
Steam news
Full Steam announcements and update articles for this title.
Hello everyone,
this release marks the beginning of the transition of our early access from a "technical demo" to a "game". We are introducing the first 4 onboarding missions, part of the story mode, introducing 4 (out of 7) STORROR characters:
Drew, Toby, Callum, Benj.
We are replacing the old style tutorials with more dynamic and cinematic onboarding missions, hope you'd like these changes!
In the next days we'll add many more challenges, improvements and fixes.
A lot more work has gone into this update, you'll find the changelog in the game, and here, below.
New Prologue missions featuring Toby, Callum, and Benj
Redesigned introduction to get you into the action faster
Redesigned character selection menu with clear icons for both character models and outfits, making it much easier to see exactly what you are choosing. This is the first step towards the upcoming Character Editor
Some action mappings have been revised. Check the Controller section in the Pause Menu for full details
Refined turn in place and locomotion mechanics for more predictable control
Wharf Extension - New area to explore around the Wharf
East Plaza - Improved building with more gameplay opportunities
Community Centre - Upgraded with new routes and details
Added London street signage across the map to make the city feel more authentic
Lobby Menu - New lobby player list with kick functionality for the host
Engine Upgrade - Updated from Unreal Engine 5.6 to 5.7. Existing mods may no longer work correctly and may need to be updated
Fixed various bugs affecting build stability
Hello everyone,
this is a pretty big update, star of the show is the introduction of the action wheel, from there you can control all sort of new tools and gadgets! Give it a try, my favourite is Drone Mode and some funky emotes!
- Drone Mode - Take control of an FPV drone to explore the city from a new perspective
- Multiple camera modes including fisheye lens
- Battery system with boost functionality
- Impact sparks visual effects
- Full multiplayer support - other players can see your drone flying around
- Action Wheel - New radial menu for quick access to tools and features
- Multi-level navigation for organized access
- Music player controls with audio visualizer
- Emote selection
- Tagging/graffiti tools
- Flashlight tool
- Emotes - Express yourself with a new collection of emotes
- New emote icons and animations
- Quick access via the Action Wheel
- Hackysack and other fun emotes
- Tagging System - Leave your mark on the city
- Spray custom graffiti decals
- Choose from digital graffiti designs
- Cleaner spray visual effect
- Flashlight Tool - Light up dark areas while exploring
- Visible to other players in multiplayer
- Improved power vault vs normal vault differentiation
- New stride routes around the demolition site
- Enhanced locomotion system
- Demolition Site - Major gameplay iteration on Building A, B, and Ground areas
- New scaffolding and blocking modules
- Set dressing improvements on Building B
- Removed problematic collisions on open window models
- New mission-only actors and environmental storytelling
- Fixed various crash issues
- Fixed minimum camera distance issues
- New shader collection for improved rendering
- Optimized digital graffiti using texture atlases
- Improved input system with input maps to prevent input conflicts
- Network API updated - only players on the same version can join lobbies together
Hi all,
Before releasing to the general public, we'd like to offer existing players a glimpse of what's to come!
New update will have a brand new action wheel feature! In there you'll find:
Drone mode, quick access a drone to scan areas around, also flying a drone is just fun :)
Emotes: now you can express yourself with some cool movements, personally the matrix dojo one is my fav one!
Flashlights: at night, it's could be dangerous...
New tagging: now you can choose a lot more options when tagging walls
Music player: your inner spotify.
General bug fixings and performance improvement always present!
If you encounter some major issues, please let us know as usual either here on in our discord server:
You can find it in the beta or experimental branch on your steam client, follow the steps below to access it:
Hello everyone,
it's been a week of refinements, fixes and optimisations. Hopefully this latest patch should improve stability and performances, and a few gameplay issues :)
- Fixed Plaza Stick challenges not working correctly
- Fixed potential crash when clearing mission invites during level transitions
- Fixed debug spheres being drawn in shipping builds
- Replaced placeholder grey block with proper mesh
- Optimized mission NPC spawning to reduce frame drops
- Cleaned up old shader cache
- Animation tweaks
- Physics tweaks
Hello everyone,
we've been working on making the whole experience smoother, fixed a lot of multiplayer crashes/bugs, and improved again performances. You'll find a rather detail lists of what changed in here:
CPU performance optimizations for smoother gameplay
Improved light culling based on distance for better frame rates
Nanite cluster and overdraw optimizations across the map
Replaced text actors with decals for improved performance
Shader optimizations
Engine and mesh physics tweaks for smoother movement
Improved camera collision handling
Fixed action whitelisting in missions
Splash collision improvements
Increased audio channels for richer soundscapes
Fixed collision and visual bugs on skyscraper rooftops
Added climbable ledge at demolition site
Fixed climbing modules placement on demolition site Building B
Ball court bars adjusted
Fixed transparent glass rendering (moved to Before DOF pass)
Preparation work for Steam Deck support
Hey everyone,
It's been a minute since we've had an update, but we're back, and with the biggest update yet!
This is a huge update with loads of new features, loads of improvement and countless bug fixing! Graphically and performance-wise we have improved in all areas, while adding a lot of core gameplay functionality, flow state, the beginnings of our progression system, time of the day and weather cycles, funky new game modes (floor is lava) loads of new challenges, improved multiplayer experience, added support for 9 languages (more in the future) and much more, the list goes on and on! We are also running a 10 days deep discount to celebrate this huge milestone! If you haven't grabbed your copy yet, this is the time!
- Flow State - Along with an improved scoring system you can now build up flow by chaining moves together. Activate flow state to amplify your movement. Move faster, jump further, drain stamina slower and more.
- Progression System - You can now earn XP for completing missions and challenges, discovering new areas, tagging collectables and just doing parkour around the map. This builds your confidence level (displayed in the pause menu). The progression system will allow for you to eventually unlock missions, clothing, and more!
- Player Titles - Earn new titles by levelling up and completing various achievements.
- Time of Day and Weather Option - Change between different times and weather to give the city a whole new feel.
- New Game Mode: Floor is Lava - Get to the end as quickly as possibly without falling to your doom. Prepare to be frustrated lol.
- New Challenge Type: Style - Rack up as many points as possible at a spot within the time limit. Combine flow and lines to get the highest score possible.
- New Challenge Type: Stick - Complete a series of precision jumps around a spot.
- New Challenge Type: Water - Complete a challenge or series of challenges at a spot specifically utilising water to create interesting dynamics.
- New Challenges and more games - Tons of new and improved speed, warm up, skill and chase challenges and games added.
- New Interior Spots - Experience a new perspective on the estate from within passageways, maintenance zones, and even an abandoned art gallery
- New Outdoor Spot: Recreation Park - Unleash your inner child by swinging around the playpark, or kick balls around the basketball court
- Localisation - Full interface/subtitle localisation for French, Spanish, German, Italian, Portuguese, Russian, Chinese, Japanese, Korean
- New Player Sound Effects - Enhanced sounds for footsteps, impacts, slides, and more. Most of these are placeholder and will improved further over the coming weeks!
- Advanced Graphics Settings - Fine tune the graphics settings to hit your ideal combination of quality and performance
- Controller Haptics Feedback - Feel the weight of impacts and bails with controller vibration
- Music Player Controls - Pause, shuffle, skip, and repeat any song at your convenience
- New and Improved UI - New pause menu, new mission screens, improved compass bar and icons and more!
- Mission Log/Tracker - Mission suggestion prompt and waypoint system to guide you to challenges and games around the city!
We refactored some key mappings to prepare for future input expansions.
Please check out the controls menu to familiarize yourself with the new inputs.
Main changes:
- Roll: Now on right face button (O Playstation, B Xbox, Q Keyboard)
Aware this will be a controversial one, but the roll input was remapped to make the best use of our control scheme,
placing the rolls on buttons rather than flicks allows us to support charging for physics dive rolls when we add those in the near future.
- Dive Roll: \ + Roll
- 360 Dive Roll: \ + Roll
- Stride: Tap \
- Plyo: Long Tap \
- Activate Flow: Tap \
- Recenter: Tap \
We are aware that some of those changes will surprise existing players, but you'll get that pro level muscle memory back in no time!
Custom keybinding support is planned for the future to allow everyone to play their own way.
- Performance optimisations across the board
- Smoother and faster locomotion system
- Turn in place / recentering for precise character orientation
- Balanced move scoring
- Various multiplayer QoL, join/leave sessions etc...
- Improved physics flips
- Lache and grab improvements
- Host of UI Improvements
- General locomotion fixes
- Fixed environment collisions and other map issues
- Fixed multiplayer crashes
- 345 miscellaneous code fixes
- We use Mixpanel analytics to gather performance information that helps us optimise and improve the game, this data is fully anonymous but can be opted out of in the Graphics menu
Hi all,
we are in the process of QA-ing our next update, for existing players we'd like to give you an opportunity to test it before we go live.
In particular we've changed some of the controls settings, please refer to the controls page in the pause menu for a refresher! We also added few localisation support, please if you are a native speaker of on the the languages support tell us your feedback about it!
As the name suggests this is an experimental branch, so things won't be perfect but it should give you a good peek of what's to come. If you encounter some major issues, please let us know as usual either here on in our discord server:
You can find it in the experimental branch on your steam client, follow the steps below to access it:
This week, and most of the next, was/will be spent prepping up for our next big update, codenamed: "Como". (Yep like the Italian city!)
We are aggressively looking into all sort of optimisations right now, both in terms of code and art, but specifically art, made huge strides there!
We've locked down our weather / time of day modes, they look very solid right now!
A big big big effort has gone into the QA process for the next update, so big ups for all of our QA volunteers, you can find them in our discord server if you want to chit chat with them! We are going to open up, very soon, a beta channel in steam where all of the existing players can start to test our next update, please stay tuned if interested.
If you'd like to be part of this journey with discussions, suggestions and general info about the game and its development please hop in in our discord server:
Lastly, here's our video recap for the week!
Yep you've guessed it, another busy week!
We’ve got a bunch of new indoor spots wrapped up and a new play-park spot in the works!
Excited to see how this allows for more fast and fluid gameplay, as well as the new dynamics it brings to modes like chase and escape and speed challenges!
Here a sneak peek! (You really don't want to miss this!!) https://www.youtube.com/shorts/JCJrqtDG4qg
If you'd like to be part of this journey with discussions, suggestions and general info about the game and its development please hop in in our discord server:
It's been a hectic week at the studio!
We've finally got the improved locomotion system out and ready to test, it has been a massive undertake, the main focus was to remove as many stutters and glitchiness we could, we are almost there, still some cases to sort out!
Localisation wise we have been working on making sure every single menu page is properly done with no clipping etc, we aim to ship about 10 languages next!
After a lot of back and forth with the team we have decided that the new story mission, Sacha's special: "Don't get wet", is not production ready just yet, hard call but we had to remove it for now from the next update.
David's been working like crazy on reorganising all the mission/challenges code, monumental task but hopefully you'll see a big improvement on the UI and mission feedback. Star of the show anyway has been the new progression system, this is a huge one, and we can't wait for you to try it!
Frank and Mostafa have done some stellar job on generally improving and expanding the existing council estate area, the new museum is now playable and it looks awesome too!
Ben has started working on improving the existing area at the back of the shop, some way to go but things are shaping up nicely! Here's some super temporary gameplay test of "floor is lava" park.
Sara has been working on new NPCs that we've gathered last week at our first VIP backer session in Reading, UK. (A very long overdue event!! Thanks everyone for an amazing day!)
As usual, needless to say but we'll say it, there's always constant work on performances and optimisations!
If you'd like to be part of this journey with discussions, suggestions and general info about the game and its development please hop in in our discord server:
Floor is lava, an art gallery, NPCs and much more. It’s been a busy week!
One of the key things that we’re focusing on in this next update and going forwards is channelling the creativity and fun of STORROR into all the missions, challenges and games. We’re adding floor is lava as the first of many fun game modes, but expect more soon! Aside from being a fun, rage-inducing game mode, we can’t wait to see the multiplayer clips of you guys drop-kicking each other off obstacles to win 😂
The artists have been working away at the new routes and adding a ton of variation, with one of them becoming an art gallery, inspired by barbican. It should hopefully give more unique visuals and interesting gameplay opportunities!
We’ve also got a lot of stuff in the pipeline to improve the feeling of life in the world. We’re slowly creating more NPC’s and as always continually optimising the level and our systems so we can add more dynamic elements to the world!
Aside from that, there’s been a bunch of gameplay improvements, bug fixes and much more. We’re super excited to get this next update out to you guys and keep on building SPP with your support and feedback!
Localisation works is also going strong, we should have our first main Europeans language support next week! As always, ongoing effort on optimisations, always present and always going to be!
You can also find our cool video recap here:
Weekly update video
If you'd like to be part of this journey with discussions, suggestions and general info about the game and its development please hop in in our discord server:
Hey guys,
We want to start sharing and seeing more of your clips so we're going to be starting the clip of the week competition!
Post your best clips online (YouTube, Instagram, Steam Hub, Discord etc) each week with the hashtag #sppclipoftheweek for a chance to win a £50 gift card of your choice!
We will pick and share the top 5 clips each week, and let the discord community vote for the winner
Make sure to join the discord so you can vote!
Excited to see what you guys cook up 🧪
Oh and new update very soon :)
Team SPP
Hello everyone, here's the first (of many!) weekly bulletin development updates that we will be publishing through our Early Access to Official 1.0 release journey.
Without further ado, this is what the team has been working on this week:
New STORROR signature mission, Sacha's "don't get wet".
New hook's physics.
New shortcuts on east/west plaza.
Started: localisation, working on French, German, Italian, Portuguese, to come Chinese, Japanese, Korean.
New "precision mode" to help you navigate small/tight spaces a lot more accurately.
\ A range of glitchy physics behaviours.
\ Stopping the character after climbing up thin ledges, instead of taking that extra step!
Always worked on: general performance optimisations, aim is to get a solid frame rate on SteamDeck.
You can also find our cool video recap here:
Weekly update video
If you'd like to be part of this journey with discussions, suggestions and general info about the game and its development please hop in in our discord server:
Hey Guys,
Hope everyone is enjoying the last update! So what started as a quick hotfix, turned into another pretty good update (sorry for the delay there) Here's a rundown of the changes: \ Physics based flips. You can now flip over walls and onto objects. This has been long requested and really unlocks a ton of new gameplay opportunities.
\ Better blend out of in air flips. Momentum is better preserved for in air flips before correction kicks in!
\ More realistic landing heights. We've reduced slightly the height at which you can take drops with and without rolling. Going to be finetuning this over the next few updates, as well as adding more landing animations and audio and visual cues for landing requirements.
\ More realistic grab and wall slide heights. You can no longer grab from the top of a skyscraper lol. ow if you attempt to grab a ledge after falling too far, you'll slip out when grabbing and bail (actually looks really cool). Again, going to be tweaking these limits and also adding more grab animations depending on falling height etc.
\ New speed challenge across skyscrapers
\ New chase on city-group rooftop
\ Added checkpoints in existing speed challenges
\ We're starting to work on flow and taking a better look at scoring. Now as you chain moves the movement will slowly speed up. This is still missing the HUD visuals but will be adding that in one of the next few updates!
\ Couple crash fixes
\ Fixed water reset during wharf chase
\ Fixed some collision issues stopping double vaults and climbs etc
\ A few input fixes. There were some inputs blocking each other despite not having any clashes i.e., holding Triggers were blocking climbs etc. These have been fixed as well as some additional fallbacks for very basic movements to improve general flow
\ Fixed some input chaining bugs with the tap vaults and flips causing you to flip out of sticks or vault/flip when you didn't want to.
\ Fixed camera zoom in stuck on sprint
\ Improved turn in place for M+K. There are some issues with the slow movement, turn in place and starts in general for keyboard and controller that we're working on. Should have a fix and improvements for that soon!
Thanks again for the support and let us know any feedback in the comments or discord Team SPP
Hey Everyone!
We've released a new update to SPP that we've been hard at work on over the last few weeks! Hopefully this update gives you a sense of where we're heading and the quality bar that we're aiming for. We're excited to bring you more content and improvements very soon!
The core aims for this update were to improve the initial onboarding experience, offer some more basic and simplified control options, present the mechanics and skill progression in a more self driven and challenge focused way, and expand upon the overall sense of adventure and fun!
Internally, we also drastically improved many core systems. A notable one is the mission/challenge system and its network replication. Challenges are now significantly easier to author and place, with the system also setup to allow for dynamic player created challenges in the near future!
We're going to be adding lots more content over the course of this week, so stay tuned and expect new challenges every day!
Let's get straight into what's new in this update:
\ Our first mission (Demolition site Escape). Make your way through the demolition site, learning the fundamental mechanics of the game.
\ Chase and Escape Mode. New multiplayer game mode, where one team are runners with the objective of racking up as many points as possible without getting caught. The others are chasers, trying to catch them within the time limit. This one is very fun. Many more chase spots to be added over the coming days/weeks!
\ Improved attacks. Added push, smoother tackle and physics based drop kicks.
\ Demolition Site Spot
\ Vauxhall walls spot
\ Warmups. These are our new approach to mechanic tutorials. Accessible from the menu or discoverable in the level, learn the mechanics of the game at your own pace. Expect more to be added and existing ones improved based on your feedback over the coming weeks.
\ Improved camera system. We've added a hybrid follow cam to give more simplified character control options to players. You can turn this off in settings. Let us know how this feels and any issues you guys are having. This will take some time to get just right but we require your feedback to do so!
\ Improved Compass. Can now discover challenges easier, as well as see checkpoints and other players in challenges. NEW] Alternate vaults and flips input. Default vaults and flips can be triggered on a tap of the vault/flip button.
\ Collectibles and tagging. Find and spray signs dotted around the level. The tagging and collectable system will continue to be built out over the coming weeks!
\ Missions and Challenges accessible from adventure tab in menu.
\ Additional camera and HUD settings in menu.
\ A couple new T-Shirts. Going to be drastically improving customisation as a whole very soon!
\ Reworked Keyboard and Mouse controls. Some of those inputs were bound horribly lol. Hopefully current setup is much more comfortable. We're going to be taking a closer look at this based on your feedback!
\ Bunch of other fixes, optimisations and improvements. As usual, there's going to be bugs, crashes and some funny (or not) glitches, but bare with us! We're a small team and really rely on your feedback and testing to improve, find and eliminate all the issues. Thank you all for the support and we'll have plenty of updates with new chases, challenges and more this week!
Remember to join the discord!
Team SPP
Hey Guys,
This weeks hotfixes and changes are live now! With ragdoll fixes, gameplay improvements, additional crash debugging and more!
Here's a quick summary of the update:
Fixed ragdoll replication in multiplayer sessions. This fixes the bug where other players were falling rather than ragdolling.
Fixed Ragdoll getup in mid air.
Fixed ultra fast ragdoll getups.
Improved physics during getups. Now the character will not make those sudden and poppy rotations when transitioning back from ragdoll physics.
Fixed some new crashes introduced in latest update.
Added some additional internal crash debugging metrics so we can get to the root of some of these GPU crashes we're seeing. Some of the most common crashes we're seeing are potentially engine bugs that should hopefully be fixed soon but we should be able to better identify the causes now.
Fixed issues with drop ledge detection that was stopping players being able to vault off or climb down ledges.
Fixed 360 jump not triggering properly and or stalling the power bar.
Improved Tic Tacs. Tic Tacs are now no longer bound by animation coverage so regardless of entry angle the character can perform a tic tac. Additionally the default launch angle of the tac is now that of the rebounded angle of entry (Like throwing a ball off a wall) so if just pointing move input towards wall then you will no longer just launch straight into the wall. You can still control your angle of exit by pointing your move input in the desired direction once the tic tac has started. This now also has a much larger threshold of +/- 90 degrees (previously +/- 30 degrees) so you can better control your exit angle.
You can now 180 from a ledge in any direction away from the wall. This means you can 180 laterally. Although a little jank looking, this will allow for more gameplay options later down the line and animation quality will be improved as we refactor the climbing system.
Host of Material and Environment optimisations.
Stabilised some of the character physics, especially when jumping onto objects (feet don't get caught etc).
Fixed replication of cloth sim state. Now cloth sim of other players will reset correctly as and when triggered.
Smoothed the cloth sim reset after bailing. Added a soft transition from simulated to non simulated and back to avoid the jarring reset. Cloth sim will be improved and optimised as we work on the character customisation and hopefully this won't be necessary at all, but it is a less jarring solution for now.
Escape mission now correctly resets on a bail.
Fixed issues joining a new multiplayer challenge whilst in the start info of another.
Fixed bug where other challenge zones were displaying interact hint whilst in a challenge.
Added checkpoint visual marker when passing through gates in speed challenge.
Hide HUD now also hides names in multiplayer.
Some prompt UI tweaks.
As always let us know your feedback and make sure to check out the recent dev update video on the STORROR Parkour Pro YouTube, where we chat about the recent update, and what's next for the game!
Team SPP
Hey everyone,
New update is now live, with a bunch of additions, improvements and fixes to the world, visuals, gameplay, challenges and more!
We're working every day on the game, and aside from working on this update and the next, we have spent a lot of time these last few months working on the vision and design for the whole game. As we've said before, this really is just the very start and we have so much more planned for SPP. We're excited to share these plans and roadmap with you in the coming weeks!
As always, thank you for your support and patience, and if you're enjoying the game/feel this update has improved the experience for you, a review on steam would be much appreciated! Also Join the Discord to leave us any and all feedback/suggestions. Your feedback is super important to us, good or bad, and will help us make the best game possible.
Enough talking, Here's a summary of the changes in this new update:
Added/improved multiple areas in estate section of world (Train Station, Wharf, Plaza)
Improved multiple city skyscraper buildings with new routes, connections, and various extensions
Improved visuals and textures throughout the world
Added dynamic level elements (Overground train running between city and estate)
Added destructible environment features
Collision and mesh fixes
Host of other level and visual improvements
Reworked input system from scratch (again) to improve consistency, reduce hardware input lag, and better detect device types, as well as more responsive switching between devices
Improved Camera system with less lag and properly customisable settings
Improved in-air flip physics - Correctly rotating character around center of mass to give more realistic rotations
Improved Mouse and Keyboard controls - More responsive and consistent flicks (Controls and mapping is still WIP as focus has been heavily on controller leading up to this point but we're working on M+K more now). This new system sets us up for implementing dynamic key rebinding/control layout schemes (Arcade, Classic etc).
Dynamic parkour physics - Movement and traversal now works correctly on moving objects. You can jump, grab and perform moves on moving objects with correct physics.
Fixed multiple collision, animation and other movement bugs
Adjusted sprint cooldown and drain
Host of other fixes and improvements
Improved menu and UI navigation
Added new menu with improved UI/UX - Menu is still WIP and being designed so don’t read too much into that! The focus for now was to give a clearer and concise way to access all the game content whilst we fully design and implement the remaining features.
Modularized tutorials - Can access tutorials individually from the Missions section in the menu.
Restored tutorial levels - 20 individual tutorial missions are accessible from Missions section. The tutorials and entire onboarding system is being redone to make for a smoother, fun, and more progressive experience.
Implemented Fast Travel system in Spots section. Easily travel between various spots in the map. This will eventually become a fully fledged map system, but this in the meantime will give a much easier way to navigate around the environment quickly.
Added Character Editor - Switch between STORROR members and change outfits. This will continually be improved and updated as we work on the menu and implement a full character editor.
Multiplayer Menu - Removed quick menu and added clearer UI to host and join sessions through the Online section
Full Controls Guide - Navigate and view each of the game mechanics and features with input actions, move descriptions, and example videos. Guide style and features still WIP.
Unified and expanded settings menu with improved graphics defaults, fixed settings saves, and quit to menu and quit game options
Added clear feedback prompts when applying/saving settings to avoid confusion with players thinking the game has hung/crashed when performing background operations
Improved controller HUD overlay visuals
Added flick tracker on top of thumb sticks and mouse to show how the game is interpreting input flicks
Completely reworked the challenge system with improved start, active, and completion UI/UX
Challenges correctly registering successes/fails
Challenges can be completed single-player while in multiplayer lobbies
Challenges are now also multiplayer! The challenge host can invite players in the lobby to join a challenge. In multiplayer challenges, once everyone is ready the host can start the challenge! The UX and UI of multiplayer challenges will continually be improved and more challenge types added.
Added two challenge types - speed (Time based) and line (Move based) as well as objectives (only for speed challenges at the moment, line challenge objectives to come)
Multiple speed and line challenges added throughout the estate with more to be added throughout the rest of the map!
Fixed multiple different crashes (There will be some crashes still so keep the crash reports coming so we can get to the bottom of them)
Improved support for low-end hardware (DX11 Switching) - If getting DX12 crashes frequently, try forcing -DX11 in launch options
Fixed graphic defaults
About
This page aggregates Steam news feeds, patch notes, and developer announcements for STORROR Parkour Pro, 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 STORROR Parkour Pro 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.