
Steam news
Full Steam announcements and update articles for this title.
Fixed an issue where players remained connected to the Pinball platform after teleporting away.
The electrical boxes are now positioned on the ground.
Fixed an audio issue on Mega Dance that caused the gearbox sounds to become distorted.
Fixed a rare issue that caused players to be unintentionally teleported away when standing up.
Added a new map.
Added a setting to limit the FPS.
Added the Pinball DLC.
Adjusted the Peeps’ running animations.
Peeps now hold up chips.
Peeps now use their hands to open and close the safety bar.
Added an LOD system for Peeps.
Music albums designated for a specific ride can now only be used on that ride.
An issue with the players’ inverse kinematics has been fixed.
An issue with sitting down after joining a lobby has been fixed.
A teleportation issue at the Pinball hub has been fixed.
The Pinball hub animation now continues until the end, even when clients experience connection issues.
Fixed an issue that allowed players to register as Pinball employees without owning the DLC.
The players’ inverse kinematics are now disabled correctly again.
Loading custom music during gameplay no longer causes stuttering.
Music now plays correctly during the Derby again.
Fixed flickering lights at the Pinball ticket booth when using the “Medium” graphics setting.
Players can no longer get too close to the Pinball while the hub is raised.
In addition, many other changes and additions have been made behind the scenes in the game.
Fairground Online is on sale during the Steam Summer Sale!
Don't miss out—get Fairground Online at 20% off—until July 9, 2026, at 7:00 p.m. CEST!
The Steam store page for the Fairground Online Pinball DLC is now live! Feel free to check it out and add the DLC to your wishlist. The DLC will be released today at 6:00 PM CEST!
The development of the update is almost complete. We are currently just waiting for approval from Steam.
As this is beyond our control, unfortunately we can’t provide an exact date yet. We would have loved to release the update and the DLC sooner.
Developing the new map took longer than we initially anticipated, but continuing to use the old map wasn’t a sustainable solution.
Our aim was to ensure that future DLCs wouldn’t require constant, time-consuming overhauls, and that we could instead expand the game more easily and quickly.
When designing the new map, we wanted to address your requests for a city centre setting while maintaining large open areas, to strike a balance.
We essentially started from scratch with the new map. This meant that everything — including various walking paths, stopping points, seating areas, queues, lighting, sound ranges, occlusion, barriers, collisions, etc. — had to be reconfigured, scripted or adjusted.
As a result, there were plenty of old and new bugs. Not only did we have to retest the new pinball content, but we also had to retest all the old content. We underestimated the amount of work involved and apologise that it took a little longer than we’d hoped.
This work would have had to be done sooner or later anyway, with an eye toward the future. To give you something to look forward to, here’s the trailer for the upcoming DLC.
The devlogs will also change slightly going forward. There won't be a weekly devlog anymore because there isn't always something to report.
Some weeks there's too little and other weeks there's too much. Instead, we want to be more flexible, providing images or updates from time to time, sharing progress and the latest news, and keeping you informed.
As a result, we’ll publish the devlog at our discretion – around once a month – and use it to provide a comprehensive summary of new features and communicate updates more clearly.
Over the past few weeks, a lot of work has once again been done on Fairground Online. This time, the main focus was on the future of the game, the atmosphere on the map, and your community feedback.
The biggest change concerns the map itself: The map has been completely rebuilt and made significantly more future-proof from a technical perspective. This allows future rides and expansions to be integrated more easily. The new structure gives us more possibilities for upcoming rides, better placement, and a cleaner ongoing development process for Fairground Online.
Based on community requests and your feedback, the Starlight ticket booth has been adjusted. It is now placed separately on the left-hand side. This makes the entrance area feel clearer and closer to what many of you had wished for. Your feedback helps us a lot in improving Fairground Online step by step.
We have also continued working on the atmosphere. The people on the fairground now make conversation sounds. This makes the area feel more alive and ensures that the fairground no longer feels so quiet. Small details like this make a big difference in the end and bring more life into the world of Fairground Online.
We will also be announcing the release date for Pinball soon. So stay tuned for more news, because development is continuing here as well, and we can’t wait to show you more.
On Monday at 8 PM, there will be a beta stream on the Gamertaverne Twitch channel. There, we will show you the latest progress, talk about the new features, and give you an insight into the current state of development.
We are looking forward to seeing you there and, of course, to hearing your feedback once again. Fairground Online continues to evolve, and you are an important part of it.
Hey, community!
We have already reached some important milestones for the Flipper.
Beta testing is going very well, and we have found the final location for the Flipper on our map. We don't want to reveal the exact location just yet, but we've hidden some clues in our images. Can you guess where the Flipper is?
We’re currently creating the shop page for the Flipper so that we can submit it for Steam review. Once that’s done, nothing will stand in the way of the release.
As soon as we receive approval from Steam, we’ll announce the release date.
At the same time, we’re revamping the game’s store page and adding more detailed descriptions and updated images.
Aside from the Flipper, other things have been happening: The BreakDancer has been fitted with staircase lighting and the diamond’s lighting has been updated.
In response to many users' requests, we are also finally adding a portable restroom and a first-aid station to our fairground.
We’ve made significant progress over the past few days. We’ve reached our biggest milestone yet: the pinball machine is now complete! People have been fully integrated into the ride, and all key features are in place. This means the pinball ride can move on to full beta testing, where we can find any remaining bugs and further optimize the experience for riders.
However, it's not just the Pinball that has been improved. We’ve added new positions for the people on every ride. As a result, they behave much more realistically. Visitors now actively hand over their tokens, making it much easier to collect them.
Additionally, they can now correctly lower the safety bars. Depending on whether the bar is open or closed, they assume different seating positions. These changes significantly boost the realism of the rides and make them feel more lively.
We’ve also finally found a suitable spot for the pinball machine on the map. However, a few adjustments to the surroundings are still needed before it can be permanently added. Our goal is to integrate the pinball into the existing fair in a visually appealing and harmonious way, not just to place it on the map.
Hey community,
This will be a short development log because we’re working intensely on the flipper.
It’s already in its first closed beta testing phase, and we've tweaked many small details to ensure you get the best possible experience later on.
The SAD console display now shows all the correct information, and the staff can fully control the ride. We’re currently working on integrating guests so they’ll soon be able to ride along.
We're also making a small improvement for guests. In the future, they will hold out the tokens for you, making them easier to collect.
We're also planning to integrate the pinball machine into our map. We'll show you exactly what it will look like later, though, since we still want to experiment with different options.
We’ve finally uploaded a first teaser video of our “Pinball”!
Please keep in mind:
The footage shown is still alpha footage, meaning the ride is heavily work in progress. Many things can still change, including details, animations, sounds, and effects.
Even so, we wanted to give you an early sneak peek and hope you’ll have as much fun watching the teaser as we had creating it!
Feel free to share your thoughts and enjoy the crazy ride!
Version 1.0.34 mainly focuses on bug fixes, multiplayer improvements, gameplay adjustments, and quality-of-life updates.
The stopwatch now starts and stops automatically when a ride begins and ends
New lobby setting to define player permissions when joining
Added a kick button to the player list
Players can now also sit on the benches outside the fairground
Adjusted the popularity of Turaka
Minor adjustments to shadow rendering
Derby achievements now trigger correctly
Fixed an issue where the game could get stuck on the loading screen if no jingle folder was selected
Movinghead shortcuts on the rotator now work again
Fixed an issue where the Turaka podium sound did not stop correctly
Fixed an issue with Coin Dozer and Ring Toss where lights and machines were not reactivated if the AI was enabled during gameplay
Hey, community!
A lot has happened over the past few days. The Flipper panel is already complete. Based on the earlier vote, we've decided to use the SAD panel.
It’s now fully functional, and the flipper can be controlled. Additionally, we fine-tuned the physics, made a few minor adjustments, and added the original sounds we recorded from a real flipper.
Now, all that’s missing are people and a few more details.
We'll release a teaser video for the Flipper within the next week.
We've fixed various bugs and are working to resolve additional issues caused by the last update. As always, a complete list of fixed bugs will be available as soon as this update is released.
Hey, community!
The Game Booth update has been released, and we're diving right back in!
We're finally getting started on the flipper. As you know, we've already finished designing the flipper model. However, one essential component is still missing: the control panel.
In addition to modeling the control panel, we're starting the programming work so the flipper can soon be brought to life and controlled by you.
We’d like to let you decide which control panel the flipper should have: the old one from HUSS Rides or the new one from SAD. The two panels differ mainly in size and functions. For example, the modern control system requires release buttons to be pressed twice.
Attached is the link to the poll. Voting is open until Monday, May 18, 2026, at 2:00 p.m. UTC +2.
Version 1.0.30 brings new content, graphical improvements, gameplay additions, quality-of-life features, and multiple bug fixes.
Game booths: Hit the Lukas, Ring Toss, Coin Dozer, Shooting Gallery, and Boxing Machine.
"Pop" music album
Seating positions for visitors and players.
A setting that grants players "Player" permissions immediately upon joining a lobby
NVIDIA DLSS and AMD FSR2 support (Upscaling)
TAA (Temporal Anti-Aliasing)
The "Base" music album has been renamed "Beyond Beats."
The default music albums are now clearly labeled as such.
The Turaka physics have been adjusted.
The audio system has been revised, so engine sounds should now be audible correctly.
The album cover for Pavo Luetta's music has been corrected.
Hey, community!
We’re making great progress on the game booths in Fairground Online. Testing has been underway for almost a week now, and we're continuously adding new features .
Over the past few days, we've implemented many new features and improvements.
We released a short teaser to give you a first look at the game booths.
At the same time, we’re working intensively on bug fixes and general optimizations.
NVIDIA DLSS and AMD FSR2 are being integrated to improve performance and image quality.
Additionally, TAA is now available again.
Furthermore, you’ll soon be able to set the game to automatically assign user rights when joining a multiplayer lobby.
To ensure that Fairground Online runs more stably and smoothly, we’re making various technical adjustments behind the scenes.
Of course, this isn’t a complete list of our current work, as we can’t reveal everything just yet.
Thank you so much for your support and patience during development!
Hey, community!
We’ve been in the beta phase of the game booth update for a few days now.
We still have some tweaks to make, such as improving the way the Peeps hold the game booth items and refining their movements. In addition to intensive beta testing, we've made a few other changes and additions.
- Inverse kinematics have been added to allow the Peeps to hold onto objects. For now, we’ll use this feature to enable the Peeps to hold the game booth items in their hands. In the future, we’ll also use it to enable the Peeps to hold onto things like handrails.
- The running lights have been completely overhauled to improve performance.
- Seating positions for benches have been added so the Peeps can sit in the beer garden, making the area look more crowded.
- The maximum number of Peeps on the Break Dancer has been adjusted so that it no longer looks overcrowded when other rides are closed.
- Further adjustments have been made to the Peep system so that, just like in real life, some Peeps will watch the rides but won't ride them. Additionally, the in-game music will soon be released for free on popular streaming platforms.
This isn't the complete list of our current work, but we don't want to reveal everything just yet.
Of course, we know that you have been waiting for this update for a while. Due to some unforeseen additional work, we unfortunately fell behind schedule and need more time.
Hey community!
We’re making great progress with the individual game booths. The horse racing and boxing machines are already finished and fully operational. Over the past few days, we’ve continued programming the remaining game booths. We plan to put the update through intensive beta testing next week, with the aim of releasing the new game booths in early May.
The new booths have already been added to the fairgrounds, and overall, we’re making great progress.
Once the update is released, we’ll start working on the pinball machine.
Hey, community!
We're finally finishing up the arcade booths. The models are complete, and the programming is well underway. The Derby is fully functional.
Visitors can play it just like the players. The choice is yours: You can either play yourself or host the game with cool music and start a party!
In the coming days, we’ll finish the remaining game booths and announce a release date. We would have liked to finish the game booths sooner. However, due to past events, we had to shift our priorities to implementing additional safety measures. Now that this is complete, it won't be long before the game booths are ready.
Fairground Online Game Update V1.0.25 Changelog:
Added:
17 new color lighting programs.
Changes:
The bloom effect of the Mega Dance crystal has been adjusted.
Bugfixes:
Multiple players can now join a lobby at the same time.
It is no longer necessary to press the AI toggle multiple times on the clipboard to turn it on or off.
The air pistol on the Turaka can now always be released correctly.
Motion blur settings are now correctly applied again.
Clients can once again operate buttons and switches as assistants.
Hey, community!
A few days ago, we released the latest update for Fairground Online, and we’ve already seen your feedback. Along with the positive feedback, we've received many requests, which we'll address as possible.
We plan to make additional designs customizable at a later date. We made this decision so that we wouldn't delay the update indefinitely.
For now, we’re continuing to work on the planned game booths and addressing various bug fixes.
We’d also like to address one important point. In the past, there have been recurring issues with loading times, as well as unexplained game crashes. These issues are likely due to the music you’ve added. Through more thorough testing, we determined that MP3 files with a bitrate exceeding 128 kbit/s caused significant problems. We've resolved the issue and hope it solves many of the game crashes.
Fairground Online Game Update V1.0.24 Changelog: Added:
Various security measures.
A red flag now appears next to player names in the player list, allowing players to be reported.
Players you have previously played with are now displayed in the Settings menu.
The main menu music volume can now be adjusted in the settings.
A button linking to our website has been added to the main menu.
In the lobby overview, the lobby host and a list of all players currently in the lobby are displayed next to the lobby name.
The brightness of the spotlights on the rides can now be adjusted.
Ride designs can now be customized and shared on the Steam Workshop. The following customizations are currently available:
MegaDance:
Back wall
Platform
Podium
Turaka:
Back wall
Center arm
Mast
Light Mast Decoration
Rotator:
Back wall
Podium
Starlight:
Back wall
Light Mast Decoration
Xplosion:
Back wall
Side walls
Changes:
The maximum number of visitors allowed on the Turaka at one time has been adjusted.
The maximum number of visitors allowed at Starlight at one time has been adjusted.
Bug fixes:
The color strobe in multiplayer has been fixed (with the RGB strobe, other players always saw a white strobe).
The Starlight stage platform now synchronises correctly in multiplayer mode.
The Rotator hub now synchronises correctly in multiplayer mode.
Staff at the Rotator always give clearance now.
A bug that stopped the next track from playing if the music fade was set to 0 seconds has been fixed.
If the AI pressed a button while you were logging in, they would often get stuck, but this has now been fixed.
Many minor bugs have been fixed.
Coming soon:
Various game booths
Hey, community!
This dev log will be a bit shorter than usual, as we’re currently working hard on implementing the new security features. Among other things, the Steam Datagram Relay (SDR) has already been fully implemented. Our second layer of security is also nearly fully integrated into the game and is currently in the testing phase. A few minor improvements and changes are still being made. For example, in the next version, it will be possible to report players for misconduct within the game.
At the same time, we’re continuing to actively work on implementing the game booths, as well as the ability to modify various textures and share them on the Steam Workshop.
Hey, community!
This dev log is coming out earlier than planned, but we’d like to address a few issues that have raised questions and concerns within the community over the past few days—and that are important to us.
As the development team, we decided to offer the game as an “open book” and to implement a peer-to-peer connection that provides the lowest possible latency and good ping in multiplayer. Because of this, we opted not to include certain security features.
Unfortunately, we’ve found that our desire to offer a game with as little latency as possible is being exploited or misused by some people.
In the next update, we will therefore completely overhaul the fundamentals of the peer-to-peer connection for multiplayer. We will then rely on the Steam Datagram Relay, also known as SDR. SDR ensures a secure peer-to-peer connection, including various authentication options for individual players directly from Steam. This prevents unwanted abuse, but at the same time leads to higher latency within the game. Additionally, we are currently developing a second layer of security that works similarly to SDR but is provided by us rather than Steam, to create redundancy.
That said, we certainly don’t want to keep our finished plushies from you. As promised, here they are:
Apart from a few minor details, last week's work is now complete. We’ve moved on to the next testing phase.
Dennis has started modeling stuffed animals for the stalls. Pictures will follow shortly!
Additionally, we are developing a new authentication process to enhance security and implementing further security measures.
While we are continuously working on new game features, our current focus is on security enhancements and bug fixes.
We plan to release the new security features with the next update. We will, of course, keep you updated on this.
Hello, dear community!
As we've said many times before, we want to involve you more in the Fairground Online journey and keep you updated. With that in mind, we are launching the "Weekly Dev-Log" from today onwards.
Every Friday or Saturday evening, we’ll report on what we’re currently working on and supplement the information with images wherever possible.
Weekly Dev-Log 1:
This week, we’re working behind the scenes to deliver some exciting new features. As early as next week, our next update will enter the beta phase.This update will include the following new features:
You can design the backdrops for the rides yourself and share them on the Steam Workshop.
The server host will now be displayed alongside the server name in the server browser. You will also be able to view a list of all players currently on that server.
The game booths are being programmed further and integrated into the game.
In addition to these new features, we are, of course, continuing to work actively on Bug Fixes
Fairground Online Game Update V1.0.18 Changelog
Added:
DirectX 12 startup option (NOTE: This is an experimental feature. Please provide feedback on your experience with DirectX 12 and the system you are using).
Tutorials
Alpha walls now have a texture when you get close to them.
Changes:
Audio file reading has been completely reworked.
VRAM consumption has been optimised for better performance.
The candy booth has a new texture.
The crêpes stand has been given a new texture.
The operator table at Mega Dance has been given a new texture.
The texture of the centre of the Mega Dance platform has been reworked.
The Mega Dance AI now waits until all ride tokens have been collected.
The maximum number of players that can be in a lobby has increased from 6 to 20 (Experimental!
The maximum number of visitors has increased from 500 to 2,000. (Experimental!)
Bug fixes:
The ScreenSpace Reflection setting is now saved correctly.
The vignette setting is now saved correctly.
The VSync setting is now saved correctly.
When a new music track is selected while a transition to another track is already in progress, the volume is now reset.
New music is now played in the game without having to restart it after adding new music.
Incorrect jingle playback and double jingle display should now be fixed.
Files within the jingle folder that are not MP3, OGG or WAV are no longer read.
Problems with UI scaling at resolutions above 1920 x 1080 have been resolved.
When the game is running in windowed mode, the window size no longer changes when the scene changes.
The textures of the ride wall panels are now displayed at full resolution.
The voice transmission icon is now only displayed when voice transmission is actually occurring.
Many minor bugs have been fixed.
Coming soon:
Variety of game booths
Fairground Online Game Update V1.0.17 Changelog
Added:
- SMAA
Changes:
- Lanterns now have collision.
Bug fixes:
- Max. Peeps are displayed correctly again.
- Issues with the Turaka's emergency stop have been fixed.
- Issues with the Xplosion's emergency stop have been fixed.
- Issues with the Mega Dance emergency stop have been fixed.
- Issues with the “AI off from the start” setting have been fixed.
- Quickly turning the cash register AI on and off no longer causes the game to crash.
- And many minor bugs.
Coming soon:
- In-game tutorial
Added:
German translation
NoiseGate
Voice chat indicator when speaking
Changes:
English texts adjusted
Various font labels reduced in size
Bug fixes:
Various sound issues fixed (not yet 100% stable, we are continuing to work on it)
Performance improved (we are still working on it)
Fixed the bug where players sometimes could not log in to the ride
And many minor bugs
Coming soon:
In-game tutorial
The next hotfix is here!
With this update, we have primarily addressed various issues related to audio synchronization and also fixed a few other bugs.
What has been improved:
Jingles no longer freeze during playback
Audio synchronization in multiplayer has been significantly optimized
Visitors no longer fly through the air unintentionally
The emergency stop button no longer gets stuck in the pressed position
Various minor bugs have been fixed
Thank you for your feedback—keep having fun!
The first hotfix is here!!! We have rolled back to DirectX version 11 in this hotfix. This should eliminate a variety of game crashes and, if feasible, also enable the support of older processors that do not support DirectX version 12.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Fairground Online, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Fairground Online statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.