**Update PlatinumQuest 2.12.0 Available:**
Big Features:
- At long last, PlatinumQuest has a native Linux release! Download the Linux version of the PQ Launcher from marbleblast.com to get started.
- Fresh multiplayer map changes!
- New multiplayer maps:
- **Fractured Islands** by Connie
- **Narrows** by Endy
- **Foundry** by Endy
- **Stingbee Valley** by Frostfire
- **Galactic Islands** by Frostfire
- Moved the following maps to Bonus:
- Battlecube Revisited, Citadel, Eye of the Storm, Inferno Ring, King of the Ring, and Points of the Radar
- Tweaks to the following maps for competition:
- All Angles, Concentric, Epicenter, Foundry, Fractured Islands, Gem Finding Folly, Horizon, Lupus, Prophetic, Sacred, Treasure Box, Triumvirate, Vibrancy Grounds, Ziggurat
- For more information about these changes, check out this forum post: https://marbleblast.com/index.php/forum/mb-tournaments/22819-2026-competitive-hunt-pool-changelog#299445
- More accurate Marble Blast Ultra graphics!
- Shaders, bloom, MBU shapes, animations, and more are now more accurate to the original Marble Blast Ultra!
- Activating Mega Marble (in all gamemodes!) will now animate smoothly. This is purely a visual change.
Other Additions:
- Added fan-made MBU-style Super Bounce and Shock Absorber powerups
- Hide IP address in multiplayer Server Settings until a button is pressed
- Plenty of enhancements to Discord Rich Presense
- Add alert when pressing "Next" while the next level is still locked
- Minor improvements to the Vice run save menu
Bug Fixes:
- Fixed a steady performance loss caused by loading many different levels over the course of a play session
- Fixed Watch Top Replay feature sometimes not working
- Fixed "Next" button in co-op
- Fixed being able to finish a lap while Out of Bounds
- Fixed Fire Blast and cannon exiting triggering when the input was released
- Fixed replays breaking when the marble exits a cannon in some cases
- Fixed all audio playing in lower quality on MacOS
- Fixed rendering spazzing out when a large number of objects were being displayed
- Partially mitigated jumping and bouncing sounds not playing while watching a replay
- Fixed cloud rendering order
- Fixed pause sound effect playing when it shouldn't
- Speed up menus which fetch data from Marbleland
- Fixed lag when the marble is near many detailed objects
- Fixed several areas on Lost Islands where the marble could enter the foreground
- Fixed decorative marbles not appearing on Moving Platform Master Course
- Fixed a misplaced Gyrocopter on the multiplayer Gem Hunt version of Citadel
- Fixed moving platforms not appearing in Great Divide - PIY Revisited
- Winter themed hunt levels are available offline for the first time! Access them by choosing "Hunt", then clicking the snowflake icon. These will be available until the end of December.
- Additionally, Fright themed levels will automatically be enabled during the month of October
- The title screen logo and online music will change to match an active holiday theme
- Improved Discord Rich Presence text
- Improved options menu text
- Add unique flairs for players with multiple trophies
- Fixed MBU bumper animation after hitting it once
- Fixed Arkanoid not resetting properly in coop
- Fixed people on the same multiplayer team being able to blast each other
- Added five new mega war maps and tweaked existing mega war maps
- Added support for auto_dif plugin to level editor
- Added keybind for spawning pathnodes
- Fixed Marbleland on dedicated servers and added co-op category
- Added some missing taunts to options
- Fixed the allow guests toggle
- Fixed the multiplayer player list duplicating
- Fixed being unable to load a multiplayer level when someone leaves
- Fixed chat messages resetting when entering a multiplayer level
- Minor co-op bugfixes
- Fixed dedicated server settings resetting when the host leaves
- Fixed guests being unable to chat in servers while mid-game
- Fixed some Marbleland scores being submitted incorrectly
- Fixed RTA Speedrun timer displaying incorrectly rounded time in rare cases
- Fixed crash on invalid gamemode
- Fixed level editor crash on invalid mission
- Reduced chat spam in dedicated server settings
- Fixed Gem Madness not resetting properly after getting all gems
- Fixed MBU level template have incorrect sun values
- Minor level fade-in fixes
- Improved reliability of WR rrec downloading
- Fixed moving platforms behaving erratically in multiplayer
- Fixed disable prediction option not properly disabling predictions
- Remove bounce sound effects for predicted marbles due to sporadic volume being distracting
- Fixed dedicated servers crashing when a player joins a game mid-match
- Fixed the RTA Speedrun restart hotkey sending you to the wrong level after beating a level
- Fixed player list sometimes re-selecting the first player in dedicated servers
- Updated Requisite
- Lava gems are easier to collect
- Updated Cascade Falls
- Falling out of bounds no longer removes your powerup
- Added client-side prediction for other marbles
- In multiplayer, the position of other marbles will be predicted and they will appear visually ahead of where they were previously, to more accurately reflect where it is on the other player's screen. Gem collections are predicted as well. This feature is visual only and does not affect gameplay, and can be turned off in the advanced gameplay settings menu.
- Added option to mute taunts
- Added tooltips to options menu
- Fix competitive mode sometimes spawning players in the wrong spot
- Use improved random number generator for selecting random maps
- Fixed Work in Progress being broken on Mac/Linux
- Add bindable hotkey to restart RTA speedruns
- When respawning in competitive mode, you will no longer face towards a gem that has been left behind
- Fixed incorrect controller mappings
- Fixed hunt competitive mode always using the same spawn point (all players will still share the same spawn point, but now it is properly randomized)
- Minor revisions to the following hunt levels:
- Acropolis 2
- Basin Hill
- Cragmire
- Fun in the Sun
- Points of the Radar
- Prophetic
- Requisite
- Skatium
- Treasure Box
- Platinum Construction Co.
- Added hunt level Cascade Falls by ShadowVisions
- Moved hunt levels Brown Hills and Centroid to Bonus
- In multiplayer hunt, added toggle in the Search dialog to filter out non-official (Bonus or Director's Cut) hunt maps when randomizing
- Also fixed minor issues with random level selection
- Add categories for Official levels and Bonus levels to the leaderboards
- Fixed offline scores for Pack 8 not properly saving
- Fixed some "final category time/final game time" false positives in RTA Speedrun mode
- Store whether Camera Smoothing is used in replays and use that during playback
- Fixed issues where chatting online would sometimes become garbled or randomly change capitalization
- Fixed gem radar incorrectly pointing to the finish when there were still gems
- Fixed bug where gyrocopter animation disappears
- Minor level/interior fixes
- Fixed powerup timer not working on dedicated servers
- Fixed editor saving temporary fields of objects
- Fixed game pinging invalid addresses, contributing to longer server list load times,
- Fixed game sending your previous message when pressing enter on empty chat input boxes
- Fixed missing Wrap Zone (Hunt) interior
- Fixed MBU UI text being garbled
- Fixed formatting sometimes breaking for chat
Big Features:
Reworks to the pool of multiplayer Gem Hunt levels!
- Several new community custom levels added, including:
- Centroid, Requisite, Skatium, Agility, and Meridian by BlastedMarble
- Green Mess, Two Levels, and SkillPlex by Kurt
- Brown Hills and Green Resort by Davive (rep. Kwill)
- Inferno Ring by Ignas
- Acropolis 2 by Tuna Patrol
- Duplex by Connie
- Cragmire by Zenebrick (rep. Kwill)
- Fun in the Sun by Aayrl
- Treasure Box by zzGreeDzz (rep. Kwill)
- Basin Hill by CylinderKnot
- Incidious by Adustalarm
- Rink Ring by Threefolder
- Sprawl Evolved by xi am classicx
- Wrap Zone by hPerks
- Poolside Panic by MillieAmp
- Mogul by Human Gamer
- The Dragon Room by Matan
- and the four beta MBU levels released publicly by the OpenMBU team!
- Several already-implemented Hunt maps were moved around between categories, and levels are now roughly sorted by difficulty within these categories.
- The "Custom: Hunt" section has now been replaced by a "Bonus" difficulty alongside the other Hunt difficulties, leaving the Custom: Hunt section empty for players' installed customs.
- A "Director's Cut" section has also been added to Hunt to hold old levels voted out by the community.
- Several new Hunt levels have received slight changes from their original custom versions to improve gameplay, as voted on by the community.
Other Additions:
- MBG Xbox and Marble Blast Mobile levels are now available to play in the online leaderboards in the Bonus sections.
- MBU Hypercube has also been moved to Bonus and given proper MBU physics! Scores have been migrated to the MBG version.
- MBP Director's Cut has also finally been moved into the Platinum section, instead of being placed alongside the community custom packs.
- The offline Hunt category will no longer experience temporal anomalies. For those looking to play with pumpkins and peppermint all year round, however, there may be some seeeecret cheat codes hidden somewhere to sate you...
- Winterfest's levels are all now full of jolly puns to really channel your best Santa laugh.
- A new Winterfest level, King of the Rink, a piercingly cold winter remix of King of the Ring, has been added!
- Several MBP levels now show all of their credits in the level select, rather than hiding them in comments at the top of the level files.
- The gems in the end screen of online Hunt will now rotate, and change their shape according to the theme of the level being played.
- Even more loading screen messages!
Bug Fixes:
- Expanded support for older DirectX 11 graphics drivers
- Fixed certain dif files not being able to load
- Fixed certain checkpoints in Sand Storm, Rickety Race, and Above and Below respawning the marble in very strange, rebellious ways
- All multiplayer levels of all gamemodes now have preview images, camera paths, and use the correct shapes and music for their respective game themes. You're welcome.
- Cleaned up the oil spill covering all the fancy new terrain
- The "/slap" command no longer sends your command as a message in server chat alongside its actual effect.
- Spookyland's water now contains the right amount of strange potion ingredients to appear aptly spooky.
- Several more spinning arrows now spin in the correct direction while loading.
- A certain multicolored title screen easter egg no longer becomes impossible to activate if you press literally any other button ever.
- Fixed the MBG HD and MBG Xbox Shaders texture packs not working properly for multiplayer interiors.
- Maintained dubious quantum superposition of Herobrine
This updates brings the following changes and bugfixes:
- Added the ability to change the rendering driver for advanced users.
- Added Camera Smoothing in Input options tab.
- Fixed crashes caused when Marbleland customs are not stored locally.
- Fixed the dedicated server being broken.
- Fixed MBU Helicopter image being broken in old replays.
- Fixed Time Travel/Gem value message being at the wrong position.
- Fixed MBU Start Pad animation not playing after restarting the level.
- Fixed certain shape files not being rendered.
This updates brings the following changes and bugfixes:
- Added Advanced Option: Restart Reloads Levels.
- Added Advanced Option: Save Marbleland Customs Locally, defaulted to false.
- (MacOS): Added proper exclusive fullscreen support.
- Minor Options menu changes and fixes.
- Fixed powerup effects on old replays not working properly.
- Fixed powerup timer jitters (again!).
- Fixed Create Subs being broken (again!).
- Fixed VSync causing the cursor movement to be sluggish in the menus.
- Fixed certain interiors not rendering when using Legacy Material Quality.
- Fixed being unable to change input key bindings.
- Fixed temporary fields being shown in the Editor.
- (MacOS): Fixed TPS being locked while not in VSync.
Due to the changes in the new renderer, some of you may have noticed that the FPS counter shown in the game shows incorrect values. This was due to the fact that the game rendering was not synchronized with the game logic. We have now made this configurable in the options menu as well as distinguishing between the rendered frames per second and the now added measurement 'Ticks Per Second'.
Ticks Per Second: This is the number of times the game logic is updated per second. This is the same as the old FPS counter prior to 2.10.0 update and is the most important value to look at when trying to determine the performance of the game. It is the value that affects the marble physics and the game logic.
Additions to the Options Menu:
- Renamed "Max FPS" to "Max Tick Rate" and added commonly used refresh rate value presets.
- Added options to "FPS Counter" to also show the Ticks Per Second.
- Added "Framerate" setting having the following options:
- "Vertical Sync" - This will cap the FPS to the monitor refresh rate.
- "Match Tick Rate" - This will cap the FPS to the Ticks Per Second.
- "Unlimited" - This will allow the game to render as many frames as possible. It also means that FPS can go higher than Ticks Per Second.
Other Changes:
- Added Marbleland support for Multiplayer.
- Added noFinalLapMusic in the Edit Mission Info dialog.
- prefs.cs now back up automatically.
- Par Time alarm text now always shows up when enabled after the alarm has already started
- Minor lighting fixes.
- Minor text and arrangement fixes in options menu.
- Fixed a bug where setting the game FPS to 60 would cause the game to run at 30 FPS.
- Fixed a bug where the game didn't allow you to upload a replay due to maximum file size.
- Fixed hover and alert messages being slow.
- Fixed powerup timer stuttering when watching a replay.
- Fixed powerup effects overriding each other.
- Fixed marble having an incorrect shader in Multiplayer (again!).
- Fixed moving platforms and cannons not working properly in Multiplayer.
- Fixed camera being stuck in one position when joining a Multiplayer game.
- Fixed certain objects disappearing when loading particular levels.
- Fixed cursor not restoring is previous position when pausing the game.
- Fixed "Create Subs" crashing the game when used in the Level Editor.
- Fixed rendering being done twice in the Level Editor.
- Fixed bug where the timer would always be green with the Par Time Alarm disabled.
- Fixed music accelerating when loading a level preview in certain cases.
Lots of bugfixes after the initial release of the new engine.
- Changed the WebGPU library to a more maintained one. This should fix crashes on MacOS and ensure compatibility with older hardware.
- Revised the options menu again, moving options and toggles around.
- Updated Mega Marble sounds and fixed a bug where the Mega Marble shrink sound was not being played.
- Music now plays faster while the alarm is going off or if you're in the final lap. This is toggleable in the Options menu.
- Added the ability to change music's speed using MusicTrigger.
- Updated how replays are sent to the server. It should be more stable and allow for higher file sizes.
- Fixed a bug where music only sped up while speedometer was enabled. Now it speeds up regardless when the marble goes fast enough.
- Fixed discovery of non-portforwarded multiplayer servers on the server list.
- Fixed various keyboard and mouse input bugs.
- Fixed crash when loading resource heavy levels.
- Fixed crash when taking screenshots.
- Fixed taking screenshot of level icons not being done correctly.
- Fixed some DTS transparency bugs.
- Fixed detection of normal and specular textures.
- Fixed a bug where resources were not searched for in different directories.
- Fixed lighting when multiple suns are present.
- Fixed marble shader not reloading on changing marbles in-game.
- Fixed deletion of replays.
- Fixed changing sky in the editor being broken.
- Fixed editor dropdown and tree view rendering being incorrect.
- Fixed serialization of temporary fields. They are no longer written anymore.
- Minor UI fixes.