
r/sandbox

This is peak performance. You might not like it, but this is what 4K ray-tracing was made for. ✧(≖ ‿ ≖)
The hill s&box decided to die on despite overwhelmingly negative feedback against it
the steam marketplace for s&box cosmetics is crumbling
these things are basically becoming worth less and less than their original listing price in the cosmetic shop on the steam marketplace now because of the pretty low player count and seemingly little to no interest in the cosmetics as a whole just wanted to share my observation.
img 1 and 2 (skull helmet)
img 3 and 4 (pumpkin head)
img 5 and 6 (swag chain)
I recreated the classic Zombie Mod from Counter-Strike in s&box
Hello! I tried to recreate the good old Zombie Mod from the CS:Source and 1.6 in s&box. If you played back then, you know exactly what this is.
If not, here’s how it works:
- The game is round-based. At the start of each round, you pick your weapon. After 20 seconds, one random player becomes a zombie.
- Human weapons knock zombies back and deal damage. Zombies infect humans with one punch, move faster, and have a lot of health.
- Humans must survive for 5 minutes. Zombies must infect everyone.
- Physics objects work like they did in the original Source games. Humans can shoot furniture and props to block doorways and slow zombies down.
- I tried to bring back all the key mechanics and classic feel of Zombie Mod, from zm_lila_panic to the sounds.
- This mode is made for online play. The more players, the better.
- Dedicated server is live 24/7.
I also added several features inspired by Zombie Mod from Counter-Strike.
What’s already in Zombie Mod [s&box]:
1. Extra Shop and Currency System
During matches, you earn credits that can be spent in the Extra Shop. Right now there are 11 items available, from armor and miniguns to the legendary Guitar Gun and Violin Gun from CS 1.6. Yes, I actually ported and adapted those ridiculous classics.
2. AirDrop System
Every round now features 2 airdrops. Each airdrop drops 2 crates:
- one for zombies
- one for survivors
Inside is a random item from the shop.
3. Weapon Drop System
Press G to drop weapons.
You can throw away unwanted guns or share them with other survivors.
4. Maps
Currently there are 2 maps:
- zm_lila_panic from Counter-Strike: Source
- zm_assault_1337 from Counter-Strike
Maps rotate automatically every 15 rounds.
I also added a separate Warm Up mode.
It automatically activates when there are fewer than 4 players on the server. Instead of waiting in an empty lobby, you can fight zombie waves, earn credits for the main mode, test Extra Shop weapons, and compete for leaderboard records by surviving the most waves. I’m actively working on this project and releasing patches almost every day.
P.S. In the video, you’re seeing the Warm Up mode where I’m just testing Extra Shop weapons. The main mode is much more chaotic and fun.
Feedback is welcome. Thanks in advance.
MOMENTUM - A parkour movement-shooter
https://sbox.game/vxo/momentum
Hey all, I wanted to share a game I've been working on since before S&box was officially released! I saw some posts here recently of a game that is similar, so I figured I'd plant my foot in the sand as well, and share my game to this community.
It's worth noting that this is a work in progress. The bones are there and you can play 1v1/2v2 on a single map at the moment, but it's in a rough alpha state. There is only a single weapon available, and there are missing animations that have not been made yet. It's following a STRAFTAT-like arena switching design, so the idea is to have a collection of custom arenas that keep going until round limits are met.
There is also a free run mode where you can parkour on any map in S&box!
(General game info below)
----
MOMENTUM is a parkour movement-shooter inspired by a mix of games such as: Mirror's Edge, Titanfall, Double Action: Boogaloo, and Max Payne.
This game features a suite of parkour movement / Gun abilities, such as:
- Wall running
- Wall climbing / Ledge climbing
- Trick System (Do flips and rolls while in midair by holding right click!)
- High fall rolls (Hit ctrl before landing a big fall)
- Dolphin Diving / Air dodge (Hit Alt and a directional WASD)
- Grappling hook (Press Q!)
- Bullet Time (Press E!) - If someone looks at you, or you are looking at them, you pull them into the bullet time effect until it ends.
- Sprinting (SHIFT)
- Sliding (SHIFT + CTRL)
- Active Reloading (Press R on the sweet spot to get a magazine with a faster fire rate!)
- Weapon Flipping (Press R with a full Mag - look cool while doing body flips!)
- Crouch jumping (Allows you to jump through small windows!)
If anyone is interested, here's the link: https://sbox.game/vxo/momentum
SUI Designer an open-source visual UI editor for s&box
Razor is powerful, but coming from Unreal / UEFN, I really missed having a visual workflow like UMG / Widget Blueprint.
So I started building my own version of that idea for s&box.
Today I’m releasing the first public version of SUI Designer as an open-source project.
What is SUI Designer?
SUI Designer is a visual UI editor that runs inside the s&box editor.
You create a native .sui asset, double-click it, and get a visual editor where you can build UI without writing everything by hand from scratch.
The current workflow includes:
- visual canvas
- element palette
- hierarchy panel
- details inspector
- drag / resize / edit workflow
- anchor presets
- flexbox controls
- sample UI files
- Razor + SCSS generation
The idea is not to replace Razor completely.
The goal is to make UI creation less intimidating, especially for people coming from visual UI workflows, while still generating real code that can be edited manually.
Why I built it
s&box has been really fun to learn, but UI was one of the first areas where I felt the lack of a visual tool.
In Unreal, Widget Blueprint gives you a very approachable workflow for layout, preview, and iteration.
With s&box, Razor gives a lot of power, but the code-first workflow can be rough when you’re trying to quickly prototype HUDs, inventory screens, menus, or game-specific UI.
So SUI is my attempt at bringing a more visual workflow to s&box UI creation.
What it generates
SUI generates real:
.razor.razor.scss
The generated files are meant to be readable and editable, not hidden behind a black box.
I want the tool to help you move faster, but still let you drop into code whenever you need full control.
Current status
This is still early.
It is not a final polished product yet, and I’m sure there are rough edges, missing features, and things that need to be cleaned up.
But the foundation is working well enough that I wanted to release it publicly and let other people try it, break it, suggest ideas, and maybe help shape where it goes.
Links
Download: https://sbox.game/kikozl/sbox_ui_designer/
Documentation: https://kikozl1.github.io/sbox-ui-designer/
Feedback
I’d love feedback from other s&box developers.
Especially around:
- workflow
- generated Razor/SCSS structure
- missing UI elements
- editor UX
- how this could better fit real game development workflows
This started because I wanted to make UI creation easier for myself, but I’d love for it to become something useful for the community too.
Matrix/Mirrors Edge style PVP Shooter?
Protocol-Z https://sbox.game/snoggis/pz26
I'm currently developing a Matrix/Mirrors Edge style PVP deathmatch shooter. I'm here for feedback, good or bad, I hope to make this a fun game people can hop in and out of with friends. I've not been working on it for long, but I'm already having so much fun and I am intrigued to see what changes/additions people may want to see!
Thanks guys!
EDIT: I've been permanently banned for "brigading".
Luckily I can edit this.
I am literally my own person, it really does not take a genious to see that this is pure power tripping abuse.
Attempting to categorise your own behaviour as "fake drama from the same 2 users" when it's pretty clear cut in this post alone that your behaviour and power tripping has been addressed by much more than just... two.
ORIGINAL POST STARTS HERE.
I've recently gone down a rabbithole and a half due a single link from one person on this reddit, and the owner and perhaps only moderator for this reddit, has been abusive, toxic, cross server reddit stalking and false banning people for quite literally no reason - as well as leaving a giant trail over the last few months that make it extremely easy to prove.
Part A.
https://www.reddit.com/r/gmod/comments/1sg342p/gmods_spiritual_successor_sboxs_official_reddit/
The owner has been banning people who have not specifically broke the rules of this reddit, as well as following them to seperate reddits completely unrelated within MINUTES of them posting, to subreddits they haven't posted in for years. ( as well as failing to disclose on that reddit he even was the person in question, before the community there exposed.
A lot of their posts and responses in the reddit they followed the user to, have been deleted by the Gmod moderation team for harassment. If we can let that sink in.
Now for the kicker, this is what got the dude banned off the reddit.
THIS is what got a dude banned from the reddit.
Does that seem right to you? So you'd suspect there'd be an actual reason. Well according to the owner, "no it wasn't that - it was actually this "
I'm sorry? I've messaged Imaginary_Taste and they are still currently banned from this reddit.
They have disclosed, in their entirety, everything as well as the reason they were banned from this reddit in the comments.
The person behind this ban, is completely in the wrong and there's not even a question about it. It genuinely makes me wonder how many other accounts have vanished from S&box's reddit simply due to the "perceived damage" it would do to Sandbox.
PART B.
Someone, today, who responded to their post is being accused (and, is now banned since I've dmd them) - of stalking and harassing the owner in question, with literally no evidence. (which also lead me on the rabbithole).
This person below, is then accused of being back from a ban - I think the owner in question has started to mix up accounts?
I've DMd the person below if they had more evidence, and Intelligent-Tone2367 has been BANNED by moderation, for this.
There's quite literally nothing here but a personal bias from the owner. Mow a Gardens creator has stated it was made in blender, according to the discord. Stretched normals / polygons are completely standard in making things stand out.
user was banned for this, a harassment claim with no backing
Part C
Just, a massive series of, manipulative, toxic as well as targetting specific games they personal feel as low effort / antagonizing them and rallying people to not play.
This reddit is quite literally, one of the main outlets and conversational hubs for a lot of people. I did not come to Sandbox's reddit for the owner of to perpetrate a level of elitism and be hateful towards people who enjoy games.
I don't care you don't like the game, if people are enjoying it, that's all that matters.
When asked to clarify in the subreddit that this ISN't an official subreddit, and that it is entirely unofficial even though it has FP members, instead of understanding the community they once again - start to antagonize.
Accusing people of arguing with him of being bots / multiple of the same account rather than confessing he's straight up wrong.
I mean at this point I can just keep scrolling, him arguing against basic clarification is a strange but consistent trait.
As well as acting that their opinions on "popular" games are objective...?
I'm pretty much completely sure that his post is going to get taken down, but at least I'll be able to link it to others in regards to this person in question.
I am pretty sure what has happened here has broken reddits tos of "moderate with integrity.", as well as maybe a few others.
Game development game 🤩
Hey everyone! My boyfriend has been developing this game for a while so I wanted to share it here.
In this game you're a game developer managing and growing your own game development studio. Please check it out if you're interested and I hope you like it. thank you and have a nice day!😋
Sandbox game mode being broken is a joke
I unfortunately bought and played this game for about 2 hours without reading any reviews. I just submitted for a refund on Steam just now. I have 3,000+ hours in GMOD and have been very exited watching the development. I stopped watching for the last few years though.
After reading up on most of the bad reviews everywhere. I do find a few things a little odd. Especially with some of the main reasons people aren't happy.
- Wiener Model - I don't mind it myself and actually think it's a unique design that does give the game some character. However it's definitely not the greatest choice. I just don't really care either way. Now the fact that they do provide a human model, which doesn't work with 90% of the customization and basically never seems to load when joining servers is a different and stupid thing.
- Market - This caught me by surprise and was the very first thing I noticed on launch. I opened it up and started to see $1-$10 price tags on models that looked like they were ripped right out of your favorite GMOD server. I clicked around and was hoping it was some in game currency, but it's not. The reasoning for this to be the method to pay modders/developers is also flawed IMO. Gatekeeping a player model to be forced to pay money to personalize a player model in a sandbox first game feels like I was actually just charged $19.99 for Roblox or Fortnight.
Performance This one I really don't care or fault them for. It's just expected for early access and it's nothing new for me. I played the Dayz mod on Arma 2 for years at a whopping 16-30 FPS. I know that's free, but it's goes for lots of other games too. This is also an engine that's fairly new and they take lots of time to figure out the ways to optimize correctly. Especially for the scope they seem to be aiming for. I can't say I wasn't surprised though, as loading the RP Downtown map in single player did bring my 5070 TI 16GB to a crawl in certain areas.
Edit: it’s not technically early access which changes my mind on the performance and lack of features.
- My take - So one of the worst offenders I don't see talked about or focused on a whole lot is Sandbox.
How can you ship a game out, where the single most important game mode is entirely broken and unplayable. Lots of the tools will break anything your building, causing them to have no collision and you can no longer interact with them. Which means you cannot save it with the dupe tool.
Then, because the main menu is jam packed with tabs and panels, if you don't follow the correct flow, you silently create an online server (I think, as I don't know If I created it or joined an empty one). Where I then proceeded to spend a good 45 minutes trying to fumble through the broken tools and make something I would make in GMOD 9. Except while doing so, two random people joined in and spawned some entity that spit out errors all over my screen, blasted some dudes monologue, teleported me to spawn, and displayed effects that brought the whole game to a stall. It forced me to end the games process in task manager while blasting sounds.
So let me get this straight. You can purchase cosmetics perfectly fine, yet the game called sandbox, currently ships with an unplayable sandbox where you couldn't even play it in single player if you wanted to?
At the end of the day, lots of the complaints could be written off a personal preference, but you cannot hide the fact the game at it's very base feels like a college students personal project.
Is this a good first time game engine?
I've been interested in game development for a bit, and I have a simple idea of a sinple FPS where you have to clear the area out, the catch being that you only have gimmicky weapons that nobody would use in a normal game. Like the bugs from Half Life 1, or basically the arsenal from Daikatana. My only experience with code is finishing the python course on boot(dot)dev. How beginner friendly is this?
absolutely gross character models
immediately when looking this game up, your brain registers a signal of disgust, the second you look at the characters being advertised
i literally dont think im gonna buy this game just because of this reason, does nobody feel the same? its so horrible
I've seen a few comments labeling my project as "AI slop" and I want to clear the air. I understand the frustration with the flood of low effort content, but there is a massive difference between shitprompting a game and using modern tools as a senior developer.
A bit about me: I've been doing software engineering since the day I realized I had to breathe to stay alive. I've worked on core banking systems, high stakes infrastructure, distributed software, and production brainfuckery where mistakes take lives. I know what engineering discipline looks like, what maintainable architecture looks like, what broken garbage looks like too, because I've spent a large part of my life cleaning it up.
There is a massive difference between prompting a game into existence and using modern tools as an experienced software engineer. My game was not "made by AI". I designed the systems. I defined the gameplay loops. I made the technical decisions. I review, refactor, and audit the code. I decide what belongs in the game and what gets thrown out. AI does not understand the feel I'm aiming for and does not carry the responsibility when something breaks. I do. I use AI like a really good intern or a smarter IDE, it helps with repetitive work, scaffolding, boilerplate, and speed. Then I inspect the output, fix it, reshape it, reject it, or rewrite it entirely. That is called using a goddamn tool, and apparently this is now controversial.
The real issue is quality.
If the game is buggy, what are the bugs?? If the balance is bad, say the balance is bad. If the gameplay needs work, say what needs work. If the UI is unclear, say what is unclear. If something feels cheap, explain why. That is useful feedback, I can work with that. But AI slop without any actual criticism behind it means nothing. Most people throwing that label around have no discernible metric for it. They are not reading the code, inspecting the architecture, evaluating the systems, gameplay, performance, maintainability, or design decisions. They are looking at something, deciding it feels AI, and treating that as proof, and that is not criticism, that are your own insecurities boiling up to the surface because you're incapable of using your brain for once. At this point, almost any modern UI can be labeled AI if someone wants to be annoying enough and doesn't give two shits about it, but hey look if it has rounded panels or clean layout, fuck it - let's mark it as AI slop. You cannot reliably tell what was built by hand, what was AI-assisted, and what was lazily generated unless you actually look under the hood (well, apart from the ones that blatantly scream it). And if you looked under the hood on mine, you would find a real project, built by a real developer, with real design decisions, real systems, real mistakes, real fixes, and real effort behind it.
Now, about the alt-account reviews and "competitor" noise.
I'm not blind.
Some of this is not coming from concerned players. It is coming from people who are scared another game might take attention, players, or play fund earnings from them.
That is straight up fucking embarrassing.
I'm not here because I need this to pay my rent. I'm here because for the past I don't even know how many years I haven't had the time to get into game dev, and it being my passion I somehow made time to get to it for once. I like building games, I like s&box, and I want to make something people actually enjoy playing. And this is my welcome.
If you want to compete, compete properly: build a better game, make better systems, improve your gameplay, fix your bugs... Earn your players. Do not hide behind fake reviews, alt accounts, and lazy buzzwords while pretending you are protecting the community. That is not protecting anything. You have insecurity, keyboard and an internet connection. And let me be very clear, if I wanted to play dirty, I could tear weak projects apart far more effectively than a few fake reviews ever could. I do not. Because I actually care about the platform, the players, and the ecosystem, even though some of them do not like me. I would rather beat you by building something better.
So if you have real feedback, I'll listen. If you want to talk gameplay, balance, architecture, mechanics, or design, I'm open to it. But if you are only here to slap "AI slop" on my game without understanding what went into it, or to protect your little corner by trying to drag mine down, you are wasting your time.
Terry Town will keep improving anyway.
Fuck you.
Edit: I appreciate the awards and thanks to everyone who shared opinions on the matter. I see that most of the community understands the point I was making, even if some disagree with how I said it.
After reading the comments, the takeaway is pretty simple: tools don't make something slop, lack of effort does. I fully understand people being tired of low effort AI generated garbage, but calling anything unfinished or imperfect AI slop is not useful criticism. Some of you also made a fair point about perception. Even an old AI looking placeholder can hurt trust, so I'll make sure to act on that as well.
I'll keep improving the game, fixing bugs, cleaning up rough edges, and taking actual feedback seriously. Thanks to everyone who gave real criticism instead of just vomiting labels into the thread like their last two brain cells were fighting for third place.
This isn't the official sub? Blue checkmark and all?
I'm confused. I saw on another post that this isn't the official s&box sub? I thought it was cause of the description and blue checkmark (which, is that even a reddit thing?) Does the game not have an official sub?