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January 7, 2026

The Spider-Lair: Evolved — Latest Update (Cumulative, up to v0.4)

Evolved update is live for patrons!

This patch is a big step forward for both gameplay and performance. You’ll find the new Karma system (with ranks + badges), a bunch of NPC/combat rule improvements (including one-hit protection and updated shield enemies), and major improvements to webs, bridges, zipping, climbing, and slow motion. Slowmo is now Left Trigger + Jump and won’t activate while climbing or flipping. On top of that, there’s a full menu redesign, cleaner UI effects, and a ton of optimizations across multiple quality modes.

I’m excited to see what you all think! Leave a comment below!

New enemies, stealth, and progression

  • Added human enemies with multiple archetypes (melee, bludgeoner, gunman) plus shielded enemies (sniper enemies are still WIP).

  • Added stealth mechanics and updated takedown rules (see “Combat & NPC rules” below).

  • Added Spider-Sense audio cues and fully voiced characters.

  • Added the Karma System:

    • Tracks knockouts + kills from -1000 to +1000, with 20 ranks and 11 badges shown on the player list.

    • Karma bar appears under the XP bar at spawn.

Web mechanics and traversal

  • Swinging overhaul: rewritten swinging + rope simulation, with more rope-like physics.

  • Webs that miss persist in the world (don’t instantly disappear).

  • Can have up to 8 webs spawned at once (instead of reusing a single web).

  • Web grabbing hand-off: swap which hand is holding an attached web (also enables web climbing behavior).

  • Web retraction controls unified: joystick up = extend, joystick down = retract (always consistent).

Web bridges

  • Web bridges are not synced between players.

  • Can create up to 10 web bridges total.

  • You stick/magnetize to web bridges and can zip directly to bridges (and to locked bridge points).

  • Bridge point locking + direct zip reliability improved, and bridge walking behavior has been fixed/cleaned up.

Zipping, aim assist, and slow motion

  • Zipping overhaul with stamina mechanics, including perch zipping for accurate zip-to-point movement

    • Perch zipping is disabled near spawn / in the loft.

  • Web zipping now resets aim assist state (smoother feel, especially with bridges).

  • Physzip reliability improved.

  • Added NPC aim assist; swing assist has been optimized and then strengthened to match the newer performance changes.

  • Slow motion

    • Activation is now Left Trigger + Jump.

    • Cannot be activated while climbing or flipping (but you can activate it before entering those states).

    • Charge jump max charge time set to 1.0s and no longer triggers slow motion.

Climbing and flipping

  • Added omnidirectional climbing (thumbsticks let you pivot/roll while climbing).

  • Climbing is more conventional: holding trigger (or grip, if enabled) before impact will stick you on contact.

  • Climbing optimizations and fixes:

    • Runs only when inputs are pressed.

    • No longer kicks you off at low framerate; faster climbing without falling.

    • Climbing is forced off on desktop.

  • Added experimental double-tap to enter flip mode and fixed flip modes for double-tap behavior.

  • Added velocity clamping when exiting slowmo (prevents “rocket” launches).

Combat & NPC rules (latest values)

  • Enemies now have health bars (toggle planned for a future update).

  • Unconscious state rules:

    • NPCs at/under 30 HP are considered unconscious (yellow bar + stars + radio buzz).

    • If you make an NPC unconscious and then leave them or web them up, it counts as a takedown.

  • Damage + death rules:

    • Instant-kill impact velocity lowered to 60 m/s.

    • One-Hit Protection: a killing blow from a non-concussed state will concuss instead of kill; any damage after concuss can kill.

    • NPCs take 25% less damage while unconscious.

    • NPCs take 2x damage during slow motion.

    • NPCs can be damaged while ragdolled again.

    • NPCs can be killed while wrapped, but take 25% less damage while wrapped.

    • Headshots: NPCs take 3x damage when damage is applied to the head.

    • NPCs that fall through the ground floor will teleport back up.

  • Web yanking from below now launches NPCs straight down into the ground.

Shielded enemies (latest behavior)

  • Shielded NPCs have extra shield health.

  • Shields can be broken by punching or web bullets.

  • While shielded:

    • NPCs cannot be moved with webs.

    • Webbing a shielded NPC snaps the web and drains all stamina.

    • Shield contact now properly boots/pushes the player as intended.

Web bullets (latest behavior)

  • Activation: Right thumbstick down.

  • Web bullets now instantly wrap NPCs and no longer deal damage or cause ragdoll.

  • Regular webs now require 8 shots to wrap (up from 5).

  • Stringing up an NPC no longer counts as a stealth takedown unless you fully wrap them or concuss them.

UI / visuals / menu

  • Custom shaders allow enemy markers to show through walls/buildings.

  • Updated NPC marker behavior to always show through buildings.

  • Crosshairs updated to be smoother and more performant; max size increased slightly for long-distance visibility.

  • Added/updated screen effects:

    • Slowmo visuals are now part of Screen Effects (and Screen Effects also control the low-health display).

    • Low-health effect is more noticeable and plays beeping SFX.

    • Toggle for slowmo screen effect included.

  • Added sliders/tuning:

    • Climbing turn speed slider.

    • Perch angle slider (aim tolerance for perch points turning “green” and sticking).

  • Evolved Menu redesign

    • New menu visuals/animations/SFX; internals rewritten for reliability.

    • Head button is now the only way to open the menu.

    • Menu opens in front of you and stays there so you can walk after opening.

Performance and optimization highlights

  • Unified both-hand web scripts into a single system for performance/future expansion.

  • Unified body tracking scripts into a single script; tracking fixes included (feet tracking restored).

  • NPC spawning now uses pre-baked spawn locations; NPCs stop “thinking” when >100m away.

  • Menu no longer updates position while closed.

  • Optimized climbing/flipping/WebSystem to reduce physics checks; removed headbumper physics checks.

  • Added/expanded quality presets, including aggressive LOD + fog for lowest settings.

  • Traffic optimizations (including Great Value Traffic™ mode).

  • Removed/trimmed costly visuals/content: depth camera, sunrays, wind particles (SFX retained), dynamic footstep SFX, and some loft objects (pool table/arcade), plus the Spiderbot pickup object.

Temporarily disabled / removed (current state)

  • Mini games are currently disabled (and related menu items are being reworked).

  • Standing on moving objects (train/ferris wheel) is temporarily disabled.

    What I’m working on next (To-Do / Roadmap)

    Slowmo System

    • Add UI + integrate into full game mechanics

      • Current testing: ~60s, no cooldown

      • Final target: ~10s with cooldown

    • Sandbox options for slowmo timescale + duration

    Sandbox Menu

    • Slowmo customization (timescale, duration)

    NPCs

    • Crime Spree Mode (car chases, fires, random events)

    • Rocket launcher

    • Portal compatibility (eventually)

    • Taunts when an NPC is carried

    Minigames

    • Rework to be more fun/engaging

    • Integrate NPCs where it makes sense

    Flipping & Movement

    • Better integrate slowmo + gliding

    • Fix climb jump velocity

    • Fix wall running “sinking” bug

    Geometry & Textures

    • Potential full texture overhaul (realistic, high-res)

    • New island + bridge area

    Optimization & Misc

    • Optimize math across scripts

    • Update tutorial

    • Fix desktop menu issues

    • Begin localization

Comments (2)

S
Siah Lee · January 11, 2026

How do I enable crimes

C
Crim0_0 · January 7, 2026

Oh the pain of being a Discord Access patron 😔💔