching and melee damage will work in the game, so here’s a look.
Adam’s been working on a new physics-based system that makes every hit feel both heavy and satisfying. The damage depends on the health of the NPC, but also on the mass of the object you’re hitting them with. You’ll feel the difference when punching a weak enemy versus a stronger one, and hitting someone with a crowbar won’t feel the same as using your ...
2025-06-13 04:11:30 +0000 UTC
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Dear support, we've added a round caliber system which will deal a different physics impact and NPCs behaviors.
Here’s a look at how our current weapons trigger different responses in NPCs, depending on the force of the impact.
2025-06-07 02:10:17 +0000 UTC
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Here’s what’s in the video:
Still very early, but the system is taking shape and starting to feel more alive.
2025-06-02 04:01:25 +0000 UTC
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Right now, we're working on a new layer that makes characters react to damage in real time, it's fully procedural, with no pre-made animations. Every reaction is unique depending on the hit. Reactions will be similar but never exactly the same.
We’ve also got more footage to share of this system in action. I’ll have Part 2 ready on Sunday!
2025-05-30 21:57:50 +0000 UTC
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Right now, we’re working on a new layer for our Euphoria-style ragdoll system, direct interaction with your hands. You’ll be able to push, drag, or knock them over with full physical feedback.
They’re still a bit lifeless at the moment, but this is the last step before we bring them to life with custom animations and more responsive behaviors.
Once this is in, they’ll stop feeling like props and start acting like real characters.
2025-05-24 04:41:48 +0000 UTC
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We've added obstacle reaction and dynamic re-balancing.
Our ragdoll system now reacts more intelligently to physical obstacles in the environment. When a character collides with an object, it attempts to recover and maintain balance using procedural forces and joint control, instead of collapsing immediately. This allows for more natural transitions between animation and physics, and opens the door to more believable stumbles, recoveries, and falls.
We're focusing on making phys...
2025-05-20 02:39:10 +0000 UTC
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One of the most requested features has been a Euphoria-style ragdoll system, and we get why. Physics-based ragdolls give NPCs a much more realistic look, with characters trying to keep their balance, reacting to where they’ve been hit, and generally moving in a more believable way.
This kind of system was popularized by GTA IV’s ragdolls. The original Euphoria system is owned by a company that licenses it to AAA studios like Rockstar, so we can’t just plug it into our game. That...
2025-05-15 13:45:53 +0000 UTC
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One of the most asked questions we get is: “Will there be maps?”
The answer is yes, we’re building dedicated maps for each of our main game modes: military shooter, zombie shooter, and sandbox. Each map is specifically designed for its mode, but since this is also a modding platform, you’ll be able to use any map in sandbox mode too.
So whether you want to play our military shooter on a desert battlefield or spawn zombies in a city map, you’ll have full flexibility.
2025-05-11 20:38:17 +0000 UTC
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Alright, as promised, here's a look at the Special Forces!
Plus, a few confrontation shots.
Next up: Our first Middle East map. And I can already tell you, it’s stunning. Way beyond what you’ve seen in our YouTube content. The one you'll play looks incredible.
I'll also be sharing more details soon about their classes and the weapons they use.
2025-05-09 03:36:33 +0000 UTC
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I want to tell you more about the game modes we're building and the characters you'll be able to use. Apart from the sandbox (which supports both solo and multiplayer), we're working on two main game modes for Beyond Sandbox:
A multiplayer shooter focused on slow, immersive, tactical gameplay, closer to a hardcore military sim.
A PvE zombie survival inspired by Call of Duty Zombies, but with a darker, more intense tone, not casual at all.
For the...
2025-05-06 03:05:03 +0000 UTC
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Dear Beyond Royal Society Patreon Supporter , We’ve got some community-requested improvements to share, along with updates on development and upcoming content.
First, here’s a video showcasing recent fixes and tweaks based on your feedback:
Almost the same video, but this time recorded without the spectator camera, the view is aligned with my eye, so you can properly see through the optics.
Part 1: https://www.patreon.com/posts/snipers-are-here-127620552?
2025-04-28 04:45:42 +0000 UTC
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Introducing the MR42, inspired by the Remington M700 and the Swedish M/41B (and keeping the classic name). We had several challenges to tackle:
Build a system for modders to easily create new turn-bolt snipers, with or without a magazine
Develop a high-performance scope that's comfortable to use and runs smoothly on Quest
Create a physics-based bolt action that feels great in VR
The result: We now have a full syste...
2025-04-28 04:27:39 +0000 UTC
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