Release candidate. 0.5.3 stays the recommended download until this build passes a full play test. Please report anything that looks or plays worse than 0.5.3.
Updated 2026-10-10: this upload adds the Linux and Steam Deck build (#103) and a save journal fix for macOS and Linux (#104). The 2026-10-09 upload added the macOS build (#99). If you downloaded RC1 before 2026-10-09, download the ZIP again and rerun BuildGame.cmd to get #99's DirectSound change on Windows; the generation recipe is the same.
Downloads: DOAXBV-0.6.0-rc1.zip is for Windows. DOAXBV-0.6.0-rc1-macOS.zip is for Apple Silicon and Intel Macs, and DOAXBV-0.6.0-rc1-Linux.zip is for x86-64 Linux and the Steam Deck. Each ZIP's README.txt lists its setup; then run ./build_game.sh /path/to/game.iso.
This candidate improves rendering and adds opt-in high refresh presentation and texture replacement. It updates the generation recipe, so extract the ZIP into a new folder and run BuildGame.cmd again. Saves are unchanged; copy your private saves over from your previous install.
Added
- High refresh presentation (#98). On a display above 60 Hz, set
RECOMP_SPLIT_RATE=autobeforeRunGame.cmd. Extra frames are interpolated between the game's 60 Hz ticks for the camera, characters, the ball and singly drawn props; gameplay keeps its original timing.autoreads the primary display; on another display, set its exact refresh rate. The picture runs one tick behind, and water, repeated props and the shop preview still move at 60 Hz. Leave it unset on 60 Hz displays. - Texture replacement (#95). With
RECOMP_TEXTURESset, F12 dumps the current frame's textures as PNG and Ctrl+F12 reloads edited PNGs while the game runs. Seedocs/texture-replacement.md. - Experimental VRR (#82).
RECOMP_D3D_VRR=1uses a tearing-capable path for G-Sync and FreeSync. VRR must already be active for the game window, or the picture tears. - macOS build (#99, by @tmcleroy). Apple Silicon and Intel Macs can build from source with
build_game.shand play withlauncher.sh; seedocs/building.md. SMAA and custom soundtracks are not available on macOS yet. A smoke run by @tmcleroy reached the save-select and options menus; it has not been play-tested. - Linux and Steam Deck build (#103, by @tmcleroy). x86-64 Linux, including SteamOS through a container build, can build from source with
build_game.sh;launcher.shopens a gamepad settings screen. It renders through Vulkan and needs the system's shaderc. SMAA and custom soundtracks are not available on Linux yet. Smoke runs on a Steam Deck reached the save-select and settings menus at 60 fps; it has not been play-tested.
Fixed
- Scene transitions (between match rounds, entering the Hopping Game) showed about two seconds of black instead of the held frame (#97).
- Even 60 Hz pacing with V-Sync on 120 and 240 Hz displays (#82).
- Depth-of-field backgrounds shimmered and characters had a stair-stepped halo at upscaled resolutions (#79).
- Distant geometry had no fog (#94).
- Point lights were dropped or lit as directional (#92).
- Textures at steep angles blurred and shimmered; foliage and hair edges stair-stepped under MSAA (#93, edge fix needs Direct3D feature level 10.1+).
- The title screen sea had no shimmer (#96).
- Closing the window mid-frame could exit with an error code (#80).
Changed
- DirectSound buffer calls copy streamed audio up to the cursor the game is about to read, so the streaming decoder cannot overwrite unplayed audio (#99). This also runs on Windows and has not been play-tested there yet.
- On macOS and Linux, mipmapped textures sample their smaller levels (#103). There, a save flushes its undo journal to disk when it starts and its save folders when it commits (#104); Windows is unchanged. Saves still carry no power-loss guarantee.
Known issues
- macOS and Linux do not yet render fog, point lights or the title sea shimmer (#105).
Validation
The packaged BuildGame regenerated the game program byte-for-byte against the recipe and compiled the Windows runner. Most fixes were play-tested on their own branches before merge; this combined build has not yet had a full play session. The macOS build is covered by CI's macOS runtime tests and the contributor's smoke run; it has not been built on a Mac from this ZIP. The Linux ZIP's build_game.sh regenerated the program byte-for-byte and built the runner and launcher on Ubuntu 24.04, and that runner started and played the intro under WSL; the Steam Deck smoke runs used the contributor's own build.
Full history: CHANGELOG.md. Support the project on Ko-fi.