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Community Announcements - tinyBuild

SpeedBallers weekend

The latest update introduces a SpeedBallers weekend event. We are testing a new item in the game which is temporarily skinned as a football (the soccer kind).

Do let us know what you think about the item!

Ranked-based matchmaking

Meanwhile we are introducing ranked-based matchmaking. When you play a match, for the first 20 seconds the system will try to match you against people in your own league, and then widen the search.

Please help us by providing feedback on how well this feature works!
Community Announcements - tinyBuild

Rise of the Falcon is a free expansion of the SpeedRunners universe available to everyone who gets the game during Early Access. It introduces 4 new characters centered around a tale of vengeance.

Community Announcements - tinyBuild
Community Announcements - tinyBuild

SpeedRunners r26 update adds mid-game joining, so you can jump into games in progress, or fill up a slot whenever someone leaves your match. And you can now chat during matches!

  • You can now use Quick Match to join games in progress
  • Press ENTER in the game to use chat
  • If you press ENTER to chat while running, you continue running. We can't recommend texting and running
  • Bonus 1 - Factory now has a wall of spikes again
  • Bonus 2 - in-game ads

Please help us test Mid-Game Joining. It's a very complex system and we would appreciate any bug reports in the official feedback thread for MGJ

Community Announcements - tinyBuild

At the time of writing this post, there are almost 2,000 levels in the SpeedRunners Steam Workshop. Dare I say holy crap?

We recently satdown to play some of them. Even though we played for several hours, FRAPS crashed after 15 minutes, but to give you an idea:


We encourage everyone to join in and try the level editor. Some of the levels are getting very close to the official ones, and others do crazy things we would never think of.

We do recognize the current issue with selecting levels to play - it's impossible to do so without a controller, the flow isn't optimal.

Call for feedback.

Please let us know how you would like to access user levels in the comments below.

Bonus - our thoughts on non-lethal spikes in a long post on the tinyBuild blog
Community Announcements - tinyBuild

A massive update went live today. It includes visuals and layout changes for 4 maps, and a game-changing update to spikes - they are no longer lethal. We spent some time playing user-generated levels and watching lets play videos, and realized just how brutal spikes can be on new players. There's no way to know they're coming if you're in front.

Here are the changes:


  • no longer kill you
  • you bounce forward and get stunned for a second
  • no longer running in front gets you blindly killed

If you were running in the front and hit a spike, odds are you will lose your lead. If you're running behind and hit a spike, you have a slim chance to recover. It feels much more satisfying (and controller-gripping) to have a chance to recover. What do you guys think?

Map updates!

Theme Park

  • Redesigned the full right section (not many people were taking the far-right route)
  • Added a cannon-boost pad before the big jump and the carousel swing, it shoots you up
  • Added an upwards facing boost tunnel at the end of big jump, so people don't fall down
  • Redesigned section after the big jump


  • Tweaked bottom dual-tunnel section
  • Removed the big wall of death at right section, replaced with a more forgiving boost-tunnel that shoots you up

Night Club
(previous prototype level)
  • Now looks like a nightclub! Complete with a DJ and VIP lounge. Can you get into the VIP lounge?!
  • Bottom left section changed to include a boost-tunnel that opens if someone triggers a lever

(previous prototype level)
  • Now looks like a Silo! What do you think of the visuals?
  • Removed triggerable saws


  • Changed the right part of the map
  • Changed the missile for a boost-tunnel
  • Made the part after windmills more fluid

Bonus Video

Playtesting the updates, featuring Casper, Gert-Jan, Tom, Alex, and Matthijs as the camerman.


What do you guys think of Spikes not being lethal and the level updates?

Official feedback thread
Community Announcements - tinyBuild

Today SpeedRunners gets it's own League System with Ranked Matches. Now you can compete against opponents of your own level and rise in ranks as the Ultimate SpeedRunner.

Think you are the best SpeedRunner on the block? Prove it for the whole world to see! Compete with your friends and show them just how good you are.

  • Ranked matches lobby
  • Global and friends leaderboard
  • Daily first-match bonuses
  • Improved league-based match making

But that's not all! We have a GIF Competition!

I have shamelessly used Sexy Lexi's SpeedTrolls video to create the gifs below. We are announcing a GIF MAKING COMPETITION FOR SPEEDRUNNERS.

Record your footage, and post gifs into the official forum thread. You can use FRAPS to record footage and use any video editing tool to crop it/cut out. I use this free video to gif converter since it's free and fast.

  • Record your awesome moments in SpeedRunners
  • Convert them into gifs
  • Post them into the official thread

We will run this contest until May 7th, and the top5 gifs will get other tinyBuild-published games, such as No Time To Explain, Not The Robots, and Fearless Fantasy (top5 get all 3 keys). You can choose to get 3 SpeedRunners keys instead.
Community Announcements - Casper van Est
I've just published a new update that allows you to create and share singleplayer levels, as well as multiplayer levels.

We're overwhelmed by the staggering amount of levels you guys have already made; if you keep going like this, we'll cross a thousand (!!) maps quite soon. A thousand! That's almost a hundred times more maps than we created ourselves!

Anyway, there are a lot of really cool maps out there already, but since there are so many new maps being created on a daily basis, discovery of quality content can become quite difficult. That's why, in this new build, we've also added a "most popular" list in the level select menu, so you can easily get in contact with hot new maps. You can even up/downvote those maps from within that same menu!

As always, enjoy these new updates!
Community Announcements - tinyBuild

Hi guys!

Welcome to the SpeedRunners Level Editor in r22! After a closed beta test, we are open for business with creating levels in the Workshop :)

Even more good news -- everyone who participated in the closed beta will be able to upload their locally stored levels to the Workshop! This post describes in-depth how to use the editor, both in video and text. Making SpeedRunners levels means a lot of work with lead detection, so please pay special attention to how to use that.

Video tutorial by Casper & Tom:


How to use the editor. Please read this carefully.

General controls:

Controls depend on which tool you have selected. For example, if you're in the tile tool, these controls will apply only to tiles, to objects, etc.

  • CTRL+Left Click = area select
  • Left Click & drag on corner of selected area = resize (applies to Volumes)
  • DELETE when area is selected = delete selected area
  • Hold CTRL while area selected = drag-copy the area
  • Right Click = bring up options
  • E and Q = switch between objects in a tool
  • "[" and "]" = switch layers
  • 1-2-3-4-5-6-7-8-9 = change brush size
  • ALT+left-click is delete, useful in the Tile tool to make tunnels

Specific tools:

[T] Tile Tool

This is used to create actual tiles. These are the things you run on. Most collidable objects are made with this tool. Useful to know is how to make slopes. Use E to get to a slope tile, and then press 1-9 (depending on the size you like) to scale it. Here using CTRL+Left Click is very useful to copy parts of slopes around. Remember that only white ceilings enable swinging, and they're part of the Tile Tool.

You can also use the Tile tool in background layers.

[O] Objects Tool

These are in-game objects. Let's run through them.

  • Item Pick-Up gives you a random pick-up, respawns on a timer
  • Falltile disappears on impact and doesn't respawn
  • Boostpad gives you boost, can be flipped
  • Box is a box. You stumble over it. It respawns.
  • - has skin variations in Right-Click menu
  • Spike kills you on impact.
  • - has orientation options in Right-Click menu
  • Rocket Launcher shoots rockets that kill on impact
  • Lasers spin around, make a great light show. Also kill.
  • - has rotation options in Right-Click menu
  • Gate is a gate that you can configure to do things with Triggers
  • - you can configure it's starting and end-angle in the Right-Click menu
  • The Trigger is the area which triggers your gate to rotate. Triggers are volumes you can resize.
  • - the TriggerID must match the gate you're trying to control

[G] Graphics

Each world has it's own set of visuals, and you have full access to them. Seriously. Here is where you want to learn to use Layers (shortcuts "[" and "]").

You can replicate the visuals of any level in SpeedRunners with this tool. Drag around, scale, place objects on different layers.

[C] Checkpoints

Controls: place around with the mouse, and use ALT to connect them together.

These are super important! Your levels won't run properly without Checkpoints!

Checkpoints are used to determine who is in the lead in your level. Think of them as laser-distance detectors (that go through walls). You need to know who is in front, and sometimes it's not clear with complicated level geometry.

In open areas, you should draw just one line that ends at a turn section, a junction, whatever. However in tight corridors you should always draw several lines that measure all possible angles of people coming into the corner.

Meanwhile in open areas, it's just a straight line.

First, draw a line that connect your start and finish. This can be a simple collection of straight joined lines that go through the level. Then you can add-on more lines in different corners to measure all possible angles.

We have a little preview generator if you press C. It will use gradients (from dark to light) to fill out the path. Lighter gradient means you're closer to the finish.

Let's take an example sequence.

1. Basic implementation. You just make a straight line down. Whoever is furthest DOWN wins. It will work, until you get situations where someone is slightly on the left or right wins, while logically it should be the other person.

2. Less basic implementation. Make it connect via diagonal lines that touch edges of platforms. The grey stuff you see in the screenshot is the C-button enabled gradient, showing you dead spots.

3. Advanced implementation. This is how you should really do it. Multiple lines track position. If this area is played in Sudden Death, its clear who wins no matter from which side the player drops out of screen.

This takes some patience and is probably the most important aspect of making a map. We spent a lot of time on this system and would love to hear your feedback on improving it!

[V] Volumes

Volumes are what we use to control bots. These are areas that you use in specific places to tell bots what to do. You can set an area for a bot to go right, left, jump, use boost, swing, etc. Bots by default just run forward like it's nothing, and we give them hints what to do in specific areas.

This design is very simple but as you noticed pretty flexible. You can tell bots when it's a good idea to use items for example.


Play saved levels in Custom Games -- there's a new icon that shows yours and the levels you subscribed to.

There are no saws yet.

We're actively looking for feedback on the editor, so please don't be shy!


We've added more features to the editor, checkout the video!


Community Announcements - tinyBuild

Thanks everyone for participating in the private level editor beta! We've got plenty of feedback. Now it's a question of time to integrate with the Steam Workshop.

As promised, we're sharing the full Hothead comic :) Also, Have a Speedy Valentines!

Imgur album for Hothead's comic

Amongst other things, we'll be showcasing SpeedRunners at GDC! Our booth is located next to the IGF Pavilion. We made a super accurate Unity Simulation of the booth's location.

This week we've showcased the game at Casual Connect Amsterdam, and Casper & Gert-Jan came up with a super neat feature. In the showcase version you can take over control of bots, and give it back to players. This way the game doesn't stop when someone decides he's had enough of speed and running.

If you missed Tom & Casper's video on how the level editor works, it's definitely worth checking out -- http://www.youtube.com/watch?v=2jlXPbVMpvM

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