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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more
In the last month we have been finishing work on optimising the current public stages and testing fixes for issues introduced in the transition from Unity 5.4 to Unity 5.6, we have identified a potential solution for the current character distorting / freezing and other physics stability issues and have made successful tests with a patched server configuration. We plan to patch public servers over the next hour. Please post information if you still see distorting / freezing issues or missing geometry when playing online following the server update to help us identify if the patch is not working as expected. 
Server availability and stability will fluctuate for the next hour as servers are patched
Other than work on optimising the current local and online stages (this work is necessary for improving physics stability and standardising collision detections), we have also been working on games modes, a full replacement for the current UI implementation, physics and server stability, standardisation of costume and prop parameters (for existing and new objects), configuring the Unity post processing stack, localisations, and improvements to matchmaking and networking. We expect to publish multiple builds demonstrating this work in June and July with a series of posts giving specific information on the full release content for the game and current plans for post launch content.
 For reference there is no build published with this post; in tests we have recorded a small number of distorting / freezing issues in local games but instances were significantly less frequent than online games, we will monitor server stability and prioritise publishing modified client builds (with additional optimisations and fixes) when the solution for the distorting / freezing issue has been demonstrated as working.
For the last month we have been working with Coatsink to move Gang Beasts to Unity 5.6  to exploit performance improvements and make use of the expanded NavMesh, lighting, text rendering (TextMesh Pro), particle, post, camera, and debugging tools. The work to move to Unity 5.6 is done and most stability and rendering issues associated with moving to the current Unity 5.6 release have been identified and fixed.
Testing for the 0.5.6 beta build (published with this post) has ended, please flag any issues with Boneloaf support (firstname.lastname@example.org).
The 0.5.6 Early Access beta build has online support for the elevators stage, modified and optimised geometry for the subway and elevators stages, and a series of other optimisations, fixes, and modifications to UI, networking, and character and costume stability. The 0.5.6 beta also has a modified win state for the melee game mode and a provisional scheme for removing idle players from official servers (see the changelog section of this post for information).
In the last month we have also been working with partners to finish the optimisation of stage geometry and physics simulations, expand enemy AI abilities and pathfinding, setup game modes, debug new costume parts, fix camera issues, and rebuild and optimise menu and in-game UI (some of the optimisation work is exposed in the 0.5.6 beta but work on game modes, AI enemies, costume parts, menus and UI, and camera and post effects can’t be exposed for playtesting until a later build). 
“I once had a persistent pugilist clutching my eyeball as she hung over the edge of a fatal drop, refusing to relinquish the ocular grip and admit defeat.”
Rock, Paper, Shotgun
“Gang Beasts is a brilliant, drunken multiplayer brawler.”
“Gang Beasts – probably the funniest fighting game ever made”
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