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Patch Notes1 min read

s&box Release 26.04.28 Patch Notes (28th April 2026)

Facepunch's first update since s&box officially launched on Steam addresses crashes, video recording, and Linux support.

Nathan Lees
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s&box just launched on Steam after years of development, and Facepunch isn't wasting any time. Release 26.04.28 is already live, and it's a meaty first drop that covers everything from Linux dedicated server support to a security fix for a StringBuilder race condition that could have led to remote code execution. That last one alone makes this a patch you want installed immediately.

On the quality-of-life side, the video encoder has been upgraded to use libyuv for RGB to YUV conversion, which Facepunch says enables 2K AV1 recording at 60fps. Video quality for fast-moving scenes is also improved. Steam Deck players get a fix too: IsRunningOnHandheld was always returning false, which meant the UI was rendering at desktop scale on handheld devices. That's been corrected. The storage settings page, which apparently took minutes to scan large download caches, has also been sorted out.

For a v1 launch patch, this covers a lot of ground. Garry Newman's note accompanying the update is honest about the game's imperfections, and doubling the Play Fund for community creators is a good move. I'm curious to see how quickly Facepunch can iterate from here. Here's the full breakdown.

Full Patch Notes

A new update has been released, you can view the full changes on our blog post.

https://sbox.game/news/release-26-04-28

Release

After multiple years, multiple false starts and multiple engines, we're now finally live on Steam.

I told someone the other day that it's kind of embarrassing how long it's taken us to get here. That if I was going to make it all from scratch now it'd probably take less than a year. They made the point that that's like a song writer saying if I knew what the song was I could have knocked it out in 5 minutes. I think that's true.

It would have been easy to have taken Garry's Mod and applied it to Source 2. I wasn't happy to do that. I knew we could do more, I knew we would have regretted walking the easy path.

Version One

It isn't perfect. It's likely never going to be perfect. At some point we have to say that it's good enough for v1. We know we have work to do. We know we have challenges. We know that we're going to have to find ways to deal better with discovery. We know that we have to deal with people using AI in obvious, low quality ways.

But we're happy for you to join us on our adventure. We hope you enjoy what we have created, that you enjoy what our community has created and that you will consider joining us and becoming a creator so you can fully appreciate the engine on the same level that we do.

It isn't perfect but at this moment in time It's both the worst it will be and the best it has ever been.

What's Next

Our plan is to continue doing what we were doing. We will release weekly updates. We will listen to the community, we will play, we will develop and we will improve everything. Our roadmap shows a bunch of the bigger things that we're looking forward to improve on.

One of our main focuses is always going to be on how we're serving the community. I got my start in the game industry with Garry's Mod. A lot of our staff got their start in the Garry's Mod community. My proudest moments are when people have told me that Garry's Mod got them into the industry, that they are a game developer now because of that. I want Facepunch to keep doing that. I want to show people how fun and rewarding making games is. I want them to be able to make money from it.

Today, in the hopeful anticipation of finally being in profit, we're going to double the Play Fund. And it's my hope that we can steadily increase it more and more over time.

So more of the same. This is how we work. We release and improve. This is what we did with Garry's Mod, this is what we did with Rust. This is what we're going to do with s&box.

This is what we love doing. ❤️

garry

🎁 Added

  • Linux Dedicated Server
  • Editor: Selection Sets
  • Editor: Paste Special

🧼 Improved

  • Native library loading now happens at runtime instead of at InteropGen, enabling cross-platform binary compatibility
  • Zio case-insensitive filesystem wrapper for Linux
  • Offline mode login handling is more resilient, menu no longer throws errors when launched offline
  • Video encoder now uses libyuv for much faster RGB to YUV conversion, enabling 2K AV1 recording at 60fps
  • Video export render target now uses MSAA, eliminating dithering artifacts
  • Video recorder quality improved for scenes with fast-moving objects and camera
  • Video container format settings now properly passed from managed to native layer
  • AO upscaler is now pixel-perfect compared to full-res, with proper MSAA support
  • Slow rotation no longer stutters due to improved per-component Rotation.AlmostEqual precision
  • Menu layout improved for ultrawide displays with constrained content width and feathered edges
  • Menu fixes across store CTA positioning, search overlay, server list filters, and various UI components
  • Batch publisher UX improvements including org handling and completion messages
  • Component categories reorganized for better discoverability in the editor
  • Removed unused shadow data from lightbinner, cleaning up for future GPU-driven lighting
  • Missing undo support to TransformComponentWidget for reset, paste, and toggle operations
  • Storage settings page no longer takes minutes to scan large download caches. Thank you @Zaddish

🪛 Fixed

  • StringBuilder race condition that could lead to remote code execution
  • Two AnimGraph crashes
  • Crash in FindOrAllocateTransforms during model hot-reload
  • CResourceSystem crash when reloading symlinked resident resources on Linux
  • WebM video header being written twice
  • Odd-size resolutions breaking the AV1 encoder
  • Inverse scissor box shadow rendering in UI
  • World panel transformation being applied twice in subpanels and render targets
  • IsRunningOnHandheld always returning false, causing small UI on Steam Deck and other handhelds
  • Dedicated server errors when using Steamworks.Friend methods
  • Focus in 2D editor views incorrectly moving camera toward objects instead of framing them
  • Rigidbody properties not being reapplied when ModelCollider updates, causing lost gravity scale on resize
  • Editor exceptions when performing large project structure changes
  • Client disconnect not triggering when game load fails during handshake
  • Shorts clothing models clipping with the player body
  • Menu carousel null reference exception
  • Menu toggle styles and context menus on game cards
  • Restored holding ESC to force quit game
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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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