Mini Royale cover
Mini Royale screenshot
Genre: Shooter, Indie

Mini Royale

Patch 0.33.0

Matchmaking

  • Added a soft Skill Based Matchmaking. It is based on your MMR that has already been tracked. We don’t want to hide the SBMM like other games, we will make everything transparent. It is currently configured to separate top players from new players/noobies, but you will still have a wide range of players. [MMR Range: 0-1000, Initial SBMM Range: 500, New Player MMR: 200]
  • You can see your relative Match Difficulty at the start of the game. That means when you have 300 MMR and more players in the lobby have something like 600 MMR, it will indicate that as a harder match for you. This will also affect MMR calculation - you don’t have to perform that well in harder games and the other way around.
  • You can also see the match difficulty in the Game Summary


Performance

  • We are now using a more modern compiler, resulting in a significant CPU performance improvement. If you notice any degradation please hit us up.


Map

  • Map collision fixes for climbing
  • Fixed some map glitches


Misc

  • Fixed inconsistent stats for perks in tutorial & ingame
  • We emulated the matchmaking with 5000 players in 1 Minute to make sure the scaling works well. This also helped us emulate different SBMM settings
  • Improved server stability
  • Temporary spectate-system fix


Party

  • Improved stability for party invites & creation
  • Fixed context menus for player options


Anti Cheat

  • Improved Game Security

Mini Royale - Upcoming Playtest

We are exited to announce a new upcoming playtest!

Start Date: July 19th at 8:00 PM CET
End Date: July 22th at 8:00 AM CET

See you on the battlefield🪖

Patch 0.32.0

Party
Reworked the internal party system. It should be more consistent, faster and provide better error handling
Added indicator when party data is syncing
Added chat message result for invites

Performance
Optimized numerous aspects of the game to improve your overall FPS and performance

Server
Fixed unexpected server shutdown
Improved server startup time, which leads to faster matchmaking (when a lobby is found, the time to search for a server should generally be faster)

Weapons
Adjusted inaccuracy data for garand & magnum

Misc
Fixed presence update for friends list
Fixed some widgets that
Fixed issue with quest volumes blocking audio
Changed matchmaking rules to prefer larger lobbies instead of better match
Added warning when only queueing Third Person
Now showing own bullet projectiles for in First Person
Fixed climbing bug

Gameplay
Fixed a bug where Reloading could not be canceled by sprinting even if the setting is enabled

Patch 0.31.0

Movement

  • Fixed an issue with accelerating (in any direction) which made the player feel really heavy/slow when starting to move or switch directions
  • Fixed a bug where Player actions (ADS, Consumables, Reloading, etc.) were not canceled when starting to Plunge (Dash) / Climb / Mantle
  • Fixed a bug that made the player “slide” of steep surfaces only when entering them from a falling state (e.g. the pink dollhouse)
  • Fixed a bug where sprinting would be canceled when moving diagonally and quickly turning in the other direction
  • Fixed a bug where players kept sliding/moving after death
  • Fixed other players stuttering in Air
  • Added settings for Climbing (Game -> Climbing), e.g. if Player needs to hold down Climb / Jump Button to initially start Climbing
  • Changed Rolling Speed
  • Added a Setting to Toggle “Smart Grapple” / Grapple Correction. Is disabled by default till it is properly reworked but still can be re-enabled.
  • Slightly increased Grapple Range


Perks

  • Fixed a bug that gave everyone the self-revive perk permanently
  • Fixed a bug where self-reviving often wouldn’t work and stop right before finishing
  • Fixed a bug where team perks could still be rolled in the wheel in solo games


Gameplay

  • Fixed a bug where Auto-Reload would interrupt all kinds of Player-Actions
  • Fixed a bug that automatically tried to re-apply bandages even when it was canceled or the player is performing other actions (such as Aiming, Reloading, etc.)
  • Fixed a bug that allowed Players to Shoot/ADS/Throw Grenades (etc.) while having any Menu open
  • Fixed inconsistent Firerate with Semi-Automatic Weapons
  • Fixed “pullout” delay for weapons
  • Gave the Kar a higher pullout time
  • Player Actions (ADS/Shooting/Reload/Consumables) are now being canceled by Sprint and Forward Input (can be disabled in the settings)
  • Enabled Fall Damage
  • Fixed Crouching / Un-Crouching when using Hold option


Misc

  • Fixed a bug with not playing the proper Communication Voice Lines in the Communication / Emote Wheel
  • Fixed two bugs with the Warmup Level.
  • a.) Players would sometimes not get teleported into the Warmup Level
  • b.) Player would sometimes fall beneath the Warmup Level after being teleported
  • Fixed issue where ejected bullets shells were stuck in air
  • Fixed a bug where weapon sounds from your own weapon had wrong attenuation
  • Normalized Audio Volumes of Weapons, Footsteps, etc
  • Fixed Crash Reporter not initializing
  • Fixed a bug where shotguns would not play the headshot sound



User Interface

  • Removed the stamina bar because stamina is not used currently
  • Fixed a bug that caused the Time Indicator for certain actions (Self-Revive, Consumables, etc.) to not be displayed when performing multiple actions right after each other
  • Slightly delayed the “Finish” Animation of the Time Indicator, so Armor/Health etc. is granted before the Indicator starts to fade out.
  • Added separate “Success” and “Failure” animations for the Time Indicator


Replays

  • Added scoreboard to replays
  • Fixed issue where sometimes the kills, deaths and placement were wrong on replays


Animation

  • Fixed Grapple Animation for other players
  • Fixed Animations from previous Player Actions (Shooting, etc.) still playing when starting rolling/climbing/other player actions
  • Players now rotate towards their Movement while Sliding


Performance

  • Improved game performance

Movement Update - Patch 0.30.0

The highly anticipated Movement Update is now live!


We've dedicated significant effort to enhancing the movement mechanics, resulting in a smoother and more fluid experience. We invite you to put the new system to the test and share your feedback! There will still be small bugs and things which are not finished yet, so please be aware of that.

Patch Notes



Movement

  • Added procedural Wall-Climbing/Ledge-Hanging. You can grab onto the wall and move freely - even around edges. As our maps contain complex geometry it may not work perfectly yet for some objects, but we will keep on improving that.
  • Counter-Strafing is now possible (Holding down A and D simultaneously now will make the player stop instead of moving in one of those directions randomly). We needed to “reset” movement Input bindings for W/A/S/D to make that work, so if you had non-default bindings for moving, you will need to rebind those again.
  • Re-worked Mantling, making it more consistent and trying to keep Player-Momentum.
  • Players will now automatically try to mantle in Air when pressing W / having a forward input.
  • Added a “Smooth-step” for “smaller” ledges, making it easier to navigate through uneven territory / areas with lots of small edges.
  • Added momentum based Sliding (making sudden turns while moving and trying to slide will sometimes just make the player crouch, we are aware of that and will improve that)
  • The Action Roll isn’t a standalone ability anymore. When having enough speed while Sliding, players will automatically perform the Action Roll when trying to jump.
  • While performing the Action Roll, players are now able to tilt the direction and their momentum sideways.
  • The Grapple Gun is now a “One-Click-Ability” and not an Item you need to pull out first.
  • The Grapple Gun cooldown is now based on the actual traveled distance.
  • Generally reworked the Grapple Gun, aiming to make it easier to actually get onto ledges / get to places where you are grappling too.
  • While waiting for the Grapple to hook onto an object, you are now free to run and jump around.
  • You can now grapple onto Moving objects (including other players)
  • Added a small Input-Buffer for jumping which allows for easier and more consistent “Bunnyhopping” (changing “side” momentum while in a bunnyhopp is pretty hard at the moment but we are planning to change that)
  • You can now attach everywhere on a Zipline. While on a Zipline you are now able to do pretty much anything (shooting, ADS, reloading, melee, etc.)
  • Added a small Coyote-Time (players can still jump after for a small duration after running of a ledge and are already in the air)


General

  • We basically re-worked the majority of Player-Actions (Shooting, ADS, Reloading, Parachute, Parachute-Boost, Melee, Consumables, etc.) and made it more “ping-friendly”. That will allow players with a worse ping to still have a nice Game-experience. Some actions (like looting or switching weapons) are still influenced by ping.
  • A big part of reworking the Player-Abilities was to change the way how different Actions interacted with each other. Before, for many Actions (like reviving) you first had to manually cancel the revive before being able to start shooting/ADSing/moving etc. Now, Player-Actions will cancel other ongoing actions automatically. Generally, this should lead to a much smoother and less frustrating game-experience.


Weapons

  • Increased damage for low tier shotguns
  • Balanced shotguns damage
  • Added ding sound to garand


Rendering

  • Added FidelityFX 3.0 (Anti Aliasing + Frame Generation)


Misc

  • Added option to hide all chat messages
  • Fixed a bug where server manager would stall when all servers close simultaneously
  • Increased the weekly quests from 7 to 9
  • Added a bit more quests variations
  • Changed mmr calculation & fallbacks
  • Fixed casual mmr showing up ranked leaderboard
  • Fixed issue where Sanctions would not be enforced ingame
  • Fixed a bug where the server manager would terminate due to a failed status request
  • Increased performance of client backend communication
  • Removed useless Perks from Pool in Solo Gamemodes (eg Cheat Death)
  • Worked on wrong match or server in startup error when joining a game (hopefully fixed now)
  • Fixed showing old names on team respawn notification


Custom Games

  • Always allow the custom game owner to join his own game


Audio

  • Worked on Player Action Sounds
  • Worked on Weapon Shot Sounds


Quests

  • Greatly reduced network traffic caused by quest progression
  • Showing progress indicators ingame


Backend

  • Improved a lot of bottlenecks to prevent throttling on higher player counts


Map

  • New Warmup Map: Stranded A new warmup match called "Stranded" has been added. However, due to some unexpected errors, it will not be available tonight. We are working hard to make it available for you tomorrow.
  • Main Map: The lighting and atmosphere have been slightly adjusted to enhance the depth of field. The map architecture has been updated to accommodate the new movement mechanics. Additionally, new assets, including "The Royale National Bank" and a "Hamster Cage," have been added.


Anti Cheat

  • Secured more code
  • Updated to new Easy Anti Cheat Version

Patch 0.29.0

Weapons
Reworked how shotguns deal damage. We want to make the shotguns more consistent and actually viable to use in close range fights
Increased minimum ammo for Italian Shotgun and M1 garand
Fixed Italian Shotgun starting with one less ammo than expected
Changed the damage for MP’s to be more viable for close-mid range

Custom Games
Added versions to custom game session for the case that people have different client versions
Added support for players leaving in custom games
Added Custom Game Titles

Crash
Fixed crash when force closing during active HTTP Request

Map
Fixed some bugs in the new Map
Added a new area to the new Map

Server
Fixed a bug where the server session would time out when online for too long

Misc
Fixed issue where the playtest timer was shown incorrectly due to timestamp construction
Fixed issue where a softban (eg 3 days for text chat abuse) would result in the game closing instead of showing that you are banned
Fixed showing a custom game that has finished in Warm Up forever
Fixed some tutorial bugs
Increased max concurrent http request for high peak
Fixed a bug that deleted permanent leaderboard entries after 1 Day
Removed logs for clients
Made local shield break animation bigger
Adjusted post match xp calculation
Improved Client Anti Cheat checks performance
Fixed case where Anti Cheat crashes were incorrectly detected by the Crash Reporter
Set category of mini royale friends always to Playing. We can’t query the presence for those friends and offline is misleading.
Upgraded Server Version
Exposed server hz in the performance stats to let the client see when the server struggles
Fixed bug where legs would rotate 180 degree when jumping and strafing
Increased grenade range & damage a bit
Added reload button to friends list as sometimes newly added friends would not show up instantly
Fixed case where EOS backend failure would prevent users from logging in on a server
You can now see your detailed XP Breakdown in the Game Summary
You are now rated in casual mode. We don’t use this data yet, but it could be used for SBMM to prevent fresh players being stomped by experienced players.

Anti Cheat
New Easy Anti Cheat Version
Secured more code

Mini Royale - Upcoming Playtest



A new Playtest appeared!

Start Date: Aptril 26th at 8:00 PM CET
End Date: April 29th at 8:00 AM CET

Have fun soldiers! 🪖

Patch 0.28.0

Ranked

  • Some dedicated players wished for a ranked mode, so we added a ranked queue
  • Can be played in eu-central-1, us-east-2 and sa-east-1
  • This playtest will be Solo Ranked only
  • You will get your MMR after just one game
  • There are no rank groups yet (like sliver, gold, …) - just a MMR [0-1000, 200 default]
  • We want to see how the MMR distribution behaves for a complete weekend
  • We may disable ranked modes for low player counts in a region
  • You need to be level 5 or higher to join ranked
  • You can see a leaderboard of rankings in the ranked tab
  • You are rated by the expected performance depending on the lobby mmr & placement you earn. This can and will be adjusted.
  • Ranked queues will take longer, far longer! There is no backfill, you need at least level 5 to queue ranked, and at least 10 players in one lobby.


Gameplay

  • Decreased hip fire accuracy
  • Adjusted accuracy impact while falling
  • Added inaccuracy when transitioning into proning, this will make drop shotting harder
  • Added a delay to proning to prevent spamming


Audio

  • Adjusted Footstep to be more clear
  • Delayed the start of Player Actions Sounds Attenuation Falloff


Backend

  • Fixed a Bug where some users would get “Encryption Error”. This was a bug where the JWKS was invalid and would fail any user authentication.
  • Fixed a Bug when creating a custom game would fail even it should not
  • Fixed that there were random replays in the replays tab, not the latest 30 replays
  • There was a bug where the leaderboard data in the database was deleted due to a bug in the TimeToLive


Custom Game

  • You can now play custom games even if the playtest is not live
  • Added a custom game browser where you can find session that are currently joinable
  • Fixed issue where custom session were still displayed even if the server shut down when everyone left
  • Fixed issue where idle sessions would timeout when not used for long and server manager would not notice


Maps

  • Fixed several issues with the new map
  • Added more stuff on the map to allow for more cover


Misc

  • Added more global ranks for some very sweaty players (1000 was previous max, now 2000)
  • Reset all Stats & Leaderboards (there was a bug that resulted in incomplete data for some players, we want to verify everything works as intended for early access reset and now new players can catch up)
  • Now showing the estimated waiting time for matchmaking without hovering the “i” and also showing online players (steam only)


Audio

  • Fixed some audio volumes on the new map


Anti Cheat

  • Added more encryption

Mini Royale - Upcoming Playtest



This weekends playtest starts soon!

Start Date: Aptril 12th at 8:00 PM CET
End Date: April 15nd at 8:00 AM CET

Have fun soldiers! 🪖

Mini Royale Custom Games & Offline

Would you like to dive into Mini Royale with your yor friends or viewers?



Now, it's possible to enjoy the game together, even outside the official playtest sessions! Hosting a custom game requires being a Patreon at Level 3. If you're a streamer, simply reach out to us in the discord, and we'll provide you access.

Additionally, you have the option to log in for engaging in the tutorial or improving your skills with aim training.

Enjoy your time on the battlefield, Soldiers! 🪖