Smoother Multiplayer
How other players are shown on your screen: smooth movement, jump pads, visible fights and knock-outs, plus what happens when your connection drops.
Updated 2026-11-06multiplayermovementcombatreconnectquality of life
FusionFall is a shared world, so a lot of what you see is other people: running past, jumping, fighting next to you. Several updates in October and November 2026 made those other players look right, and made the game hold on to you when your connection hiccups. Nothing here needs a setting. It is simply how the game behaves now.
Other players' movement
These changes came to the desktop game in B111n (October 26, 2026). Web and mobile were not changed by that update.
- No stutter or rubber-banding. Other players keep moving smoothly between position updates instead of falling behind and snapping forward.
- Jump pads work for everyone you watch. When someone launches off a jump pad, you see them fly up in an arc and land on top, for example on a treehouse. Before, they walked into the base and then appeared at the top.
- Jumps look real. Other players rise and fall naturally and land on decks, bridges and platforms, not on the ground underneath.
- Smooth turning. Players turn to face where they are going instead of snapping around.
- You look better to others too. The desktop game reports the direction you move in and your real speed, so players on web, mobile and desktop all see you more accurately.
Fights you can see
B111n and B111o (both October 26, 2026) did the same for combat on desktop.
| What you see | How it works now |
|---|---|
| Health bars | When a monster hits another player, their health bar goes down on your screen too |
| Knock-outs | A knocked-out player falls where they stood. When revived, they get up where they respawned |
| Attack swings | An attack that hits several enemies plays one swing, not several in a row |
| Nano powers | Another player's Nano power animation plays once |
| Rockets and grenades | You see other players' rockets streak through the air and their grenades arc. Each one explodes where it lands |
| Buffs and debuffs | A player who walks into view while buffed, poisoned or stunned shows the effect at once |
| Revives | A revived player's effects refresh to match |
| Ready stance | After attacking, other players hold their weapon at the ready for a few seconds, like you do |
Small touches
- When another player opens their inventory, you see them in the inventory pose.
- Players getting off a vehicle step off correctly.
- On desktop, vehicles fly in when summoned and fly off when their rider gets off, as they do on the web (B132).
In the Peach Creek Showdown
Opponents in a Peach Creek Showdown match move more smoothly on desktop and web since B162 (November 6, 2026). The players you watch as a spectator are animated, and a stuck match or spectator view recovers by itself.
When your connection drops
Web
Since B102 (October 17, 2026) a lost connection no longer throws you back to the website. Since B132 (October 30, 2026) it goes further:
- The game stays on screen and shows "Reconnecting…". In a second or two you are back in the same spot with the same character.
- What you typed or moved while offline is sent when you are back. Fights, loot and trades wait for the connection.
- If the page reloads, you go straight back into your character without passing through the menus.
Mobile
Phones lose their connection all the time: a call comes in, you switch apps, the signal dips. Since B132 the mobile game is built for that.
- Switch apps, lock your phone or lose signal, and the game reconnects by itself and puts you back where you were. No loading screen, no menus.
- For up to 5 minutes offline you can keep walking, chatting and moving items. It all syncs when you are back.
- If your phone closes the page in the background, opening it again signs you straight back into your character.
Desktop
If the desktop game loses the game world, it tells you and you log in again. Your character is saved where it was.
Pixelmon battles
A Pixelmon battle no longer hangs on a "RECONNECTING..." message when one reply is lost. The battle is fetched again and carries on. If there is truly no answer, the battle ends with a message after about 40 seconds and your controls work again. This applies to desktop and the browser (B132).
Tips
- If a friend looks frozen or out of place, type
/refreshto reload the players around you. - If you are the one stuck in scenery, use
/warpaway. See Chat Commands. - A weak connection shows up as delayed hits and late loot. Check it with
/ping. - Before a planned restart you get a warning in the game about five minutes ahead. See Computress Announcements.
