Game Maker 0.11
See the 0.11 Upgrade Guide for key physics and quest logic updates to adapt to in 0.11.
🌐 Languages (more options coming soon): | 한국어 | 日本語 | Türkçe | Tiếng Việt | Indonesia & Melayu |
📢 NEW: ABILITIES UPDATE
Game Maker 0.11 has been updated to launch new Abilities with Alpha Season 5. See the new resource below to learn how Abilities work and how to create new gameplays with them using 0.11.
AbilitiesDIVE IN TO PLAY & CREATE LIKE NEVER BEFORE!
Game Maker &
Game Client 0.11
New team gameplay and game design possibilities
Improved performance & UI for greater ease of use
Deliver new tools for players and creators
Include exciting new gameplay templates
👥 MULTIPLAYER GAMEPLAY
Team Variable, Rule Broadcast Type, Send Message to [SP] , Victory & Defeat
New Ways to Play as a Team
Work together or compete with friends in new ways, like:
💯 Points
🪵 Resources
🍔 Needs
⏲️ Timer boosts
💰 In-game currency
☢️ Risks
🆙 Bonuses
🕵️ Role / Status
🏁 Goals

Complex Multiplayer Dynamics
Player actions can affect:
👤 The player only
👥 The player's team
👥 👥 👥 All players
Victory & Defeat
Now teams or individual players may trigger a victory or defeat. All players can also win together.
New camera animations can be used to make the end game sequence look more polished.
New Team Variable

Design complex multiplayer mechanics with a combination of global, team, and player variables.

Display variables on the HUD to help players cooperate, compete, and reach individual goals.
Use Cases
🆕Multiplayer Use Cases for Variables - Team variables are a game changer. See this resource about using different variable types in multiplayer Experiences.
Send Message Rule: New Broadcast Types
Send a message to a specified target from Rules using the Send Message rule.
In addition to sending to All, Rules, Specific Tags, and Objectives:

Triggering Actors affects individual players.

Team can affect a triggering team or specified team.
Use Cases
Broadcast a message to a precise target from Rules for new creative possibilities.
🆙 Level up players or teams based on their actions (e.g., keypress, points, etc.)
⚖️ Balance difficulty based on player performance
🌟 Reward MVPs with VFX, PowerUps, etc
❗ Direct messages to quests based on ruleset criteria (variable values, key inputs, timers, etc) for different variable types (see Quests below for use cases)

A unique new rule allows you to optimize Experiences by sending data from Rules to [SP] actors, or objects.
Team Victory & Defeat
Victory Component
New Victory Types allow you to trigger a victory for all players, teams, or individual players. You can also toggle on or off a new camera animation to play when triggered.
Defeat Component
A new Team Defeat toggle allows you to differentiate between player or team defeat. You can also toggle on or off a new camera animation to play when triggered.
Ranking / Leaderboards
🔢 Results Screen (Game Client)
Display player results of up to three time, number, or decimal variables when victory or defeat is triggered.
🌐 Global Ranking (Website)
Display a ranking of the top 100 players globally on your Experience Page.

NO DATE FILTER FOR GLOBAL RANKINGS... YET! Take a snapshot of global rankings at the end of your events for accurate data.
Use Cases
Local ranking is a great way to add polish and provide rewarding closure for multiplayer game sessions. Try it with races, resource management, survival, and more!
Global ranking is an excellent tool to boost replay value on Experiences and build your player community through competition and contests.
Quests
Quests in Multiplayer Games
Behind the scenes, a lot more is possible for creators to build more interesting quests you'll enjoy.
For now, the UI looks and feels the same for the player and the creator, but your actions could trigger quests differently depending on the gameplay design.
These are only a few options now that Objectives are easier to integrate with other logic, like game mechanics:
All players need to collect a certain amount of resources together
Your team must divide and conquer to gather information to solve a puzzle
You're choosing your own adventure in an open multiplayer world


Multiplayer Compatible Objectives
The Objectives system has been recoded for multiplayer compatibility. A few parameters changed to avoid conflicts and streamline the system. Quest types and UI are nearly identical.
There are many new creative possibilities to complete quests on your own, with a team, or with all other players in an Experience. More Objectives system updates are in development to make these gameplays even easier to build in the future.
PLAYER SOURCE REQUIRED
In multiplayer Experiences, a message sent to Objectives must include a player source to trigger quest changes for each correct player.
Player, team, and global variable data can lead to quest changes as long as each relevant player's actions trigger any messages sent to Objectives (e.g., interact, detect, etc).
[SP] behaviours and components will not trigger quests correctly in multiplayer.
Use Cases
Multiplayer Social Hub - Quest available for one player
Multiplayer Cooperative - Quest available for all players
Multiplayer Competitive (Teams) - Quest available for all teammates
See Multiplayer Compatible Quests (0.11) for potential logic per use case.
See Multiplayer Use Cases for Variables for data that could be used to trigger quests with additional logic.
Visit the 0.11 Upgrade Guide for guided steps to update existing quests.
When you open Objectives in an Experience built before Game Maker 0.11, you will be prompted to migrate your Objectives to the new system. Migration is optional.
A side panel will offer guidance for what needs modification in your existing quests' setup to make them compatible with the new system.

👤 SINGLEPLAYER & 👥 MULTIPLAYER GAMEPLAY
Rotation & Codes
Leap into Action
Enjoy varied platformer challenges and more interactive decorations with a new rotate movement.

Objects may spin or rotate in any direction.

This feature improves collisions for more immersive, varied gameplay.
Unlock Secret Codes
Enter codes to solve puzzles, answer quizzes, and get access to additional quests and gameplay.

3-6 numbers or letters could be the key to opening a door, starting a new quest, or making a way for your escape!

Type or use 🔼 or 🔽 to set a slot's number or letter to enter a code. It's up to the creator how many tries you may get!
🆕 Combination Code Behaviour
Players enter a code, which can trigger a success or fail message.

Set up alphanumeric codes (3-6 characters) for players to enter for puzzles, quizzes, etc.
Add 70-80 characters of display text for hints or instructions
Use Cases
Make codes discoverable in game or share them with your player community to unlock gameplay secrets, perks, and more.
Build a fail-safe into your game using Rules so players can't access full game features if they guess codes too many times.
🆕 Rotate Behaviour
Choose between two rotation types to apply to objects.

Rotate ↪️ or ↩️ on the X, Y, or Z axis Rotate Around Moves the asset around an offset point Rotate Actor Rotates the asset about its pivot point
Spawning
Spawn Point: Custom Avatars & Input Configurations
Create unique new Experiences with multiple custom avatars.
Spawn Point behaviour can now assign a custom avatar to players who spawn into them when they join an instance.
Custom Input Configurations may also be adjusted in the Avatar's Feature.
CUSTOM AVATARS & MOVEMENT PALETTES
Older assets may not include Edge Recovery animations when using the new 0.11 default Movement Palette. Always playtest custom avatars carefully for every animation needed.
Use Cases
Singleplayer or Cooperative RPGs with "soft" character classes (e.g., mage, warrior, etc.)
Singleplayer role-dependent branching narratives (player tags trigger unique logic)
Team-based avatars and concept-first games (e.g., players as racecars, spaceships, etc.)
Spawn Point: Avatar's Feature (Components)
Add and customise Trigger Volume and Raycast components by spawn point.
Now the power of precise detection and response with targeted messaging can be applied to the player's avatar. Note: See updates to Raycast component parameters.
Technical Notes
Raycast detects in a straight line. Trigger Volume detects within a 3D space.
Hit/Detect Nearby:
Teammates or opponents
Specific objects
Players and/or objects (via tags)
Respond (send a targeted message):
Teammates or opponents
Specific objects
Any player or object hit/detected
All objects, systems, and players
Rules or Objectives systems
The player (with the feature applied)
Use Cases
Design "Soft" Character Classes Players may take on a role via Spawn Point settings and other logic where PowerUps can be triggered based on their proximity to a target.
Soothing Healer - Detect teammates, add to their Health
Intimidating Mage - Detect enemies mid range, reduce their Damage Resistance
Mad Berserker - Detect enemies up close, boost your Attack Power
Rules Integration Design rulesets to modify variable values based on player proximity to other players or objects, tracking data such as time.
Capture the Flag Calculate time near a "flag" to award an achievement, display as a progress bar in the HUD, final result in Ranking (use Trigger Volume messages to control a timer variable)
Treasure Hunt/Spot the Difference Count tagged items spotted (using Raycast)
Player HUD Style & Colors
New HUD Customisations
HUD rule updates include slot shape and color settings. Use other rules to trigger HUD slots to change dynamically as players need hints or warnings related to variable values.
Two HUD Slot Styles: Diamond or Square



Four Value States to choose from:
Normal (blue)
Positive (green)
Warning (yellow)
Critical (red) - can be animated to pulse
3Cs: Camera, Controls & Character
Experience a Better Look & Feel
Many built-in improvements make gameplay more immersive.
Custom Game Feel
Creators can optimize game types with new Movement Palettes. The default palette includes:

Edge Recovery
Reach a bit higher and breathe a sigh of relief when your avatar makes long jumps

Coyote Time
Defy physics with a split-second delay that makes jumping from an edge easier
More Adaptive Controls

New Control Tips
Press ` to view controls at a glance, which now allows creators to add short descriptions for custom controls (0-9 keys and mouse inputs).
Varied Custom Controls
Key and mouse inputs may also have different uses per Experience.
Shader Improvements

Camera Occlusion & refinements reveal your avatar's silhouette when moving behind objects and blocks, while maintaining camera distance.

Shadows have been updated to make it much easier to predict where your avatar will land when platforming.
Avatar Animation Updates

New free fall animation for avatars for more interesting challenges.

Avatar animations have been updated to feel more natural.
Foundational improvements have been made to control the way avatars move and can be controlled.
See the 0.11 Upgrade Guide for key updates to adapt to, including new default jump height and distances.

Choose a movement palette in the Gameplay menu so animations, camera, and controls look and feel their best for the game type you're creating. This release improves competitive platforming with a new Default palette.
MIGRATION
To enable Coyote Time and Edge Recovery in an older Experience, select the Default palette and adapt your Experience as needed to suit the changes in controls and camera responsiveness.
CUSTOM AVATARS & MOVEMENT PALETTES
Older assets may not include Edge Recovery animations when using the new 0.11 default Movement Palette. Always playtest custom avatars carefully for every animation needed.
Key Input & Mouse Input Rules: Bind/Unbind, Description
Bind and unbind key and mouse inputs to vary control use throughout an Experience. You must add a very short description explaining how the key is used, which will appear on the Controls at a Glance screen for players when they press ` .

Use Cases
Enhance mazes and puzzles by taking advantage of camera occlusion
Expertly time dramatic moments by spacing platforms carefully to trigger edge recovery
Design competitive vertical free fall challenges to gain points, PowerUps, and more
Design dynamic control activation/deactivation to suit gameplay needs
Multiplayer NPCs
Friendly NPC Behaviour & Modules
Build multiplayer Experiences with responsive Friendly NPCs with walk and flee modules.

Raycast, Tags, Light, NFT Sensor
Enjoy More Precise, Dynamic Gameplay
A few small updates can go a long way for gameplay that is more polished and reactive:
An object's purpose or status may change one moment and trigger different interactions
Detection logic may be more sophisticated
You may need to equip an avatar or equipment NFT to unlock gameplay, not just own it
Light may be used differently, especially around players
Actor Property Switcher Behaviour
Add or remove tags from target objects during gameplay.
Raycast Component
More parameters for precision raycasting.
Activation on start
Ray should stop on any target
Disable on target hit: delay between broadcasts to start over in case of disable off
Attachable to the player
Multiple targets
NFT Sensor Component
A new "Is Equipped" toggle can check if a required NFT is equipped to trigger the success message.
Light Component
New Offset parameter reduces need for additional logic actors and increases use cases in Spawn Point behaviour as an Avatar’s Feature.
Security, Performance & Polish
Netcode, memory, CPU, and graphics optimisation for reduced network issues, better performance, and faster loading times for all experiences.
🚀 More than 15% CPU and network performance improvement in multiplayer Experiences.

Improved Anti-Cheat Measures
Various improvements better ensure that rewards for playing Experiences in The Sandbox are earned by real players.
Pickable Component
Reworked code for smoother object pickup and reduced delay.
Teleport Component
Improved teleport screen with custom VFX and enhanced readability.
Victory & Defeat Camera
A new short sequence appears when victory or defeat is triggered.
Fix: Terrain Synchronisation
Issues fixed to improve behaviour logic.
CREATOR TOOLS
See the 0.11 Upgrade Guide for key physics and quest logic updates to adapt to in 0.11.
Library: Asset Kits
New Asset Kits expand your library with creative themes and partner assets to build your corner of the metaverse. Click the dropdown in the top right of the Library to see what's inside each one!

Partners
Atari Centipede
Blond:ish
Care Bears
Chupa Chups
The Smurfs
Themes
Backrooms
Bazaar
City
Desert
Forest
Island
Swamp
Tundra
Volcano
Volcano Theme Examples

From one window in Game Maker, you can now:
Share an Experience to the Game Maker Gallery
Access the Experience Manager to create a free Experience Page, check assets, locate it on your LAND, set access restrictions, and publish to the Map
Set all custom asset drafts as Ready to publish your Experience

Use Ranking Data
Use the new Ranking option in the Game Rules window to show data for up to three variables sorted as needed at the end of a play session and on your Experience page. It's a great tool for running your own contests!
Broadcast Types via Send Message Rule
To customize broadcast targets for a ruleset, send a message out with the Send Message rule.

Optimize multiplayer Experiences by sending messages and their arguments from the synchronised (server) layer to the client (local) layer.
Enjoy improved performance while creating rulesets and plenty of space to build Experience mechanics.

Build and categorize rulesets across multiple gridboards for more gameplay mechanics.

Visualize how your rules send and receive messages in a gridboard with connections.
Helpful new control and UI tips have been added to the Game Rules window.
Assets are easier to organize and find:

Folder Management
The right click menu now includes:
Move to Folder option
Colour selection

Actor Count
Hover over the actor count to see total voxel assets and logic assets to help optimise your Experience

Nested Asset Search
Search results show asset parent folder(s)
Behavior & Components: Copy/Paste
Right click to copy all of a behaviour or component’s parameters and paste it into the same behaviour or component in another object.
Picker Tool & Block Counter
Useful new tools make selection and placement easier.

Click on a block or asset to select it and view its properties. Use the Place tool to use it again.

See the number of blocks currently being placed with the Free brush in the XYZ axes.
NFT Image & NFT Sensor Components
NFT Image now displays NFT images with WEBP format.


NFT Sensor now includes new parameters to note the purpose of its use (does not affect logic).
Modal Categories with New VFX & Sounds
Selection modal UI is standardised with categories, making it easier to find what you need.

Behavior and component categories by use Click an option for an updated description

Visual FX and audio categories with new options Click a sound for a short preview clip

Asset and model selection categories Model select includes options from Asset Kits
Text Fields: Emoji & Language Support
Text fields support more options on your Experience Page, in Game Maker, and in the Game Client.

Experience titles and descriptions may now use emojis.

Enter text in Chinese, Korean, Japanese, and potentially thousands of other languages for dialogue, HUD text, and more.
Supported languages may be used to create messages to trigger logic in Game Maker.
Five New Modular Game Type Templates
Adapt these new modular templates to build your own worlds with Social Platforming, Crash, Quiz, Tag, and Idle Clicker gameplays.





Manual Upgrades Needed
See the 0.11 Upgrade Guide for key physics and quest logic updates to adapt to in 0.11.
PLAYER TOOLS
Outfits: Save & Equip
Quickly apply your favorite NFT equipment combinations.


Save Outfits

Equip Saved Options
Featured Experiences, Ratings & Bookmarks
Rate Experiences, bookmark your favorites, and replay. Bookmarked Experiences appear in the Experiences Gallery on The Sandbox website so they're easy to find and play again.

Navigate the map while you play to find featured content to explore.

UX/UI Polish
Inventory Sorting
Default sorting is now newest to oldest to make it easier to find newly collected items. Each equipment slot now has icons in the UI.
Pop-Ups System
Unified UI for in game pop-ups.
UI Animations
Screen transitions when opening/closing NFT Gallery, Inventory, etc.
Style Updates
Main menu, navigation bar, emote wheel, and loading screens updated.
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