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March 28, 2026

The Spider-Lair: Evolved - Update 2 is now available for patrons!

This update focuses heavily on movement reliability, combat depth, NPC systems, and new experimental features. A lot of underlying systems were rewritten to improve stability and future scalability.

Below is the full changelog!

PORTALS

Fixes

  • Fixed flipping through portals

  • Fixed crosshairs locking on when portals are primed to fire

  • Webs now cancel if a webbed NPC travels through a portal


MOVEMENT

(Climb / Wallrun / Flip)

Improvements

  • Flipping now automatically rotates you to follow your web trajectory

  • Flipping is now based on head rotation

    • Controls remain consistent regardless of body orientation

  • Rewired flipping code so movement abilities cooperate better

Fixes

  • Fixed respawning while flipping breaking flipping

  • Fixed climbing jitter for some users

  • Fixed wall-running sinking bug

  • Fixed major wall-run speed boost bug

New

Omni-Directional Wallrun v2

  • Optional auto-snapping to walls

  • Can walk around corners

  • Can transition between surfaces

  • Pressing Jump while climbing now enters omni-wallrunning

Experimental

Sprinting

  • Desktop: Hold Shift

  • VR: Hand movement increases base movement speed


TRACKING / PvP (Experimental)

  • Feet tracking should now be working

  • Networked player tracking added

New Capabilities

  • Web onto other players

  • Climb on other players

  • Player markers similar to NPC markers

  • Early-stage PvP functionality


WEATHER / TRAFFIC / AUDIO

New

  • Added new wind particles

  • Readded bird spawner

Optimizations

  • Weather motion compensation limited to Medium/High presets

  • Frame caps implemented:

    • 30 FPS

    • 60 FPS

    • Quest locked to 30 FPS

Fixes

  • Fixed minor thunderstorm issues

  • Traffic behaves more consistently during slow motion

  • Fixed car ambience playing when ambience is disabled


FOOTSTEPS

New Dynamic Footstep System

Footstep pitch now scales with:

  • Avatar height

  • Player movement speed

Footstep Options

  • Default (Shoes)

  • Bare Feet

  • Gear (Bookbag)

  • Boots (Heavy)

  • Heels

  • Robot


AVATAR SIZE ADJUSTMENT

Avatar size now dynamically affects multiple systems.

New Scaling Systems

  • Web thickness scales with avatar size

    • Bigger avatar = thicker webs

    • Fully network synchronized

  • Menu activation distance now scales automatically

    • Slider removed

  • Menu size and distance now scale with avatar size

  • Flipping collider scales with avatar size

  • Movement input speed scales with avatar size


WEBS

New

  • Asymmetrical crosshairs

  • Improved visibility at distance

  • Chain Web sound effects

Improvements

  • Adjusted and fixed zipping math

  • Short delay added after retracting

    • Prevents accidental bullet toggles

Web Bridge Updates

  • Bridges now droop and vibrate when walked on

  • Snap assist occurs once instead of continuously

  • New cylindrical collider for easier standing


MENU / UI

Improvements

  • Menu now follows player height

  • Menu snaps to 90° when rotating

Fixes

  • Movement effects button fixed


New Gadget Menu

Controls

  • Hold Right Thumbstick → Open gadget menu on left hand

  • Hover over option

  • Release thumbstick to select

Quick Swap

  • Tap Right Thumbstick

    • Switch between:

      • Primary (Webs)

      • Secondary (Gadget)


New Gadgets

Web Shield

  • Protects from damage

  • Degrades when hit

  • Requires both hands fully charged

Throw Behavior

  • Instant web enemies

  • Can ricochet into up to 3 enemies

  • Ties enemies together to walls


Sonic Blaster

  • Fires a blast from either hand

  • Pushes enemies back

  • Can be used for locomotion

  • Enables triple jumping


Web Bullets

  • Classic web bullets

  • Now feature light target-seeking

Quick Access

  • Hold gadget menu open

  • Release without selecting


Portal Gadget

  • Portals moved into gadget system

  • Requires both hands to fire


OBJECTS / THROWABLES

New Dynamic Spawn System

Objects now spawn near NPCs, including:

  • Ammunition boxes

  • Explosive barrels

  • Fire hydrants

  • Electrical boxes

  • Manhole covers

  • News stands


Off-Hand Throwing

You can now throw objects while tethered.

How it works

  • Aim with your free hand

  • Release tethered web

  • Object launches toward crosshair

Applies to

  • Objects

  • NPCs

  • Drones

  • Rockets


NPC / COMBAT / KARMA

This is one of the largest system updates in this release.


NPC Awareness

New

  • 3D audio spider-sense awareness

  • Directional detection feedback

UI Changes

  • NPC types now shown by shirt color

  • Awareness indicator replaced with gradient fill

  • NPC indicators now scale with distance

  • Health displayed through:

    • Gadget lights

    • Visible body damage

Removed

  • NPC outlines while aware


Combat Improvements

  • Punch and kick detection improved

  • Ballistics trajectory crosshair added

  • Explosion mechanics added for new explosive weapons

  • NPC grenades can be:

    • Webbed

    • Picked up

    • Thrown back


New NPC Equipment

Grenades

  • Thrown by two-handed weapon NPCs

Tripwires

  • Placed automatically on spawn

  • Explode on contact

Grapple Hooks

  • Automatically deployed

  • Attach to:

    • Walls

    • Objects

    • Drones

    • Player

If grappled

  • Enemy tazes you

  • Damage is applied


Parachutes

  • Automatically deployed by supported NPC types

Behavior

  • Can fire weapons while parachuting

  • You can swing from parachuting enemies

  • Using both hands allows you to pull them


New NPC Variants

  • SMG Variant

  • Rocket Variant

  • Drone Operator Variant


Drone System

Behavior

  • Drones scan area when unaware

  • Act as secondary detection system

  • Operators deploy new drones continuously

Interactions

  • Can be destroyed via:

    • Throwing

    • Webbing

    • Pellets

  • Cannot be punched

  • Can be picked up and thrown

  • Stop functioning when operator is incapacitated

New Mechanic

  • Operators now flee from the player


Advanced Combat Features

  • Rockets can be webbed and thrown back

  • NPCs can now be tied together

  • Objects can be tethered together

  • Improved pickup detection while webs are active

  • Chance to spawn shielded enemies

Shield Enemy Behavior

  • Recharge shields

  • Cannot be webbed from the front unless ragdolled

  • Can be damaged from behind or feet


Stealth & Interaction

  • Instant knockout hits from behind while undetected

  • Ground pound now alerts NPCs

  • NPCs now play taunts when held

  • NPCs hang from whichever limb you connect

  • Retethering unsticks stuck NPCs

  • Picking up unsticks stuck NPCs


Difficulty System Rework

New Scaling System

Difficulty now increases based on:

  • Player defeats (kills or knockouts)

  • Maximum tracked value: 1000 defeats

Scaling Effects

Higher difficulty increases:

  • NPC accuracy

  • NPC damage

  • NPC perception

Reset Condition

  • Player death resets difficulty to 0

Other Changes

  • Spawn rates adjusted for better distribution

  • Karma system reinforced to prevent stat miscounts


AUTO-CAM

Note
Auto-Cam is not available on Quest.
VRChat does not support cameras on Quest.


New Smart Camera System

Auto-Cam automatically captures cinematic gameplay footage.

Features

  • Collision checks

  • Object detection

  • NPC detection

  • Dynamic camera positioning

Use Cases

  • Live spectators

  • Recording gameplay

  • Cinematic shots

Manual Options

  • Over two dozen selectable camera types

Can't wait to hear what you've got to say!

The Spider-Lair: Evolved | Development Preview 2 (YouTube)

Comments (4)

J
Joshua Alexander · April 8, 2026

Can you please help me?

T
The Spider-Lair · April 8, 2026

yes! check out the pinned message on the home page!

A
Armani Davis · April 7, 2026

i cant open the gadget menu

T
The Spider-Lair · April 7, 2026

Hold down on your right thumbstick when your webs are enabled