What we’ve been working on

We will be posting updates on this blog from now on to keep the community up to date with development.

It’s been 17 days since I officially announced the development of Fragsurf through my YouTube channel. The amount of stuff that has been accomplished in both community and development since then is substantial, and we have quite a bit to share with you.

The Team

Up first is the expanding Fragsurf Team, people who have contributed and provided results towards the quality and eventual release of Fragsurf.

Zavvy, our community manager, has done a great job bringing people together as well as providing a friendly bridge between the community and the development of the game. Programmers aren’t always the best socializers, so it’s important to have a strong community manager behind every project. Thanks to Zavvy, our Discord community has grown considerably in the past few weeks and the Chad Chat channel is always interesting.

Eva, a more recent addition to the team, is a talented level designer who has contributed faithful re-creations of classic maps as well as a unique map of her own. Eva’s maps feature a gray color scheme with red highlights providing a very aesthetic look and feel, and we’ve been enjoying her maps quite a bit in closed beta testing sessions.

Tannoy, the most recent addition to the Fragsurf team, is a 3d modeler, animator, and texture artist. He is currently working on improving our weapon firing and reloading animations as well as creating skins for the weapons, and he has already delivered with a batch of nice looking shotgun skins.

The Game

The stability and playability of Fragsurf has improved tremendously since we started closed beta testing. People quickly discovered bugs and UX related issues and offered suggestions on how things can be better, and thanks to them, Fragsurf is improving rapidly. We have a huge list of feedback provided by the community that we’re still chipping away at, and a big thanks goes to everybody who’s been a part of it so far.

One of the biggest features we implemented was P2P player-hosted lobbies. Instead of forcing players to connect through dedicated servers, they can simply create their own game and friends can join. This feature came about when testers found it difficult to play with each-other because I wasn’t able to keep a dedicated server running 24/7, and it’s been amazing ever since.


We started the Fragsurf Patreon campaign on January 19th, and we’re now at 14 patreons and $117 per month. Almost everybody pledged the $10 tier to receive a beta-access key, and it’s awesome to me that people are supporting the project with their own money. This is something I have worked on individually for over 2 years, and seeing things finally come together has been slightly emotional. The goal is to receive enough funding to develop Fragsurf full-time all year round, and ideally additional funding to hire other full-time developers and/or freelancers. We’re off to a great start. If you would like to support Fragsurf, start playing today, and receive some cool rewards:

Become a Patron!


We’re all very excited about Fragsurf, and I can’t wait to see what comes of it. We have big plans to implement skill-based matchmaking for combat surf, global leaderboards for speedrunning, bring back trick-surf, and basically bring things to a whole new level. Join us on Discord, invite your friends as well, and help us grow!

In future development blogs we will dive deeper into gameplay systems and features like the matchmaking and nospread/spread, so keep an eye out for that.