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Hey Runners! 👋 Hope you guys are doing well.
We’ve been working around the clock to address multiplayer friction and voice chat latency! In today's update, Voice Chat will automatically connect to your local region but it will also give you the option to select which reagion is best for you and your party, shelter and crouch states are now much more reliable against Tornados, and house interiors have been adjusted so you don't get wedged behind doors!
Bugs and reports that were addressed in this patch:
Added Voice Chat Region selection options in the Create Session popup.
Improved automatic Voice Chat Region selection as the default setting, massively improving voice clarity worldwide!
Implemented visual indicators for the active session's Voice Chat Region in the Session Lobby and Crew Assembly screens.
Filled in empty storage rooms in House05 and House06 following the open closet update.
Set up proper shelter under the Gazebo in the big park area.
Temporarily removed Exclusive Fullscreen mode to study why it is causing issues in some GPUs.
Adjusted furniture placement behind doors across all house models to prevent players from getting stuck when doors open or close.
Added a visual indicator to the voice activity UI indicator. It will now display a red "X" above it whenever there is a connection issue with the Voice Chat.
Updated the dead Character radar icon to display as a distinct red 'X'.
Updated Radar materials to improve overall player icon contrast and visibility.
Updated "Lost Sginal" VFX to reduce the issues on twitch streaming, regarding bit rate.
Reduced the visual size of the special inventory slots (walkie talkie/radio) to clearly distinguish them from regular slots that can hold any item.
Fixed issues related to weather and tornado sounds popping off during gameplay.
Fixed issues with rotating the Character model in the Locker screen.
Fixed an issue where any interactable triggering a minigame would become uninteractable if the active player crashed, disconnected, or got kicked.
Fixed an issue causing the crowbar to play the unlock animation in specific situations.
Fixed an issue causing multiple players to be able to grab the same dead body at the exact same time.
Fixed an issue where accepting a game invite with the client closed caused players to skip shader compilation.
Fixed a reported crash occurring during level loading or when entering a lobby.
Fixed an issue where the destruction trail would unexpectedly appear inside manholes.
Fixed an issue where some pickable items would register as "wet" while inside buildings.
Fixed a mask issue in one of the maps that caused leaves to appear inside buildings.
Fixed an issue where players wouldn't add items to their inventory if two players attempted to grab the same item simultaneously.
Fixed an issue where players were unable to pick up bodies if they were already holding an item.
Fixed an issue granting players infinite rain/lightning protection after moving between multiple protection zones.
Fixed an issue causing screen effects (like electricity and tornado glitch effects) to remain on screen after switching to spectate other players.
Fixed an issue where the Voice Activity Indicator could unexpectedly disappear while holding down the Push To Talk key.
Fixed an issue that prevented players from using the Push To Talk key while their Character was stunned.
Fixed ragdoll acting as a collision and bugging other players movement.
These are some of the main issues that we are aware of but are currently being worked on:
Certain AMD Graphics GPUs causing system crashes.
Some players being completely unable to see or interact with crowbars, darts, and some consumables.
Connection issues to servers or invitation issues.
Performance issues on specific menus, when highlighting items, or when Alt + Tabbed out.
Items bought in the vending machine sometimes not being usable or visible to the player.
Clients not being able to see skins under specifics ciscunstances.
Some underground clipping happening when caught by a tornado.
Small broken fences blocking player characters from being pulled by Tornados.
Would you like to be closer to the community and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here: \
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well.
Tombstone here, Community Manager for Supernova Studios, and I wanted to share with you another milestone that Funnel Runners hit. CAN YOU BELIIEVE THAT WE HAVE 200K RUNNERS IN JUST THE FIIRST WEEK?
What an incredible feeling, and what an accomplishment for the studio and our amazing community. Without each of you streaming, playing the game, creating content, or just telling your friends all about us, none of this would be possible. Thank you.
When I joined the team a week before launch, I knew this game was special, I never could have imagined it would be this special. I love this community and I love being able to log in daily to watch you guys find your way through high intensity situations or just get thrown around by our wonderful works of mother nature. What I love the most? Whether you're successful or not, you log right back in to take another shot.
Thank you, from the bottom of our hearts, for a wonderful first week! P.S. Please do keep your feet firmly planted on the ground!
Screenshot by T00ns on the community tab.
If you guys want to know more about the game, consider joining our Discord or reading our Devlogs here on Steam!
👉 Join here: Funnel Runners Discord
If you’re enjoying the game so far and haven't wishlist yet, please consider it, it helps a LOT. The storm is officially here. See you in the funnel! 🙏🌪️
Hey Runners! 👋
Hope you guys are doing well.
We’ve been listening closely to your feedback since launch, and today’s patch is packed with features you’ve been asking for! We are officially introducing Push-to-Talk for more control over voice comms even on proximity chat, brand-new Color Vision Filters for accessibility, and a massive new feature for the Whiteboards, a private mode and a higher, shared ink stroke limit so you can draw without hitting limits so fast. Plus, if you ever get wedged in geometry, our new Unstuck mechanics have got your back!
Bugs and reports that were addressed in this patch:
Added Push to Talk option in the Voice Chat settings (Uses the existing "Push to Talk" keybind: Default V / Left Shoulder Button).
Added a new Automatic Unstuck mechanic: Players stuck in environment geometry will now be automatically reallocated to a safe location.
Added a manual Unstuck button to the Pause Menu (Takes you to a safe location after a brief delay).
Added Color Vision Filter options in Video settings to improve color distinction for color vision deficiencies.
Added Mouse Smoothing option in Control settings for more fluid camera and cursor movement.
Added icons to help track the Protocol Nerd achievement on the Van Schematic screen.
Added Private Mode for whiteboards (Can be swiched on/off when interacting with the whiteboard or in the settings).
Added Mouse Buttons key rebinding support.
Added a UI-overlap rebind warning that pauses and prompts confirmation if you try binding an key to an active UI action.
Updated default Next/Previous UI Gamepad bindings from Left/Right Shoulders to Left/Right Triggers.
Updated House01, 02, and 04 floorplans so they no longer contain empty rooms.
Updated so it is now possible to activate the Walkie-Talkie and CB Radio Microphone while a menu is on screen
Reworked whiteboard stroke capacity from a per-player cap to a shared board-wide cap.
Optimized whiteboard line counts with a Pixel movement threshold to prevent line spamming.
Improved achievements triggers for a more consistent experience. (Scavanger, Up Here, Mary Poppins, Eletricfied and Protocol Nerd)
Updated session vs. progress separation so tutorials track per-session visibility while achievement progress (Protocol Nerd) stays cumulative.
Updated trap proximity cues so traps trigger tutorials only within a set radius of the local player.
Updated active storm cues so joining an ongoing storm resurfaces tutorials.
Updated the UI Scale option in Interface settings to a maximum of 100% to fix unclickable menu buttons.
Updated player indicators on the Doppler Radar to arrows to improve usability and giving directions.
Updated the Echo Canceller option in Voice Chat settings to be OFF by default.
Updated the overall layout and visual styling of popups.
Reduced chance of acid rain on Normal difficulty.
Increased grace time in-between storms on Normal difficulty.
Added the chance for normal rain on Hard difficulty.
Reduced chance of a match starting with rain on Normal difficulty.
Reduced time renecessary for doors to close.
Fixed a crash that could happen when players were pulled by the F5 Tornado.
Fixed an issue where players couldn't jump over smaller metal fences and white fences.
Fixed a shadowing issue with house mirrors when pointing the flashlight.
Fixed the pickup truck glass not being in the correct position.
Fixed trees clipping inside houses.
Fixed the issue where players could take weather damage inside closets (updated across all house models).
Fixed an issue causing the driver seat to become uninteractable if the player sitting on the dashboard crashed, disconnected, or got kicked.
Fixed an issue causing the portable conductor to vanish from the player's hand for a moment.
Fixed an issue causing umbrella and portable radar animations to play incorrectly.
Fixed an issue where elements of the portable doppler and flashlights would detach from their model if the FOV was changed.
Fixed missing tutorial triggers regarding apex tokens.
These are some of the main issues that we are aware of but are currently being worked on:
Storm tutorials only trigger when opening the van door.
Items occasionally spawning outside of the map borders.
Certain AMD Graphics GPUs causing system crashes.
Some players being completely unable to see or interact with crowbars, darts, and some consumables.
Connection issues to servers or invitation issues.
Performance issues on specific menus, when highlighting items, or when Alt + Tabbed out.
Toolboard being invisible to some players.
Items bought in the vending machine sometimes not being usable or visible to the player.
Doors getting players stuck in specific houses.
Voice Chat instability under specific lobby circumstances.
Some static assets unexpectedly blocking the EF5 tornado pull.
Would you like to be closer to the community and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here: \
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well.
Because we… yeah, we don’t even have a proper word for it right now. 100,000 copies sold. One hundred thousand players actually owning and playing our game... It still doesn’t feel real to us.
We started this as a small, passionate project, and seeing it explode like this after launch is both terrifying and the most beautiful thing that has ever happened to us. And it’s all because of you guys.
Seeing so many of you jumping into the van together is motivating us like crazy to stay up late, squash every single remaining bug, improve, and keep delivering updates to make this game the absolute best it can be for you!
So yeah… thank you. Really. From the absolute bottom of our hearts. This means more to us than we can properly put into words. You guys are literally changing our lives every single day.
Screenshot by Sharad on the community tab.
Hey Runners! 👋
Hope you guys are doing well.
We've been hard at work tracking down technical issues based on your recent gameplay reports. This patch brings a heavy dose of engine, physics, and lobby fixes to make sure your escape runs are as stable and smooth as possible.
We are committed to keeping a close eye on the live build and will continue with an ongoing effort to push fixes and polish the game's stability, as we have been.
Bugs and reports that were addressed in this patch:
Added the option to Reset all Key Bindings.
Changed the visuals of the "revert changes" button on individual keybinds for better clarity.
Removed Acid Rain from Training Mode to make learning the ropes a bit fairer.
Updated the "Up Here!" achievement triggers for much more consistent behavior.
Increased session search range so more lobbies are visible worldwide. (Please be mindful of your ping, as the further the session, the more lag you will experience!)
Note: Steam has a hard limit of 50 active lobbies in the list, so you might not see your friend's lobby if there are too many open worldwide at the same time. In this case, using direct Steam Invites is the best way to get your crew in!
Fixed a crash caused by a target being captured by a tornado without the correct components.
Fixed a crash caused by retrieving the exact time a player should orbit a tornado.
Fixed a crash related to sitting a player on the van seat with an invalid character reference.
Fixed falling into closets, which previously caused players to get permanently stuck inside them.
Fixed a crash caused by picking up the session host's body and throwing it back on the ground.
Fixed a crash related to a failure when starting the voice chat for the local player.
Fixed an issue where two players picking up the same item at the exact same time would completely bug the item.
Fixed a crash related to picking up an item as soon as it was dropped by another client.
These are some of the main issues that we are aware of but are currently being worked on:
Items occasionally spawning outside of the map borders.
Some players being completely unable to see or interact with crowbars and darts after finishing a game.
Certain AMD Graphics GPUs causing system crashes.
An unintended bug allowing more than 8 players into a single match.
The "unlocking doors" action being completely unresponsive in certain situations.
Some achievements failing to trigger if you are not the lobby host.
Fullscreen display settings not working as intended.
Issues related to players clipping into environment objects while in ragdoll physics.
Increasing UI scale breaking some menus/UIs.
Items bought in the vending machine sometimes not being usable by the specific player who purchased them.
The Dashboard/Driver Seat becoming completely non-interactable under specific circumstances.
Balancing ajustments related to item spawns.
Crashes related to the end game tornado sequence.
Would you like to be closer to the community and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here: \
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well.
First of all, we want to give a huge shoutout to the incredible community that you guys have been, lots of feedback and reports! We truly thank you all for the support to the project!
Now to the patch notes, this one is a little more focused on balancing, yes we are talking about acid and hail, both of these guys have been a headache for you guys and we are sorry about that! Please let us know what you think afte this one ok? Worry not, we are not abandoning the bug fixes, tomorrow we will bring more fixed stuff for you guys! We just couldn't keep you waiting on this one! PS: there is also a few changes for our streamers, focusing on some of the VFX that were causing bit rate drops.
Bugs and reports that were addressed in this patch:
Nerfed acid rain chances on Training and Normal difficulties.
Added an option to report bad behavior in the "Report Issues" form, which can be found in the pause menu.
Increased base player volume on voice chat across the board.
Updated visuals of the "Apply Changes" button on player volume controls in the Lobby UI.
Changed the transition VFX when spectating players and using the monitors to avoid bit rate issues on Twitch and other streaming platforms!
Updated VFX for "Connection Lost" situations to avoid streaming issues.
Updated "Connection Lost" text to "Lost Signal" to avoid confusion.
Decreased inventory size for the Umbrella item.
Decreased the level necessary to unlock the Umbrella in the Vending Machine.
Increased the grace period when moving out of an umbrella's protection zone.
These are some of the main issues that we are aware of but are currently being worked on:
The HUD occasionally coming back when disabled in the settings under specific circumstances.
Some players being completely unable to see or interact with crowbars after finishing a game.
Some players being unable to interact with darts/dart related bugs.
Certain AMD Graphics GPUs causing crashes. Quick fix: If you are on an AMD card, try disabling Global Illumination options or playing the game in Safe Mode.
Inability to reset control bindings when using a controller.
An unintended bug allowing more than 8 players into a single match.
The "unlocking doors" action being completely unresponsive in certain situations.
Some achievements failing to trigger if you are not the lobby host.
Fullscreen display settings not working as intended.
Crashes related to voice chat, tornado claim, dead bodies.
Some players are getting region locked and can't see other lobbies.
Would you like to be closer to the community and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here:\
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well.
First of all, we as a development team would like to sincerely apologize for the profanities and slurs present in the game in some instances. We are truly sorry that you guys had to witness that.
To address this immediately, we have implemented a brand-new profanity filter in this patch, and we will continue with an ongoing effort to bring better moderation features from now on.
Bugs and reports that were addressed in this patch:
Fixed a crash related to players getting caught by a tornado.
Fixed a crash related to tornadoes changing states mid-game.
Nerfed the Acid Storm slightly on duration.
Added a Microphone Activity Indicator to the HUD, it can be hidden in the settings.
Added a profanity filter to Session Names to keep the lobby browser clean.
These are some of the main issues that we are aware of but are currently being worked on:
"No lobbies found" errors and Steam invite issues.
Latency issues regarding item pick-up and items occasionally disappearing.
Crashes related to specific graphical settings and certain AMD GPUs.
Players clipping through assets/items (especially when knocked into ragdoll physics).
Walkie-Talkie usability and activation issues.
Further overall balancing adjustments based on community data.
No setting for "push-to-talk" on proximity chat.
Whiteboard abuse, working on an option to hide drawings made by other people
Would you like to be closer to the community and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here:\
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well. Our first update since launch! Exciting, isn't it? Unfortunately, it's mostly focused on fixing some urgent bugs you guys found within the first few hours of gameplay (we are so, so sorry about that!). Below you will find a list of all the bugs we fixed in this current patch, and the ones we are aware of and actively working on resolving!
Would you like to be closer to the comunity and the devs? Join our discord and you will be on top of everything happening in the game first hand!👉 Join here:\Fixed a crash when using the CB Radio microphone.
Fixed a crash when retrieving a weather report for the Doppler Radar.
Fixed a crash related to the wind system.
Fixed a crash related to consumables.
Fixed a crash when kicking a player.
Fixed a crash related to the weather system.
Fixed a crash related to the deal-damage cooldown timer.
Fixed the shadow on the Sheriff uniform.
Fixed a crash related to throwing a Dart.
Some AMD Graphics GPUs are causing crashes when Global Illumination is on. If you are on AMD and experiencing crashes, try disabling the Global Illumination options.
Some achievements not triggering correctly.
Toolboard not visible sometimes.
End game siren not playing sometimes.
Lack of profanity filter on lobby names.
Instability on voice chat quality.
"NO SIGNAL" static causing issues to streamers on twitch.
Infinite loading screens when going back to main menu.
Hey Runners! 👋 Hope you guys are doing well. Our first update since launch! Exciting, isn't it? Unfortunately, it's mostly focused on fixing some urgent bugs you guys found within the first few hours of gameplay (we are so, so sorry about that!). Below you will find a list of all the bugs we fixed in this current patch, and the ones we are aware of and actively working on resolving!
Would you like to be closer to the comunity and the devs? Join our discord and you will be on top of everything happening in the game first hand!
👉 Join here: \
Bugs and reports that were addresed in this patch:
Fixed a crash when using the CB Radio microphone.
Fixed a crash when retrieving a weather report for the Doppler Radar.
Fixed a crash related to the wind system.
Fixed a crash related to consumables.
Fixed a crash when kicking a player.
Fixed a crash related to the weather system.
Fixed a crash related to the deal-damage cooldown timer.
Fixed the shadow on the Sheriff uniform.
Fixed a crash related to throwing a Dart.
In an effort to reduce instant crashes related to graphic settings, upon opening the game there will be an option to open it in "Safe Mode" which will disable unstable graphic settings (such as global illumination) that cause crashes in some GPUs.
This is a TEMPORARY fix, and we will be looking deeper into the issue in future patches.
These are some of the main issues that we are aware of but are still being worked on:
Some AMD Graphics GPUs are causing crashes when Global Illumination is on. If you are on AMD and experiencing crashes, try disabling the Global Illumination options.
Some achievements not triggering correctly.
Toolboard not visible sometimes.
End game siren not playing sometimes.
Lack of profanity filter on lobby names.
Instability on voice chat quality.
"NO SIGNAL" static causing issues to streamers on twitch.
Infinite loading screens when going back to main menu.
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well. Honestly... we are shaking. We’ve been staring at the "Publish" button for hours, and now that it’s clicked, it doesn’t even feel real. Funnel Runners is officially OUT NOW in Early Access!
For almost two years, we’ve poured our hearts, sleepless nights, and countless cups of coffee into this project. What started as a small, crazy idea about outrunning tornadoes with friends has grown into this amazing community.
Every single wishlist, every playtest feedback, and every warm message you sent us during development has kept us going. We literally could not have done this without you.
This is just the beginning of our journey. Launching in Early Access means we want to build, polish, and expand this game with you.
We want to hear everything: what made you laugh, what made you scream in terror, what bugs you found, and what features you want to see next. We are completely open to your feedback, so please join our Discord, write a review, and share your chaotic gameplay moments with us. Let’s shape the future of Funnel Runners together!
👉 Join here: \
Grab your walkie-talkies, patch up the van, and watch out for that lightning. The storm is officially here. See you in the funnel! 🌪️
Hey Runners! 👋 Hope you guys are doing well.
In the last post, we celebrated an unbelievable milestone together! With release day approaching, we are shifting gears back to gameplay mechanics to show you a little about our Moodlets!
Are you new around here? Don’t worry, quick recap: In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: \
Moodlets are our way of instantly communicating your character's current state, these icons will let you know exactly what is affecting your runner at any given second.
Moodlets can be positive or negative, temporary or timeless:
Temporary Moodlets: Features a sliding edge that acts as a visual timer, vanishing once the duration ends.
Timeless Moodlets: Remains active until you resolve whatever is causing it (like healing up or dropping a heavy item).
We have a massive matrix of elements that can trigger these states, ranging from consumables, changing weather patterns, traps, or actions caused by your fellow teammates. Here are the ones you'll encounter upon release:
Negative States & Debuffs:
Injured: Triggers when health drops below 70%. It reduces your movement velocity and won't go away until you heal above the threshold.
Very Injured: The evolution of Injured. Triggers when health drops below 30%, heavily reducing your velocity until you manage to heal up.
Heavy Load: Active while carrying a big or heavy object, reducing your movement velocity until you drop it.
Electrified: Triggered when you get zapped by lightning, a defibrillator, or live wire. Deals damage per second while active.
Drenched: Triggered by standing unprotected in the rain too long. It reduces your velocity and increases electricity-related damage; it won't go away until you find cover.
Burning: Triggers when you take damage over time from fire, decreasing your health per second (duration depends on the source).
Acid/Hail Warning: Triggers when you are in direct contact with either acid or hail storms, which can damage you without protection.
Positive Buffs & Recovery:
Bandaged: Active while using bandages, healing you by a specific amount over the item's duration.
Medicated: Active when using a medical box or consuming pills, healing you by the amount specified by the item.
Full: Triggers when eating food-related items, healing you over time.
Energy Frenzy: Triggered by consuming energy drinks, increasing your movement velocity for the item's duration.
Tactical & Cover States:
Solid Stance: Enabled while crouching, making your character heavier and much more secure against being swept away by high winds.
Umbrella Cover: Active while holding an umbrella out or standing close to a teammate who is. It makes you completely unaffected by rain, acid rain, and hail.
Fireproof: Enabled while wearing the firefighter skin, reduces fire damage.
Lightning Protection: Active while holding a portable conductor during a thunderstorm. It protects you and close by teammates from being hit by a lightning bolt!
Managing your status will be the difference between a successful escape and getting swallowed by the EF5. So keep an eye out for the signals we give you!
Before I go... quick question for you guys: Is there anything you would like to know more about in the game? Since we are so close to the big day?
If you’re enjoying the progress so far, wishlisting helps a LOT. See you in the next one! 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well. We are absolutely speechless right now. 200K wishlists. Two hundred thousand. We thought reaching 100K was a fever dream, but doubling that number before the game is even out? It honestly doesn’t feel real.
We started this as a small, passionate project, and seeing it explode like this is both terrifying and the most beautiful thing that has ever happened to us. And it’s all because of you guys.
Every single wishlist, every comment, every share, it all stacked up into this moment. And we feel it. Deeply. It’s motivating us like crazy to stay up late, working on every single bug, improving the game, and polishing everything so it's perfect for you guys!
So yeah… thank you. Really. This means more to us than we can properly put into words. You guys are literally changing our lives.
If you guys want to know more about the game, consider joining our Discord or reading our Devlogs here on Steam!
👉 Join here: Funnel Runners DiscordIf you’re enjoying the game so far and haven't wishlist yet, please consider it, it helps a LOT. I hope to see you on the 16th of July! 🙏🌪️Hey Runners! Hope you guys are doing well.
As you can see from the title, we have some massive, exciting news to share today! The official release
date of the game has been decided, and it is... JULY 16th!
Are you new around here? Don’t worry, quick recap: In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: \
I know, I know, that is technically just past Q2 2026. However, we made this slight shift with the absolute betterment of the game in mind.
These extra two weeks will mean a ton of extra bug fixes, heavy optimization, and even some features suggested during our closed playtest. We want your first day outrunning the storm to be as seamless (and chaotic) as possible!
Besides the release date, something else was locked in: the price of the game! No suspense or hidden fees here, we landed on a base price of $14.99.
For all of our non-American players out there, do not fret! The game will feature regionalized and localized pricing carefully crafted for each currency. We want Funnel Runners to be an affordable, accessible experience for everyone worldwide.
Quick question for you guys:
Who is the first friend you're dragging into the lobby to help you fix the van on July 16th? Tag them (or just prepare to carry them)!
If you’re hyped for the release, adding the game to your Wishlist helps us a LOT as we head into the final stretch. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
In the last devlog, we talked about our lobby system and how it works! Today, I thought it would be cool to show you what our communication system looks like in the game. Of course, proximity chat is a must, but what else is in there for you guys?
Are you new around here? Don’t worry, quick recap: In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: \
The main star when communication is our loved (and sometimes hated) proximity chat. As the name says, by tradition, you can only hear those who are near you, and vice-versa.
But there is a catch to this one: we all know the best part is hearing your friends scream in terror. So, while they are screaming their lungs out IRL, their voice will be heard louder and further through the map. So... Yes, you will be able to hear your friends screaming in the distance as they get swept away! 🌪️
Of course, you won't be near your friends every second of the game (believe me, you won’t!). Communication at a distance is necessary, and for that, we have specific gadgets:
Walkie Talkie: These will be with you all the time. To speak, just grab them and interact. Your voice will be transmitted to all walkie-talkies that are ON on the map. (So make sure to remember to turn it on and check it twice!)
Broadcast Radio: The broadcast is, in my opinion, the best communication tool. By using it, your voice will be sent to the megaphones on top of the van, making you heard throughout the entire map as if you were using a giant speaker. (I know what you are thinking... yes, you can definitely use it for trolling your friends).
But hey, what if I play with strangers? Am I obligated to hear them? Of course not, we are not monsters! You can always mute people via the pause menu or the TV in the van, or just reduce their individual volume, or just mute yourself if you don't feel like talking. We all know how chaotic it can get!
(yes, I am a loner ok? Leave me be.)
Before I go… If you guys want, tell me what you want the next devlog to be about:
Tornado Analysis - A deep dive into Tornados, variations, shapes, and logic.
Moodlet System - How the game tells you what's happening to your character.
Lore System - Did anyone say lore? Cuz we sure will have some.
Also, quick question for you guys: What’s the first thing you’re going to yell through the Van's Broadcast Radio to scare your teammates? 📢
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
We’ve had quite a lot of people ask if they really need 8 friends to play. Let’s be honest… who has 8 friends in this economy? I don’t. So let’s get this one straight: you can play Funnel Runners with any number of players from 1 to 8, as long as everyone has the game installed and an internet connection.
Are you new around here? Don’t worry, quick recap:
In Funnel Runners you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: Funnel Runners Discord
You’ll still get the chaos whether you’re solo or in a full squad, but the game auto-balances depending on how many players are in the lobby.
What changes with player count:
The amount of problems in the van (solo gets fewer stacked issues)
The amount of spawns/events around the map (bigger squads get more pressure)
Is not insanely different, but enough to give solo players a fighting chance since the map size stays the same for all player counts. So if you’re alone… you better get moving. ;)
Now you might ask: “But I want to play with strangers. How do I do that?”
Fear not, dear player! Our lobby system is an open list of public lobbies that you can join from all around the world (just keep in mind the ping might not be the best depending on where the lobby creator is).
If you want to create your own, just set it to public and anyone will be able to join you ^^ (Don’t worry, you can also kick players if they’re being annoying.)
And of course, you can keep it private too, so only you and your friends can enjoy. Private lobbies will not show up on the list, so no party crashers here!
After creating the lobby, more options will be available, such as map selection, time of day selection, voice chat options, and more! But that is a subject for another devlog...
If you guys want, tell me what you want the next devlog to be about:
Moodlets and Effects (what they do, how they stack, and how they can mess you up)
Communication and Chaos (proximity voice, teamwork, and the “where are you??” moments)
Also, quick question for you guys:
Would you prefer playing this game solo, with friends, or with randoms?
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋
Hope you guys are doing well cuz we…yeah, we don’t even have a word for it right now.100K wishlists, 100k, a hundred thousand... We keep repeating it out loud, and it still doesn’t feel real to us. The game isn’t even out yet, and somehow this many of you are already here, supporting us… it’s honestly insane to see.
What’s been hitting the most is not just the number, but how everything has been moving lately. Every day we open Steam, and it’s like “wait… how did we get here already?” And it’s all because of you guys.
Every wishlist, every comment, every share, it all stacked up into this moment. And we feel it. It’s motivating us like crazy to keep improving and polishing for you guys!
So yeah… thank you. Really. This means more to us than we can properly put into words.
If you guys want to know more about the game, consider joining our Discord or reading our Devlogs here on Steam!
👉 Join here: Funnel Runners DiscordIf you’re enjoying the game so far and haven't wishlist yet, please consider it, it helps a LOT. 🙏🌪️Hey Runners! 👋 Hope you guys are doing well.
So… we all know Funnel Runners is already chaos. Tornadoes, storms, buildings falling apart. But chaos by itself isn’t enough, right? We wanted the city to fight back in smaller, meaner ways too. That’s where obstacles come in.
In this devlog, I’ll show you how obstacles happen, which ones we currently have, and the kind of “oh no” moments they can create during a run.
Are you new around here? Don’t worry, quick recap:
In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the EF5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: Funnel Runners Discord
Obstacles are basically consequences of the weather + destruction systems. They’re not random “traps” placed for no reason. They show up because something in the world got hit, broken, or thrown around.
They can slow you down, force detours, split your team, or just delete your health bar if you stop paying attention for 2 seconds. Currently, in our game, we have:
Strong winds can knock power lines down, and they become a nasty hazard on the road. If you walk over one… yeah. Just hope you have enough health to survive the electricity.
During lightning storms, lightning can strike different objects in the map and start fires. If you get too close, you catch fire. If you panic and run into your team while burning… You might bring the party with you.
Also, be extra careful if you’re carrying something… explosive.
And of course… the big one. Structures actively being destroyed are dangerous. Standing too close to collapsing pieces, getting hit by debris, trying to loot a house that’s literally mid-fall… it can mess you up fast.
The city changes during the run, so a place that was safe 30 seconds ago can become a death zone.
This one is a little extra for you guys: if you’re on fire or electrocuted, and you get really close to your friend… that status can transfer to them as well.
Do with that information what you will ;)
If you guys want, tell me what you want the next devlog to be about:
Lobbies, Solo, and Multiplayer - How we scale difficulty depending on team size
Moodlets and Effects - What they do, how they stack, and how they can mess you up
Communication and Chaos - Proximity voice, teamwork, and the “where are you??” moments
Also, quick question for you guys: If you could add one new obstacle, what would you want it to be? How would it be triggered?
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
Today is a special one, our Cinematic Trailer is finally live!
This trailer is a different look at Funnel Runners. Instead of focusing on pure gameplay, we wanted to capture the feeling of being there, the pressure, the chaos, and that moment when you realize the storm is already too close.
Check it out on our Steam page!
It shows a bit more of the world, the atmosphere, and what a run can feel like when everything starts going wrong. This trailer means a lot to us. It’s one of those milestones where you step back for a second and realize how far the project has come.
And honestly… seeing it finally out there is a bit surreal.
If you watch it, let us know what you think. We’d love to hear your thoughts.
Quick question for you guys:
What would you like to see more about in the next video?
👉 Join here: Funnel Runners Discord
If you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
Today, we're talking about the second most important part of the game: the maps. (The first one is obviously the tornados🌪️) We’ll take a look at how maps are assembled in our game, the biome we’ll have at release, and even a few spoilers for the future.
Are you new around here? Don’t worry, quick recap:
In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, or with up to 7 friends, creating ultra-co-op chaos.
👉 Join here: Funnel Runners Discord
Our maps are generated in multiple steps.
The first step is choosing a base layout. Each base defines things like the street pattern and the possible locations where areas can spawn.
Some maps will have more houses. Others might be more open. Some will be bigger, while others are smaller and more compact.
After the base is selected, the game moves on to area generation.
Each map contains multiple area slots, and those slots are filled randomly from a list of possible locations.
For example, a space might become a house, a park, a gas station, or another location entirely.
This means that even if you play the same map base, the areas inside it change every match.
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To make things even more unpredictable, each area contains at least 20 possible item spawn points.
That means a single map can have 200+ possible spawn locations for tools and items.
So memorizing loot routes won’t really help you here. (Sorry speedrunners)
All these steps exist to make sure that even when playing in the same biome, the map still feels different each run.
Biomes can be thought of as types of maps.
They decide things like:
The assets used in the environment
The types of buildings you’ll find
The weather patterns present during gameplay
The game will release with one biome: the American Suburbs.
In this biome, you’ll find locations such as classic suburban houses, parks, gas stations, and other places you’d expect in a small American town
The weather will include multiple storm types and several tornado sizes.
After release, we plan to add several new biomes. One example is The Old West biome.
In this biome, buildings will look like they came straight out of a western movie. The environment will be more desert-like, and the weather will feature sandstorms instead of rain.
And yes… tumbleweeds might even send you flying.
Some other biomes we have planned include: The Snowy Retreat and The Midwest Farm
But we’ll talk more about those in the future. 😉
If you guys want, tell me what you want the next devlog to be about:
Lobbies, Multiplayer, and Other Systems
Obstacle Systems with examples and how they work
Voice Chat and what to expect in-game
Also, quick question for you guys:
If you could add any biome to the game, what would it be?
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
So many new faces around here lately… I’m starting to feel shy! But that will not stop the devlogs.
Today we’re diving into one of the most important places in the game: the van. Even though this van is broken 98% of the time during gameplay… I promise it’s actually pretty cool in there.
Are you new around here? Don’t worry, quick recap:
In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, or with up to 7 friends, creating ultra-coop chaos.
👉 Join here: Funnel Runners Discord
The van is where the game both begins and ends.
It’s the first place your character appears when you create a lobby, and it’s also the vehicle you’ll use to escape the end tornado and secure a victory.
Inside the van, we divided its mechanics into three main categories.
These are the parts of the van that can break during gameplay.
Things like Blown Fuses, Dead Battery, Flat Tires, and more. Basically… the things that will give you a headache.
Sometimes these problems also affect other systems inside the van. For example, if the battery dies, you won’t have access to any of the electronics inside it.
So, yes… one problem might unlock a new one... Or three.
Good luck with that.
These are systems designed to help your team survive the run.
Examples include the TV, radar, surveillance monitors, toolboard, vending machine, and more.
These systems mostly exist to help you track information and make better decisions during gameplay.
For example, the radar helps predict incoming weather activity and lets you track your teammates.
Both alive and dead.
(Have you ever tried finding a teammate in a storm without a tracker? Yeah… not easy.)
And then we have the fun stuff. These are things that don’t really help you win, but they make the van feel more alive. Things like darts, the whiteboard (yes, you can draw on it), and the locker.
They’re mostly there for those moments before a match starts, when everyone is ready… except for that one friend who is always late.
You know who you are.
Even though the van is where the game begins and ends, you actually won’t spend much time inside it during gameplay.
You’ll be busy running around the city trying to find parts and tools as fast as possible… and the map is not exactly small.
But that’s a topic for another devlog. 😉
If you guys want, tell me what you want the next devlog to be about:
Biomes and Map Mechanics
Obstacle Systems with examples and how they work
Also, quick question for you guys:
If you could add one gadget to the van, what would it be?
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋
Hope you guys are doing well. I honestly don’t have many words for this… but I’ll try my best.
Last night, Funnel Runners was featured by IGN. Not only on their website, but also on their main YouTube channel, and that’s something we never imagined would happen when we started this project.
Click here to read the IGN Article
What made this even more surprising is that this wasn’t something we sent to them. The trailer actually got there thanks to a very nice person called Joe, who liked the game and shared it with them. So waking up and seeing this was… a shock to say the least.
Being an indie developer sometimes feels like wearing an invisibility cloak; taking it off is hard. When we started this journey, we were honestly afraid the game would simply be forgotten before anyone even knew it existed, since we don’t have any marketing budget at all.
For us, this means a lot more than just exposure. Most projects never even reach 10k wishlists, and many can only dream of this kind of attention. We are definitely not taking it for granted.
So this post is both a huge thank you to everyone who helped make this happen, and also a small message to other indie developers out there:
Even if things start slow. Even if you have no budget. Your game can still be noticed.
Don't give up on it.
👉 Join here: Funnel Runners Discord
If you’re enjoying the game so far and haven't wishlisted yet, please consider it, it helps a LOT. 🙏🌪️Hey Runners! 👋
Hope you guys are doing well cuz we are doing great GREAT!
These past few days have been CRAZYYY. We went from 10k to 30k in just a few days, all thanks to... X? Yeah! Can u imagine? We were trending on the USA entertainment tab! That was so amazing, we were all so shocked, some of us even cried (not me ofc).
That being said, thanks to all of you, new and old followers, for being around here, giving us your time and attention! We hope you find our game to be fun (and a little bit terrifying).
So again, thank you. I can't express how much this means to us as developers. We have been working so long on this, and seeing it being recognized and loved is simply amazing. So thank you, thank you, thank you, thank you! A million thank yous is not enough!
👉 Join here: Funnel Runners Discord Little special thanks to Joe for giving us the first push on X, we owe a lot to u buddy <3
Hey Runners! 👋
Hope you guys are doing well.
Today, we will explore a little bit about our repair system and the tools that are necessary to interact with it. We will also see a little bit of our gadgets and how they can help you during gameplay!
Are you new around here? Don’t worry, quick recap:
In Funnel Runners you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, or with up to 7 friends, creating ultra-coop chaos.👉 Join here: Funnel Runners Discord
As mentioned before, our game loop revolves around the fact that you and your team need to fix the VAN that broke down, before the end tornado catches up to you guys! The van can break down in many ways: tyres can be flat, fuses blown, fuel empty, oil low, and much more.
Each of these problems will require specific tools to be fixed, and it's your objective to find them in the city! Some will even require more than one tool, for example, the tires.
To change a tire, you will need a Scissor jack, a toolbox, and, of course, a new tire.
However, finding the tools will not automatically fix the problem; you must bring it back to the van, interact with the broken part, and properly replace it by winning minigames that rely mostly on your response time being fast and reliable, even under pressure!
In the game, we have multiple items, and to make them a little easier to section for us developers, they are divided into 4 main sections: Tools, Gadgets, Collectables, and Consumables.
Tools are all items that are needed to fix the van; they are key items that are prioritized when spawning the items in the map. Ex: Tires, Fuses, Battery, Scissor Jack, etc.
Gadgets are items that can help the player in some way, but don't directly relate to fixing the van, and are not essential to win the game. Ex: Umbrella, Crowbar, Defibrillator, etc.
Consumables are items that players can consume to give them some kind of effect, like healing, a boost in stamina, or velocity. Ex: Health Pills, Bandages, Granola Bar, Energy Drink, etc.
Collectables are items related to tasks; usually, they serve no direct utility to gameplay besides task completion and lore exposition. Ex: Newspaper, Secret Documents, VHS Tapes, etc.
These are only some examples, and we have much more in the game, but we don't want to spoil everything!
“Funny moments” devlog with clips/screenshots
Obstacle Systems with examples and how they work
Van Gadgets and their main uses
Hey Runners! 👋 Hope you guys are doing well cuz we are doing great! This weekend, we reached an AMAZING milestone in the project, which is the 10k wishlist mark! This is super exciting for us since we barely started marketing the game a few weeks ago. Receiving all this attention to our project means the world to us and just gives us 100X more fuel to work hard and release the best game for you guys.
\ So thank you all for each like, each comment, each share! Every single one of you guys mattered, and we couldn't be more grateful!
If you guys want to know more about the game, consider joining our Discord or reading our Devlogs here on Steam! If you’re enjoying the game so far and haven't wishlist yet, please consider it, it helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing well.
Today, let’s explore a little bit of our tornado and destruction systems, both of which are essential to gameplay, and honestly… they also gave us the most headaches during development. They’re not 100% final yet (we still want to optimise further), but they’re far enough along that I can finally talk about them properly.
Are you new around here? Don’t worry, quick recap:
In Funnel Runners, you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: Funnel Runners Discord
The tornado system was one of the trickiest things to implement. We wanted it to feel realistic, but without doing insane physics + wind calculations that change every second (that would destroy performance fast).
The first big step for realism was variety. Tornados can spawn in any size, from a small F1 all the way to a menacing F5. The spawning sequence tries to replicate the real formation as closely as possible. And yes, they can affect the city even if they’re not fully formed yet.
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When a tornado spawns, it generates a bunch of data based on its size:
The area it affects
The maximum wind speed it will reach
The path it will take through the city (Yes, it can deviate from that path)
and a few more.
The most important ones for us are the area of effect and wind speed, because those two decide how the world reacts to that tornado. There’s no reason to check if an F1 in the south is affecting a tree on the north side of town, so we only evaluate objects inside the area of effect. Every object has its own thresholds. A tree might lose leaves from an F1, but it’ll probably still stand. That same tree near an F4/F5? Different story.
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Our destruction system is completely original and coded by hand. We looked at pre-made plugins, but they were too heavy for what we wanted, so we went the “painful but worth it” route and built our own.
The idea is easy to understand (the implementation was not 😅):
Each destructible asset has a resistance threshold. When it’s inside a tornado’s destruction area, it checks the current wind strength. If the wind is strong enough to pass that object’s threshold:
Dust VFX kicks in
Personalised particles/debris spawn (depends on the asset that is being destroyed, a fence and a wall will use different particles that match them)
And behind the scenes, we swap the object to a broken version (or despawn it completely)
The trick is that most of the “heavy stuff” is hidden by VFX and timing, so it looks intense without killing performance.
To make this possible, we also had to build locations like LEGO. Houses and other areas are assembled like “puzzle pieces” that blend together seamlessly, so when things break, they break in a way that still feels natural. To assemble these correctly, we needed to create + 100 structure pieces and their broken variations.
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A lot of our destruction relies on visual tricks + VFX, not true “pieces flying around” physics destruction. That’s how we managed to keep the game stable and optimized for mid/low-end PCs, even when 100+ assets get destroyed at the same time.
If you guys want, tell me what you want the next devlog to be about:
Weather system (and how it escalates)
Repairs + tools
“Funny moments” devlog with clips/screenshots
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Hey Runners! 👋 Hope you guys are doing good.
I wanted to do a quick devlog to explain what Funnel Runners is, what we already have in the game, and what we’re trying to add in the next months until release.
If you’re new here, the goal is simple: you have ~20 minutes to loot the city, fix the van, and escape before the F5 reaches you. You can do it solo, but it’s made for co-op chaos with friends.
👉 Join here: Funnel Runners Discord
Currently in the game we have:
Tornados: (obviously haha) They’re the main threat and the reason you’re always on a timer. They can mess up plans fast and force you to keep moving.
12 weather patterns: Rain / Hail / Acid / Lightning, each with light/medium/heavy variants. It’s not just cosmetic, intensity changes how risky it is to be outside and how stressful repairs/looting become.
Destruction system (mid/low end PC friendly): We built our own destruction so buildings can break apart during the match without needing a crazy PC. The city changes as the storm gets worse.
20+ tools and gadgets: A bunch of different items to help you survive and solve problems. Teams can play runs differently depending on what they find and what they bring.
Semi-procedural maps: Streets stay familiar, but houses/areas change every match and item spawns are fully random, so runs don’t feel the same and you can’t just repeat one route.
And besides the content, these are the main mechanics that make the game feel like Funnel Runners:
Proximity Voice Chat: Yes, it’s in. And yes, it creates the funniest and worst moments. If you split up, you’ll sound split up… so good luck and try to not scream too much.
Repair System with QTEs: Fixing the van is not “click and done”. You actually have to do the repairs, and doing them while the storm is getting worse is where most runs become chaos.
Multiple Obtacles: There are different traps you can run into (or sometimes be pushed into) such as flaming trees and trash, power cables in the ground, and much more.
Different times of day: Time of day changes difficulty and visibility, and it makes the game feel unique.
In the following months until release we are focusing a lot on optimization of course, but there are also some big mechanics we want to get into the game, such as:
Inventory System
Leveling Up System for the player
+30 Achievements
Controller Support
We’ll talk more about these in the near future, some spoilers might be sent on discord. ;)
If you guys want, tell me what you want the next devlog to be about:
tornadoes + destruction
weather system (and how it escalates)
repairs + tools
“funny moments” devlog with clips/screenshots
And if you’re enjoying the progress so far, wishlisting helps a LOT. 🙏🌪️
Runners, it's time to unite! We have our own Discord server for Funnel Runners, and you are invited to join! Join us to:
• Get exclusive development updates
• Share feedback and help shape the game
• Talk directly to the developers
• Find other runners to play with. This is where the real chaos begins. Will you join us? 👉 Join here: Funnel Runners Discord
Let's do it together! The Funnel Runners Team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Funnel Runners, 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 Funnel Runners 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.