Hey friends!

We launched Ultimate Sheep Raccoon back in December 2025 and as you know, the reception has been mixed. We’ve been listening to player feedback and acting on it every day since launch, and we’re proud to say that the game is in a WAY better place than it was at launch. We hope you’ll enjoy all the improvements we’ve made so far.

AND we’re still working on it. Here’s a quick list of what we’re working on next, and the major things we’ve updated (there have been too many updates to mention everything!)

After having released the Skunk update (v1.3) and now the big Bug-Fixing-and-Content Update (great name I know), we’re now focusing on onboarding and a block probability system to address the remaining challenges facing players in the game.

Heads up:

  • we won’t necessarily do ALL of these things, as bugs and other improvements will come up with the release of the game and our priorities may shift

  • we’re purposely not putting a timeline here, we’re working on stuff but won’t guarantee exactly when it will be done (because we don’t know!)

  • because we have PC and console cross-play, we can't do major updates to one without updating the other. This means that any big features need to be tested on all platforms and then certified again before release, meaning they take a little longer to go out.

🛑 Highest priority

  • improved onboarding — allowing players to go from the lobby to the training grounds and into the game

  • improving networking so there’s less lag — we’ll attempt to upgrade to Fusion 2.1 which should be faster!

  • Improved system to deliver different blocks to players as needed (block probability based on the level, how many people made it, etc.)

  • more blocks — we want to continue creating blocks so that we can have more objects that encourage smooth movement, are easier for new players to use, and create more variety in levels

  • allowing players to use both controller and keyboard/mouse to navigate menus

  • better snapping to the ground to preserve momentum (this also helps for trick boosts)

  • controller remapping for console

  • vote to kick — we plan to have the ability to vote to kick players from a game, instead of only the host being able to kick players

👷‍♀️ To be done later

  • in-game emote system

  • text chat (maybe)

  • even more levels (and bigger levels)

  • even more blocks

  • more level editor improvements and new features

  • implementing a better tie game logic, likely a sudden-death race

  • handicap score settings

  • game options for streamers (hide usernames, etc.)

  • better level discovery using filters and sorting

  • more characters

  • improvement to landing tricks — give the player a tiny bit of leeway for landing a trick

  • more character controls improvements (this is kind of an eternal thing though, see you in 2029)

  • characters don’t show in the same order in the lobby for all players

🎮 Platforms

  • PS4 — one remaining issue to fix with PS4-PS5 cross-invites, but we needed to prioritize other fixes and features above PS4. We’ll get to it!

  • Native Mac support — almost ready, but we’re focusing on bug fixes before this! You can play the game using cross-over for now and it should work well!

  • Native Linux support — we don’t have native Linux support but it can be used via Steam with Proton.

✅ Done, in patch 1.6!

  • more blocks

  • more levels (bigger levels)

  • slightly improved tutorial

  • trap points (in Hardcore mode)

  • players getting stuck in the level geometry — the game won’t respawn you stuck in geometry anymore, but there are still some cases where you can get stuck. Hold B (backspace on keyboard) to give up

  • Additional improvements for different screen resolutions

  • ability to quickly share and/or play a level after using the “Save & Share” feature in the level editor

  • quicker restart flow in challenge mode → visual prompt showing how to quick restart challenge mode

  • various character control improvements: (too long to list here…)

  • redid the entire camera system—it was janky and overcomplicated so it was gutted and remade

  • showing how to do tricks in the tutorial

  • additional global options for video

✅ Done, in patch 1.3!

  • PS5, launched!

  • more variety of blocks

  • more character controls improvements (did a big pass in January 2026)

  • making Hardcore Mode (traps kill players) more obvious

  • power-ups improvements (umbrella will turn off after time, balancing tweaks)

  • solo points

  • tutorializing tricks better

  • quicker restart flow in challenge mode → visual prompt showing how to quick restart challenge mode

  • ability to quickly share and/or play a level after using the “Save & Share” feature in the level editor

  • quicker restart flow in challenge mode → improve time between when “press A to start” shows and the player can actually start the race

  • options for mouse sensitivity

  • additional global options for video (windowed, borderless, V-sync, etc.)

✅ Done, in patch 1.2!

  • controller remapping (PC only) — probably coming in the next patch!! To do this on PC we also had to do a bunch of stuff on console, this is a very complicated task with a looooot of chances to create bugs, so we have to take our time to test it well before putting it out

  • private lobbies can be joined by other players

  • some font issues for Traditional Chinese

  • make collision boxes for placing items smaller so they can be placed (almost) anywhere

  • improvements to how the Jungle water/sludge works

  • more indication of when you’ll respawn after you fall

✅ Done in Day 1 patch

  • additional controller support — we set things up so that it’s easy to use for 8-player local, which made it more difficult to recognize some controllers. We have a fix and we’re working on it, will update you soon! (This includes 8bitdo controllers)

  • quicker restart flow in challenge mode → make the cursor start on the “retry” button in the score page instead of in the center of page — this speeds up retrying

  • making more objects flippable

And a lot more! We don’t want to put our entire task list here, but there are a lot of things we’d love to get in the game, so we’ll keep you posted!

<3
The Clever Endeavour team