What’s next for Fragsurf

First I want to thank everybody who has supported Fragsurf through Patreon, sharing with friends, playing, and reporting bugs. Without all of the support it wouldn’t be where it is today, and we’re getting to a point where I can almost work on Fragsurf full time, and that’s pretty amazing.


It’s no mystery that tricksurf has been the primary focus for quite some time. The reason for this is combat surf (in my opinion) will require a proper matchmaking system in order to truly shine over CS:GO’s combat surf. A proper matchmaking system is not only difficult to develop, but also incredibly expensive to operate, and that’s a problem for a small independent developer. Rest assured that combat surf is still going to be a part of Fragsurf, it’s just going to take additional time to get it right.

Speedrunning might be completely out of the picture right now, but I have good news. Tricksurf is essentially speedrunning presented slightly differently, and the features being developed for tricksurf will translate to speedrunning. So if everything goes according to plan, you can expect speedrunning to come back in full force in the near future.


Tricksurf is seeing consistent progress and bugs are getting fixed all the time. We’re miles ahead of where we started, and a few months from now we’ll be miles ahead of where we are right now. A recent update to tricksurf implemented tracking of style, time, and average velocity for trick completions, and this was added to prepare for a proper leaderboard system. The database system is already in development and somewhat functional, what’s left is a proper way to fetch and present data through leaderboards, as well as recording, storing, and presenting run replays.

The trick editing tools are well underway and almost ready. Fragsurf will be moving trick data from local files shipping with the game to an online file that gets downloaded when the map starts, and this online trick data can be modified by people with certain permissions through a fancy control panel.

Although updating official trick data will be limited to a select few people, being able to use this tool to create tricks will eventually be available to anybody who wants to create their own tricks locally for fun.


I like to post stats with each blog post, and so far we have yet to see a decline.

  • 59 patreons pledging $577 per month
  • 995 total wishlists
  • 5 hours and 16 minutes median time played
  • 228 total keys given out, 227 of them have played
  • Average of 49 daily players in the past week (that’s pretty good!)
  • 795 members in the Discord

Special notes

A few weeks ago I promised louieismyname a key when he world records surf_exogenesis, it’s safe to say he finally got his key 🙂

Shoutout to all the content creators who have been playing Fragsurf. I’m brainstorming ways to make things more fun and interesting for viewers, if you have any ideas don’t hesitate to share! I’m thinking about starting a new blog series to highlight what the community has been up to, and possibly even integrate twitch into the game itself somehow.


Fragsurf is full steam ahead. Some features take time to implement, but for being a solo developer I think it’s making incredible progress, largely thanks to the community. Stay tuned for more!


Level editor & maps!

It’s been almost a month since the last dev blog, and as usual, I have been working my butt off bringing new features, content, and bug fixes to Fragsurf. Patch 0.42.00 introduced an entirely new user-interface and two new tricksurf maps: xdre4m and japan.

HTML interface

The new UI isn’t final, it’s just a port to a new html/css/js based system which will allow for a much more powerful, much more beautiful UI in the future. Working with Unity’s built-in UI is typically painful and difficult.

At first I didn’t think the new UI was going to pan out because it introduced some pretty bad frametime inconsistencies. This was caused by transferring pixel data from Chromium to a Unity texture that is the size of your screen resolution each frame, the process took my cpu roughly 1ms per update on a 2560×1440 resolution. 1ms doesn’t sound like much, but in terms of smooth framerate and consistency, the in-game stutters were very noticeable.

I was able to solve this issue in a way that isn’t perfectly compatible with the UI rendering process. I got rid of the stutters, but introduced a crash which occurred quite often between loading screens when the UI had to be refreshed. I have reduced the chance of crashing significantly, but have yet to implement a proper solution to prevent crashing completely.

Software and game development is full of solutions and compromises. There’s rarely a one-size-fits-all solution, and any issues introduced by a solution have to be addressed. It really is a pain sometimes.

Level editor

The initial implementation of the level editor is done and available to all beta testers. To get to it, click on the Fragsurf logo in the main menu. To enter play-mode from the editor UI, press F11. Please keep in mind it’s nowhere near finished yet 🙂

With the level editor being in-game it is certainly limited in functionality, but also opens up the possibility for some incredible things not possible in a standalone software like Hammer. For example, when you open the level editor, it spawns a lobby and loads up a gamemode. Players can join your lobby and chat while you make maps, and in the future, they may be able to play your map while your creating it. And depending on what gamemode you choose, you can test exactly how your map is going to play outside of the editor. If you’re making a speedrun map you can set up start and end zone triggers and speedrun it, if you’re making a tricksurf map you can create trick triggers, define a few tricks, and test them out.

There will be a button to upload to Steam Workshop making it incredibly easy to share your creations.


As of writing this post, Fragsurf has:

  • 669 wishlists
  • 3 hours 54 minutes average time played
  • 154 unique players
  • 163 total keys redeemed
  • 33 daily active players
  • 10 current players
  • 89 total patrons
  • 39 active patrons pledging $373 per month

The support through Patreon has been an incredible motivator to keep me working on Fragsurf. It has helped pay for a few tools I am using to develop and some in-game features + assets as well. Thanks to Patrons, Fragsurf is better than it’s ever been and will only keep getting better.

A huge thanks to everybody who’s supported and/or continues to support, especially those who are reporting bugs and helping resolve all the issues I can’t resolve on my own.


If you would like to support development and play Fragsurf now, here’s the Patreon:

Become a Patron!