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
