Happy New Year!

LoganA

Administrator
Administrator
Moderator
Sonic Team Junior
Posted by Tatsuru.

Good to see you all with us in 2026! We hope your holidays have been fantastic, and that these first weeks of the year have been treating you well.

New Years' artwork by Spectorious.


First off, we’d like to not only thank you guys for sticking around with SRB2 and supporting our project, but also to apologize for a number of incidents that started before the release of v2.2.14. They originated from a combination of issues, many of which were a lack of internal organization, proper QA and rigor in sourcing assets and works from other parties.

If you’ve been around for that, you sure will remember a release of the game being rendered unplayable due to mismatched SOC definitions (the Ugly Knux incident), the scramble for adding then removing a feature that was implemented too early (the shield button), and most notably, maps containing assets that we had no proper clearance for (Pipe Towers Zone, among others). We were just a bit short of effort and care from not having to take that content back from you, as well as not disappointing those creators who put so much of that into theirs – as a result, we’re setting higher standards for ourselves going forward.

While our team’s top priority has shifted to getting v2.3 finished, some of you might remember from our v2.2.14 update post that we had more content planned for the v2.2.x patch cycle. After some consideration, we’ve decided that most of the planned content updates need further polish and will go into v2.3 instead; in exchange, we’re preparing something fresh and developed in-house to round out the v2.2 experience.

What could this possibly mean?


As a replacement to Final Demo Zone, v2.2.16 will feature an entirely original Single Player level. We’d say it’s new, but it’s a level that has actually existed since the Final Demo days of SRB2, though its unlock conditions were so stringent that there’s probably nobody left in the community who’s truly experienced it. It should be much easier to access now, so give it a try!

Final Demo Zone will remain playable as an add-on you can download here. That said, we’d like to talk more about what we’re doing for the next major version of SRB2, v2.3.

Red Volcano Zone act 1, featuring a new skybox. Tails is seen jumping across a gap.

Red Volcano Zone act 1, featuring a new skybox. Tails is running past a Star Post.


As you may already know, v2.3 is not meant to be a big overhaul compared to what v2.2 was to its previous version, and is focused on polishing and finishing what it couldn’t. This mostly means acts 2 and 3 of Red Volcano Zone, as well as a full remake of Egg Rock Zone.

What we have for RVZ1 is already quite solid and is planned to only receive small layout changes, on top of a lush new skybox. RVZ2 is still under construction so it’s not as screenshottable yet, but this should give you a good idea of what to expect in terms of eye candy.

Egg Rock Zone act 1, in development. Knuckles is in a room full of vertical crushers, interwined by laser-emitting pillars.

Egg Rock Zone act 2, in development. Sonic is running along a purple holographic platform above the surface of the Egg Rock.


Since ERZ is the one receiving the bulk of the changes, we can afford to go into a little more detail in our vision for this remake. Act 1’s rehaul will stay closely aligned with the original layout, but will move away from an assorted gimmick gauntlet towards expanding on the zone’s core mechanics. You can expect familiar rooms to return in original, engaging forms that make full use of v2.2’s features.

Act 2 is being truly remade from the ground up, reimagining the final challenge while respecting the level’s legacy. Some of the most iconic sections and mechanics will be brought back into yet unseen layouts that emphasize visual spectacle and even tougher platforming. This is the final trial of the campaign, after all, so it won’t hold your hand.

Of course, that doesn’t mean the rest of the game will remain the same. Other levels of the campaign may still receive updates, some small, some big, though not as extensive as the ones above, together with planned content that didn’t make it into v2.2. Besides, we are still working on the heavily debated physics adjustments, as well as further refinements for abilities to account for those changes, not to mention all the sweet new features and fixes from our community Git contributors. A lot to look forward to!



We know how much SRB2 means to our players and community members, and it means no less to us, so it’s a responsibility we intend to share throughout this year, and the years to come until the project is complete. Happy 2026, and we hope you continue to enjoy the game as much as we enjoy making it!

TL;DR: belated happy new year to you! We’re still alive and kicking – we made a couple development blunders and would like to apologize, though we can’t shorten that apology, so read the whole thing if you want details. To make amends, we’re still working hard on v2.2.16, and have new updates about v2.3 to share (see screenshots). Thanks for sticking with us!

View on SRB2.org
 
For the record:
The question mark image was initially called vvz.png and had alt-text reading "What could this possibly mean?".
It has since been renamed to youthought.png in addition to the alt-text being made blank. (While still present.)
new zone????
typically acronyms for levels end with z
ex: gfz, thz, rvz, etc.
vvz could be another zone acronym. I also think this because the image looks like the level icon for a level without one/you haven't unlocked it.
 
new zone????
typically acronyms for levels end with z
ex: gfz, thz, rvz, etc.
vvz could be another zone acronym. I also think this because the image looks like the level icon for a level without one/you haven't unlocked it.
I think it might be Vibrant Vendetta Zone from the Spring 2009 OLDC?
Though that's called into question because of the image being renamed.

EDIT: Well, no. The text right below the image implies the level that's going to be added was unlockable. I don't know what it could be.
I think it being called VVZ was a red herring now.
 
Last edited:
For the record:
The question mark image was initially called vvz.png and had alt-text reading "What could this possibly mean?".
It has since been renamed to youthought.png in addition to the alt-text being made blank. (While still present.)
no way varway valley from starshy stages in 2.3
 
it’s a level that has actually existed since the Final Demo days of SRB2, though its unlock conditions were so stringent that there’s probably nobody left in the community who’s truly experienced it.
Perhaps it's missing from the wiki, perhaps I'm misreading this, but the only unlockable levels that were in 1.09.4 that aren't in 2.2 are the christmas one and the adventure test level. Neither of those sound like much to get excited about, so I assume I'm missing something. I have no idea what the "absurd unlock requirements" could have been, since I haven't played any of the old versions in years and almost certainly didn't fulfill those requirements when I did. Maybe it's SRB1-remake related?
 
Nice to see some concrete information on version 2.3. It is also nice to see how it looks like it will not be that difficult to port addons over from 2.2 as well (as the single biggest thing, from a modding perspective, looks to me like it ends the feature freeze and we will be able to see the full impact of what will now be possible due to UDMF). The new stuff for Egg Rock looks great, I like the fact that the focus content-wise has been on what was due for an overhaul, leaving the level designs that were already overhauled in 2.2 and worked intact.

I have not checked the wiki in a while, but if the plan still is to remove support for the old binary format based on the original Doom specs, then there are important pages that still need updating such as creating a boss level. I was able to figure out UDMF bosses myself, but it was not exactly easy engaging in the guesswork on the way.
 
I'm a bit saddened by the loss of Final Demo Zone as an official inclusion, as it's a rather fantastic celebration of a rather iconic piece of SRB2 history. That being said, I am certainly intrigued by what its replacement might be. Also, I can't help but notice the distinct lack of mention of Dark City. Based on the wording of the post, it seems like 2.3 has shifted focus almost entirely to rounding out RVZ and ERZ? I was under the impression that DCZ was going to be the big testing ground for the new physics, but based on the wording it seems unclear whether that particular overhaul is even still intended for 2.3 or if it's being pushed back to 2.4. It's mentioned that it's being worked on, but not made clear whether that is in relation to 2.3's or 2.4's development.
 
Screenshot 2026-01-18 110225.png

Does that mean the scrapped ERZ 3 boss could be the boss for RVZ?

I genuinely hope this is the case of point here, because if it isn't, then I would probably be horrified to think it would be a completely new boss.
 
Last edited:
Also, I can't help but notice the distinct lack of mention of Dark City. Based on the wording of the post, it seems like 2.3 has shifted focus almost entirely to rounding out RVZ and ERZ?
For some clarification, Dark City is not something we're currently prioritizing for 2.3. It'll happen someday, but you're dead on about 2.3 focusing on rounding out the existing experience that 2.2 left behind though - one of the primary reasons for 2.3 taking so long has been that large scale revamps of all the existing maps to fit a different vision of the game is, as it turns out, hard and time consuming.

I was under the impression that DCZ was going to be the big testing ground for the new physics, but based on the wording it seems unclear whether that particular overhaul is even still intended for 2.3 or if it's being pushed back to 2.4. It's mentioned that it's being worked on, but not made clear whether that is in relation to 2.3's or 2.4's development.
SRB2's future physics changes are still planned for 2.3, but they aren't planned on ever being as earth-shattering as some demonstrations from the early 2020s would suggest. Some developers working on those systems have since moved on, and the aforementioned work required to accomplish large revamps just isn't something the team feels like going through with, lest we just make a new game altogether. What will be present in 2.3 will largely consist of momentum preservation mechanics and increased jump heights, with existing levels and character movesets modified to accommodate for these changes.

Hope this clears some things up. I realize that the day to day dev talks don't always make their way to the forums these days and I'd like to keep people updated with the goings on of development without being too vague now that we have a stronger vision for what we want to do. At some point, we'd like to call SRB2's campaign "finished" so we can move on to improving what we see fit and adding missing zones and such.
 
For some clarification, Dark City is not something we're currently prioritizing for 2.3. It'll happen someday, but you're dead on about 2.3 focusing on rounding out the existing experience that 2.2 left behind though - one of the primary reasons for 2.3 taking so long has been that large scale revamps of all the existing maps to fit a different vision of the game is, as it turns out, hard and time consuming.


SRB2's future physics changes are still planned for 2.3, but they aren't planned on ever being as earth-shattering as some demonstrations from the early 2020s would suggest. Some developers working on those systems have since moved on, and the aforementioned work required to accomplish large revamps just isn't something the team feels like going through with, lest we just make a new game altogether. What will be present in 2.3 will largely consist of momentum preservation mechanics and increased jump heights, with existing levels and character movesets modified to accommodate for these changes.

Hope this clears some things up. I realize that the day to day dev talks don't always make their way to the forums these days and I'd like to keep people updated with the goings on of development without being too vague now that we have a stronger vision for what we want to do. At some point, we'd like to call SRB2's campaign "finished" so we can move on to improving what we see fit and adding missing zones and such.
will ringslinger be kept for 2.3? "we’ve decided that most of the planned content updates need further polish and will go into v2.3 instead" suggests that the rs maps will be kept and either they stay as rs maps or they get repurposed for another gametype (like battlemod)
 
will ringslinger be kept for 2.3? "we’ve decided that most of the planned content updates need further polish and will go into v2.3 instead" suggests that the rs maps will be kept and either they stay as rs maps or they get repurposed for another gametype (like battlemod)
Ringslinger is not planned to be removed or majorly reworked in 2.3. We had ideas floating around on what to replace it with (wouldn't be Battle or something pre-existing), but those plans were put on the backburner for now. Any changes to the Match/CTF gametypes will probably just be to make it look nicer or play better with whatever control changes we go through with.

We are working on improving the general rotation and adding some new maps, however. Stuff that we didn't get around to doing in 2.2.14, or addressing feedback on the stuff we did do.
 
I'll admit, I internally threw a bit of a mantantrum over Final Demo Zone's removal (I was the one who wanted it in the official game for years, after all) but after calming down, I realise this might be for the best since a brand new stage will better show off what 2.3 can really do, though I do wonder why it can't just be relegated to another extra Bonus Stage for the players to chew on, since I assume that 2.3 will have more emblems to collect, and therefore, more chances for rewarding new unlockables.

It feels so, so, so good to finally see some proper 2.3 screenshots in high quality! With all this new info coming out, would it be safe to say we might be getting more frequent updates about 2.3's development now? I'm obviously not asking for direct release dates, estimations and all that, but moreso just general progress reports, maybe the occasional screenshot, all that stuff.

It's been quite the wait, and I know damn well it'll be worth it, it's just having those little updates definitely renews mental strength in this arduous wait haha.
 
Quick question regarding a certain topic since we seem to be doing Q&A here: Is Thok still planned to be moved off Sonic in 2.3, and if so will it still be available without modding in some form and is the team willing to share any new details about what Sonic's ability will be changed to?
 

Who is viewing this thread (Total: 1, Members: 0, Guests: 1)

Back
Top